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Author Topic: A guide to Wizards: Playing a GOD  (Read 279129 times)
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Dan2
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« Reply #20 on: May 26, 2008, 10:51:53 PM »

8th level spells

Mind Blank (PHB): (Buff): Evil Laugh  24 hour protection from divination (yawn) and any mind effecting spells or effects (BINGO!). Yes, that basically makes the entire enchantment school obsolete for 24 hours/day. Very solid buff.

Wall of Greater Dispel Magic (SpC): (utility):  Like wall of Dispel Magic except that you get the standard + to CL of Greater dispel on targeted dispel checks. Frankly – I think the Dispelling Screen spells are superior than the Wall of Dispel Magic spells due to the ability to automatically stop ranged/targeted spells going through the screen. Only the invisible effect makes this a situationally superior spell.

Dimensional Lock (PHB): (BC/Utility):  An area spell that restricts extradimensional travel. The duration is sick (1 day/level) which means you can use this to protect areas from extradimensional visitors indefinitely. Unfortunately, the spell is static – so it’s use in combat is pretty restrictive. Dimensional Anchor will serve instead.

Prismatic Wall (PHB): (Battlefield Control): Sad  Basically a supped-up wall of force. The flat wall shape makes this spell significantly less potent than the 9th level sphere version. Make an absolutely impenetrable wall that your opponents absolutely must go around to get to you – sigh.

Protection from spells (PHB): (Buff): Bang Head Take 6th level Superior Resistance – increase the effect to +8, make it only good against spells, gimp the duration, give it a 500gp material cost, a 1000gp focus cost. Yes, you can use it on multiple creatures (1/4 levels) but it is still an absolutely shameful waste of an 8th level spell slot.

Spell Engine (SpC): (Utility): Bang Head Spell allows you to switch out all your prepared spells for others from your spellbook. By RAW a focused specialist can potentially switch his focused school spells for spells of non-specialist school as long as the spell is within his spellbook (interpreting the spell this way stinks to high heaven though – and Treantmonk does not suggest being cheesy). This spell sounds great doesn’t it? Look again. This spell requires a 500gp material component, and if that wasn’t enough, 250 xp. Treantmonk says that if you are worried about preparing the wrong spells – buy some scrolls for backup.
« Last Edit: April 02, 2010, 05:40:41 PM by Dan2 » Logged

Dan2
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« Reply #21 on: May 26, 2008, 10:52:04 PM »

9th level spells

Maw of Chaos (SpC): (Double threat: Debuff + Blast) Evil Laugh  ohhh – an abjuration blast spell. This one is pretty good too (even worth a 9th level slot). Cast this on the enemy group and they are in trouble. First off – they take d6/caster level damage (untyped and no limit) – and they make a save (Will) or are dazed. The next round – anyone who is still in the AoE takes the damage and makes the save again. And so on for the duration of the spell. Dazed characters cannot move – so will stay and continually take damage. Also – any enemy wanting to use a spell or spell like ability better have a decent Concentration score (not all SLA creatures do) or they won’t be able to use them. This spell lasts 1 round/level.

Absorption (SpC): (Buff) Thumb  It’s a selfish spell – but a pretty decent one. It works a lot like spell turning – but instead of turning the spell – you absorb it – and you can use those spell levels to cast one of your spells without losing the memorization slot. Also – if a spell cannot be completely absorbed – you can partially absorb it – reducing its effect (which is something spell turning doesn’t do). With a 10 min/level duration – you can often have this pre-cast when entering combat – which is a definite selling feature.

Reaving Dispel (SpC): (Double threat: Debuff + Buff) Thumb  A greater dispel magic spell that allows you to take the spells you dispelled (on a targeted dispel) and reassign them to yourself. Could be huge against say, a Cheater of Mystra (or any DMM cleric). I can’t help but immediately think that my party Cleric might have some cool DMM persisted personal spells that he could cast twice – I reave the first set, and he keeps the second. Anyone see a reason that wouldn’t work (Besides a stingy Cleric)?

Prismatic Sphere (PHB):
(Battlefield Control):  The ultimate protection spell – it protects you against everything. Unfortunately – you need to leave the sphere to be doing anything yourself. This spell could be decent for emergency regrouping – or mixed with a Heward’s fortifying bedroll – even to regain spells. However, it too – unfortunately, is not going to be used in the average combat.

Imprisonment (PHB): (Save or Die): Sad  This spell is a touch-save or die (and unlike most death in D&D – this guy is a lot further than a resurrection from walking and talking again). The point of this spell (since save or die that targets will as a 9th level spell BLOWS) is that the creature cannot be brought back. However, constantly resurrecting bad guys is a pretty rare problem – so this spell becomes circumstantial – which is bad for 9th level spells.

Mordenkainen’s Disjunction (PHB): (Debuff) Sad  The ultimate Dispel. MD will totally nuke all spells and possibly magic items too (they get a will save). You can potentially save magic items in an Anti Magic Field. Frankly – MD is a bad spell to cast since D&D characters are LOOTERS and nuking all the magic items isn’t a good looting tactic. I can really only see this spell being used in emergencies. Once again it is circumstantial – which isn’t good for 9th level spells.


Magic Miasma (SpC): (Double threat: BC + Debuff) Sad  Creates a Solid Fog (as the spell) that also gives a minus to caster level and DC’s of spells to those within. Those who leave the area get a Will save in order to get the CL back. Solid Fog is level 4 – this just doesn’t scream to me “This is 5 spell levels better than that spell”. Giving CL and DC penalties to enemy casters with no save is pretty cool – but they get the save as soon as they leave the fog (and who has freedom of movement options at this level? Um – just about everyone.)

Effulgent Epuration (SpC): (Buff) Sad  Gives the caster or recipient (which can be changed in the middle of the spell) a bunch of spheres that block enemy casts directed at the recipient. It’s really, really good at what it does (lots of blocks – 100% chance of success) but the duration sucks and it’s purely defensive for 1 person at a time only. This means this spell is just the kind of spell you almost never should cast.
« Last Edit: April 02, 2010, 05:41:02 PM by Dan2 » Logged

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« Reply #22 on: May 26, 2008, 10:52:18 PM »

Overall Opinion: In the end I am a little underwhelmed. Unlike Evocation I could not see making an effective Focused Specialist from this school (maybe a specialist).

However, there are definitely some bright points. As much as I hate the standard action, 1 round/level defensive spell - with the Karmic spells you don't need go down that route since they are swift actions.

Everyone knows dispel magic is a great spell - but does everyone know that dispelling screen blocks all spells? Do they know you can make it a hemisphere around another character?

There are also a number of 24 hour spells. Certainly worth a spell slot for many of them.

My next guide for Gods will be Necromancy. I do not anticipate it taking as long as this handbook took me as I have some vacation time coming up in a couple weeks.

As always - point out my various mistakes and I will go back and fix them!
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« Reply #23 on: May 26, 2008, 10:52:30 PM »

TSUYOSHI'S GUIDE TO DIVINATION SPELLS: G-D'S EYES


Introduction

So I'm about to start playing a Diviner, and I was looking for help with divination spells. You know how many guides there are strictly about divination spells?

You're reading it right now.

Sure, there are mentions here and there, but considering how many people take Diviner for the bonus spell you'd think it'd warrant more of a mention than a few spells listed here and there in more general threads. And after Treantmonk20 (who is a fabulous guide-writer) mentioned that his next three spell guides weren't going to be Divination, I said, "TK, if you don't do it, no one will. Well, not in a decent amount of time, anyway."

Hence, this guide. It was made very quickly by going through the Mango index and reading the interesting-looking spells. (I read the short descriptions and took a peek at the better-looking ones.) If there's anything you don't see here, especially from newer books, let me know. I think the newest book this rehost had was Complete Scoundrel, so I might be missing some good ones.

Sources

As mentioned, this guide is based primarily on the MangoDex. I'm going to work on getting all the sources up, but that may take a while and it honestly isn't my first priority.
Sources Used
PHB = Players' Handbook
PHBII = Players' Handbook II
SpC = Spell Compendium
CAr = Complete Arcane
CM = Complete Mage
CS = Complete Scoundrel
RoD = Races of Destiny
RoS = Races of Stone
DrM = Dragon Magic
SW = Stormwrack
RoF = Races of Faerun
MoF = Magic of Faerun
RoE = Races of Eberron
MoE = Magic of Eberron

More coming soon...

A Note On Spontaneous Divination

About half of the spells on this list are Sor/Wiz spells. That's because this is, like TM's guide, a guide targeted at specialist wizards. However, there are a lot of other good divination spells out there, and a good number which appear at a lower level than the Sor/Wiz version on someone else's list. Various abilities, most notably Spontaneous Divination, give you access to these; therefore, I'm listing them here as well. They'll be in separate parts of each post.

A Note On Divination Spells in General

The spells I've left off this list have one thing in common -- they're incredibly situational. This means that, while they're not candidates for spellbook inclusion or Expanded Knowledge like the rest of these are, they make great targets to fetch with Spontaneous Divination or even spells to put in magic items. If you're playing a Wizard that has access to that kind of tech -- and anyone that has access to Spontaneous Divination should be using it -- I'd recommend just browsing through Mango's complete list. You'll see some neat stuff on there that I'm sure will get used at some random point in time.

The Rating System


Unabashedly stolen from Treantmonk, the rating system follows.

 Bang Head: This spell's a turkey; not worth having in your spellbook at all.

 Sad : Not bad, but not good enough for me to recommend. Can also be too specialized to see general use; most divinations fall into this category.

  : Run of the mill. It's OK, but nothing special.

 Thumb : The spell is solid. I recommend it.

 Plotting: This spell is highly recommended.

 Evil Laugh : If you don't use this spell, I'm going to come to your house and shoot your dog.

Also, a (-) next to the source indicates that a lower-level version of the spell is available on someone else's list.
« Last Edit: April 02, 2010, 05:41:32 PM by Dan2 » Logged

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« Reply #24 on: May 26, 2008, 10:52:44 PM »

0th:

Sor/Wiz Spells
Detect MagicPHB: ( Thumb ) The applications are limitless. There's not much better to do with your 0th-level slots, anyway.
Read MagicPHB: ( ) Not horrible. A great thing to be able to spontaneously cast.


Other Classes
Bard -- Know DirectionPHB: ( Sad ) Really situational, but one of two other 0th-level divinations in the game. Again, worth being able to do spontaneously.
« Last Edit: April 02, 2010, 05:41:53 PM by Dan2 » Logged

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« Reply #25 on: May 26, 2008, 10:52:54 PM »

1st:

Sor/Wiz Spells
Arrow MindSpC: ( Thumb ) This is a great spell to use after you've run out of everything in every other level and you're pulling out the crossbow. You're squishy, so why not make sure that things don't go horribly wrong when you're out of spells?

Combat ReadinessDotU: ( Thumb ) +1/3 CL (min +1, max +6) insight to init and no flank bonus for enemies at 1 min/level is more than decent.

Comprehend LanguagesPHB: ( Plotting) Situational, but it's a situation that comes up a lot.

Find Temple: ( Sad ) Generally speaking, this spell is awful. There have been a few times, though, that I've really wished I'd had it.

Guided ShotSpC: ( Evil Laugh ) Let me get this straight. No cover or concealment on your next ranged attack roll -- spell or not --as a swift action 1st-level spell?

IdentifyPHB: ( Thumb ) You're a diviner. Your party's going to kill you if you don't use this spell.

Instant LocksmithSpC: ( Thumb ) Rogue? We don't got to show you no Rogue! We don't need no stinking Rogue! This and a few other spells can combine to make Rogues essentially useless, and are even better on an Arcane Trickster. (Divine Oracle or Unseen Seer are also good things to add for a Rogue replacement.)

Instant SearchSpC: ( Thumb ) See above.

Locate CitySpC: ( ) Strictly inferior to Lay of the Land, but if you can't get access to that it'll work. Also very situational, but a lot more useful than Find Temple in unexplored territory.

Scholar's TouchRoD: ( Thumb ) Multiple applications of this mean you can read entire libraries. Chain Spell for even more fun. You now have an excuse for metagaming the heck outta everything.

Sniper's ShotSpC: ( Evil Laugh /http://forums.gleemax.com/images/smilies/ThumbDown.gif) If you are an Arcane Trickster or Unseen Seer, this is unbelievably useful. If you're not, it's not.

Targeting RaySpC: ( Thumb ) I'm personally not a fan, but a lot of people are. +CL/3 insight to hit on all ranged attacks is nice, though.

True CastingCM: ( Plotting) Sure it costs a standard action, but +10 to CL to overcome SR is nothing to sneeze at, and it stacks with Assay Spell Resistance.

True StrikePHB: ( Thumb ) The ol' standby. For when you really need something to hit.


Other Classes
Truth Domain 1 -- Detect ThoughtsPHB: ( Plotting)This is a great spell at level 2, and even better at level 1.

Ranger 1 -- Lay of the LandSpC: ( Plotting) You are never lost. Ever. Also tells you where all the evil towns are, plus any interesting dungeons.

Cleric 1 -- WieldskillPGtF: ( Plotting) +5 comp to a skill and a free half-rank in that skill if it's untrained, or any one proficiency. Not as good as +10, but I'll take it.
« Last Edit: April 02, 2010, 05:42:14 PM by Dan2 » Logged

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« Reply #26 on: May 26, 2008, 10:53:06 PM »

2nd:

Sor/Wiz Spells
Insidious InsightRoE: ( Thumb ) Only against one target, but +10 insight bonus to four social skills is pretty good.

Balancing LorecallSpC: ( Plotting) I'm not gonna lie, duplicating the effects of several skills and feats as long as you have ranks in balance is pretty nifty.

Chain of EyesSpC: ( Evil Laugh ) There are very few Div spells at this level that are this capable of getting you into secure places like this one is. Cast it on a buddy first, then have him trade it off.

Detect ThoughtsPHB, (-): ( Evil Laugh ) "I know your horrible secret!" "What? That's impossible!" "Perhaps for YOU, puny mortal!" The trick here is the "Don't think about elephants!" method: unless someone's REALLY good, saying something like "I know your horrible secret!" will probably bring it to the target's surface thoughts.

Locate ObjectPHB: ( Thumb ) Perhaps the best way to explain how good this spell is is to say that "my f*** ing car keys" is a legal target.

Spymaster's CoinCS: ( Plotting) The short duration once activated is the only thing stopping this from being one of the best divination spells in the game. As it is, it's darn good for second level.

Sense WeaknessMoE: ( Thumb ) Who needs metagaming when you can cast a spell? Know Vulnerabilities is almost strictly better, but it's two levels up on Sor/Wiz.


Other Classes

Drow Domain 2 -- Clairaudience/ClairvoyancePHB: ( Thumb ) As good at this level as it is at third.

Cleric 2 -- Divine InsightPHB: ( Plotting) I can think of a lot of builds that'd want a 5+CL, max +15 insight bonus to a given skill check.

Cleric 2 -- Find TrapsPHB: ( Plotting) See Instant Locksmith in 1st level.

Cleric 2 -- Guidance of the AvatarHere: ( Evil Laugh ) +20 Competence to a single skill check. If you can get a 3.0 website spell allowed, DO IT.

Ranger 2 -- Hunter's EyePHBII: ( Evil Laugh ) CL/3 SA dice. Sexy with Unseen Seer, sexier with Sniper's Shot, sexiest with both.

Bard 2 -- Know VulnerabilitiesSpC: ( Thumb ) On the other hand, if you have access to this at the Bard level it's pretty nifty. We all know a vampire's weakness by metagaming, but now our character knows it too!

Druid 2 --Listening LorecallSpC: ( Evil Laugh ) Blindsense. Excuse me, blindSIGHT. Why are you not using this spell?

Druid 2 -- Share HuskPHB: ( Plotting) Because who'd suspect a cat of spying?

Cleric 2 -- StatusPHB: ( Thumb ) I'm sure you'll find a use for this.

Druid 2 -- Tojanda SightSW: ( Thumb ) 360o vision. Not bad.

Bard 2 -- TonguesPHB: ( Plotting) Let's not kid ourselves: a lot of people go into divination for forgery. This helps a lot, assuming that you get to write the language too. Even if you don't it's still a really useful spell.

Druid 2 -- Wild InstinctsRoE: ( Plotting) +10 insight to Listen and Spot is quite good, but the real winner here is always keeping Dex to AC. Sneak Attack? I think not!
« Last Edit: April 02, 2010, 05:42:32 PM by Dan2 » Logged

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« Reply #27 on: May 26, 2008, 10:53:18 PM »

3rd:

Sor/Wiz
Alter FortunePHBII: ( Evil Laugh ) If I didn't hate XP components so much, I'd use this thing nonstop. A no-save, no-SR, immediate action reroll is bad enough. Pair it with Spontaneous Divination and, well....

Arcane SightPHB: ( Thumb ) Being able to see where all the magic is is pretty handy.

Battlemagic PerceptionHoB: ( Thumb ) Situational -- it'd be a lot better if it didn't require LoE, but plenty good on a battlefield or in a large city.

Clairaudience/ClairvoyancePHB, (-): ( Thumb ) This is your first location-based scry, and it'll be quite useful until you get scry location.

UnluckSpC: ( Evil Laugh ) TsuyoshiK's Favorite Divination Spell. A third level spell. A THIRD LEVEL SPELL, Will save, that makes the opponent reroll everything?! This is the only directly offensive divination spell, but what a heck of a spell it is.

TonguesPHB, (-): ( Thumb ) See if you can get it from the bard list as a 2nd. It's just as useful here, though it goes down a bit for higher level slot usage.

Absorb MindBoVD, Corrupt: ( Evil Laugh ) So you take 2d6 WIS damage every time you use this. So what? It's really good for getting info out of dead people when you can't speak with dead, and you get to eat their brain!

Path of the ExaltedBoED, Sanctified:
( Bang Head) In the immortal words of Admiral Ackbar: "IT'S A TRAP!" This spell is really rather unique and would be really good... if you could cast divinations 24 hours before using it.


Other Classes
Wu Jen 3 -- Commune with Lesser SpiritCAr: (Varies) Can actually be more useful than any other commune spell... if spirits are around. Talk to your DM before the game prior to using this spell.

Cleric/Oracle Domain 3 -- DivinationPHB: ( Plotting) Oracle is mentioned here because you can pick it up by going Divine ORacle, which is a good idea for a lot of reasons. A much-improved Augury for a 3rd-level slot is delectable.

Cleric 3 -- Know OpponentSpC: ( Plotting) This spell is for when the DM has thrown a humanoid, disguised creature, or a homebrew monster at you. Knowing its attacks can sometimes be as valuable as knowing its defenses -- though if you want to know the latter, just cast Know Vulnerabilities and have done.

Bard 3 -- Listening CoinSpC: ( Plotting) Would be strictly worse than Spymaster's Coin if not for the far longer duration. As is, very useful.

Bard 3 -- ScryingPHB: ( Evil Laugh ) The spell that all other scrying spells are measured against, at a lower level thanks to Bard. Always, ALWAYS worth it, though it's a bit outclassed by its greater variant.

Bard 3 -- SpeechlinkCAd: ( Thumb ) An annoyingly short duration for this type of spell holds back an otherwise excellent choice.
« Last Edit: April 02, 2010, 05:42:46 PM by Dan2 » Logged

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« Reply #28 on: May 26, 2008, 10:53:28 PM »

4th:

Sor/Wiz
Arcane EyePHB: ( Plotting) Even with the short duration, an invisible, mobile sensor that you directly control is plenty good.

Assay Spell ResistanceSpC: ( Evil Laugh ) YES! YES! A THOUSAND TIMES, YES! The use of this spell should be self-evident. Second only to Unluck.

Identify TransgressorBoVD, Drug: Okay, listen. This spell should not be evil. It shouldn't have the evil descriptor, and the drug and location components have nothing to do with the spell. Why are they there? Because some idiot decided that every spell in the BoVD HAD to be an evil spell. Therefore, we get a perfectly innocent spell consigned to darkness forever. Talk with your DM about getting rid of those components; if you do, it rates a ( Plotting).

Know VulnerabilitiesSpC: ( ) At this level, just make a Knowledge check. Higher than this, I'd argue that my character's been adventuring long enough to hear about these things.

Locate CreaturePHB: ( ) Too many ways to stop it for my taste, but it has its uses. One of which is targting "MY f*** ing car keys that were animated by that f*** ing mage."

ScryingPHB, (-): ( Evil Laugh ) Even a level later than the Bard, still a darn good spell.


Other Classes
Bard 4 -- Legend LorePHB: ( Thumb ) If you're going to be casting it over and over, at least don't do it from 6th level slots.

Cleric 4 -- Greater StatusBoED: ( Plotting) Okay, first off, make sure you're not looking at the Heroes of Battle version, 'cause that one sucks. Being able to cast spells through the status is pretty nifty, even if they do have to be lower-level.
« Last Edit: April 02, 2010, 05:43:00 PM by Dan2 » Logged

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« Reply #29 on: May 26, 2008, 10:53:39 PM »

5th:

Sor/Wiz Spells
Prying EyesPHB: ( Evil Laugh ) One of my favorite spells solely because of the visual, it's quite effective as well.

Telepathic BondPHB: ( Thumb ) Needs moar duration, but not bad.


Other Classes
Cleric/Oracle Domain 5 -- CommunePHB: ( Plotting) Like contact other place, but without the "I'm a babbling idiot" risk. Lots of questions at a time.

Bard 5 -- Scry LocationCS: ( Evil Laugh ) Just as useful as scrying. Make a great pair, they do.

Cleric 5 -- True SeeingPHB: ( Plotting) Useful for ruining your DM's "a doppelganger!" plotlines, among other things.
« Last Edit: April 02, 2010, 05:43:17 PM by Dan2 » Logged

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« Reply #30 on: May 26, 2008, 10:53:52 PM »

6th:

Sor/Wiz Spells
Analyze DweomerPHB: ( Sad ) Mass identify. Wooo. Not impressed.

Eye of StoneRoS: ( Evil Laugh ) The ability to send an invisible eye through solid stone into a room that you're not even positive exists should not be underestimated.

Eyes of the OracleDrM: ( Plotting) A weird sort of Cerelity analogue. Generally useful, and init bonuses are always cool.

Legend LorePHB, (-): ( Sad ) I don't like this spell in general, and 6th is just too high for it.

Scry LocationPHB, (-): ( Plotting) Still brilliant, but 6th level is pushing it.

True SeeingPHB, (-): ( ) Much less useful at 6th level.


Other Classes
Cleric 6 -- Find the PathPHB: ( Plotting) This is just a great way to generally muck with adventure plotlines.

Bard 6 -- HindsightSpC: ( Plotting) At this level, pretty nifty. Rather situational, but you just became the city's #1 detective.

Bard 6 -- Greater ScryingPHB: ( Evil Laugh ) Just the 100% chance of screwing with people via message is worth the slot to me. The extended duration is very good, too.

Druid 6 -- Stone TellPHB: ( Plotting) These walls CAN talk!
« Last Edit: April 02, 2010, 05:43:42 PM by Dan2 » Logged

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« Reply #31 on: May 26, 2008, 10:54:01 PM »

7th:

Sor/Wiz Spells
BrainspiderSpC: ( Thumb ) Lots of telepathic fun, and you don't even have to eat their brains!

Greater Arcane SightPHB: ( ) If you're wondering why this is rated so high, let alone on the list at all, it has something to do with the fact that all the other 7th level divinations are about as powerful as vision.


Other Classes
Wu Jen 7 -- Commune with Greater SpiritCAr: (Varies) Not a bad little spell... as long as there are lots of spirits in your campaign. Talk with your DM pre-game if you're going to use this one.

Time Domain 7 -- Moment of PresciencePHB: ( Evil Laugh ) A level early? Yes, please.
« Last Edit: April 02, 2010, 05:43:57 PM by Dan2 » Logged

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« Reply #32 on: May 26, 2008, 10:54:10 PM »

8th:

Sor/Wiz Spells
Discern LocationPHB: ( Thumb ) A good start to a one-two combo with another divination spell. "My f*** ing car keys" is still a legal target, although if Olidammara has really decided to screw you today you still won't find them.

Moment of PresciencePHB: ( Evil Laugh ) +CL insight to any one of a variety of rolls makes TK happy.

Greater Prying EyesPHB: ( Plotting) Now your flying eyeballs have true seeing.


Other Classes
Time Domain 8 -- ForesightPHB: ( Thumb ) It's a level early. Sort of worth it now if you're not a Divine Oracle 10.
« Last Edit: April 02, 2010, 05:44:08 PM by Dan2 » Logged

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« Reply #33 on: May 26, 2008, 10:54:19 PM »

9th:

Sor/Wiz Spells
ForesightPHB, (-): ( ) Time gets you it a level lower, and honestly, many of the benefits can be found elsewhere. If you're not a Divine Oracle and you can't get this at 8th, though, take it.

HindsightSpC, (-): ( Bang Head) Oh, come on. You're telling me you can't think of better things to do with a 9th-level slot than THIS? Works really well as a 6th-level, though.


Other Classes
Destiny Domain 9 -- Choose DestinyRoD: ( Evil Laugh ) FLAWLESS VICTORY. Seriously, though, a reroll on EVERYTHING is pretty darn good. If you're an Incantatrix, this ain't a bad one to persist.
« Last Edit: April 02, 2010, 05:44:23 PM by Dan2 » Logged

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« Reply #34 on: May 26, 2008, 10:54:31 PM »

Treantmonk's Guide to Wizard Spells: God's Tools - Part 4: Necromancy

In this thread I will break down necromancy spells spell by spell - which are underrated, which are overrated (All IMO - this isn't Gospel - only the Gospel according to Treantmonk)

More threads will come - detailing spells from the various schools of magic. However, there is no timeline (nor will I likely continue once 4E hits the shelves)

To the readers: If there's a spell you think I should look at - post it and I'll include it in my guide - though be pre-warned - I do not guarantee I will hold the same opinion as you.

Sources: I use PHB, PHB II, Complete Series, and SpC (these are both the books I own, as well as those allowed in the campaigns in which I play) - so all the spells listed are from those sources. (these guides are not completely unselfish - I reference them periodically with my own characters)

There are lots of gems in various other sources - but I've found there are lots of good spells to round out your spellbook in the sources used. By all means, if you would like to highlight a spell from another source - post it in a reply (along with the source and the specs) for the readers to reference.

Kinds of Spells: This is how I break down the types of spells...

BC: Battlefield Control. This is the spells that involve impeding movement of your opponents - aiding movement of your allies, or in any other way treating the world as your own personal chessboard.

Debuff: Debuffing is anything you cast on an enemy to impede his ability mechanically. Lowering of attributes, Blinding, Sickening, or scaring the living crap out of. Debuffing - as the name would indicate - also includes removing any buffs your enemy might have.

Buff: Buffing is improving the abilities of your allies mechanically. Whether it be through giving them extra attacks, better AC, or merely providing them a flanker. The nice thing about buffs is they likely won't involve saving throws.

Blast: A Blast is a spell that does HP damage to your opponent. Blasts are a pretty basic part of any Wizard's toolbelt - but IMO make a poor central focus to any Wizard. My suggestion is to cast Blast spells when you have nothing really useful to do.

Utility: These are those spells that have uses that aren't necessarily related to combat. Often utility spells can be useful in combat - but more circumstantially.

Save or Die: These spells give you a saving throw - or you're dead (or effectively dead). Personally, I don't like these spells - since they tend to target Fort - and are higher level then spells which can give you the win without avoiding the fun. You are usually better with a debuff if you like this style of spell.

Multiple Threat: A spell that covers more than one of the above at a time is a multiple threat spell. For example - a spell that does damage as well as impede the enemies movement would be a double threat (BC + Blast), while a spell that does damage, impedes the movement of the enemy, gives them mechanical penalties, and gives your allies bonuses would be a Quadruple threat (BC + Blast + Debuff + Buff). By the way - if you know of a Quadruple threat spell - let me know!!!

Rating the spells:

After breaking down the spells, I will self-righteously give them either the Treantmonk stamp of approval - or the stamp of the foot, oversimplifying the use of each.

 Bang Head: This spell's a Turkey. Not worth having in your spellbook at all.

 Sad : Not all bad, but not good enough for me to recommend

  : Run of the mill. It's OK, but nothing special

 Thumb : The spell is solid. I recommend it

 Plotting: This spell is highly recommended

 Evil Laugh : YES!!!!!

Part 4: Necromancy



Necromancy is a school I usually drop with a specialist wizard, and my suggestion has always been that necromancy is a good choice to drop, and it is also a good choice for specialization depending on the style of wizard you are playing.

Necromancy is best known for debuffs, usually delivered through touch or rays, and either have no save or target Fort. After going through the spells, this generalization isn't bad when it comes to accuracy. Necromancy is not limited to these things, but most spells do seem to fall in those categories.

I've always figured if you decide to make a debuffer who focuses on Rays you should go with a necromancer, pick up split ray, and go to town. Certainly that strategy isn't a bad one, though I was able to find a few gems that worked in different ways than the standard Ray debuff. Certainly the non-necromancer who keeps the necromancy school has some options.

So with no further ado – these are:
Necromancy Spells you should consider for your wizard, and those you should pretend don't exist:

Level 1:

Ray of Enfeeblement (PHB): (Debuff): Evil Laugh  No save debuff that provides a Str penalty of 1d6 +1 (per 2 levels) up to 1d6+5. The ranged touch can be challenging at low levels, but this spell levels beautifully, so you still want to be using it at mid level.

Cause Fear (PHB): (Debuff):  Thumb   Have opponent frightened for 1d4 rounds if they fail a will save or shaken for a round if they do. Doesn’t level well (up to 5 HD max) but a decent effect at low levels.

Backbiter (SpC): (Double threat: Blast/Debuff):  Have next attack of BBEG hit himself for full damage. 2 problems with this spell are: 1) Will save negates, 2) Duration is 1 round/level but the spell is discharged after 1 attack. Still, this spell is worthwhile to target a target with poor will save and huge attack or AC.

Death’s Call (CM): (Double threat: Blast/Debuff):  Spell bursts 10 feet around caster doing 1 point of damage/level (max 5) and fatiguing those who fail a Fort save. The 10 foot range is a problem (have to get close), the spell has enhanced effect for swarms. Personally, if I’ve got enemies or swarms in melee with me – fatiguing is not enough, however, at least the fatigue has no duration – which is good at 1st level.

Spirit Worm (SpC): (Debuff): Sad  This spell does up to 5 points of Con damage (1 damage per round per level up to 5), but the limitations are pretty severe. First, it is a touch spell, secondly, it allows a Fort save every round – the spell ends if any of those saves are successful. So in order to do 5 Con damage – the creature requires 5 missed Fort saves in a row. It won’t happen, you’ll be very lucky to get 2.

Reaving Aura (CM): (Blast): Sad  Swift action spell that does 1 point of damage to creatures between -1 and -8 HP, and kills those at -9. Way to circumstantial for me though.

Chill Touch (PHB): (Double threat Blast/Debuff): Bang Head Touch spell that does mediocre damage and potentially one point of str loss. Even the one use per level doesn’t save this spell.
« Last Edit: April 02, 2010, 05:47:12 PM by Dan2 » Logged

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« Reply #35 on: May 26, 2008, 10:54:45 PM »

Level 2

False Life (PHB): (Self Buff): Plotting A 1 hr/level self buff that provides temporary HP equal to 1d10 + 1/CL (max +10). This a a good deal that will remain a good deal for many levels.

Ray of Weakness (SpC): (Debuff): Plotting Ray that gives untyped -2 penalty to attacks at speed is reduced by 10 feet with no save. Solid debuff. Note that this spell does not state a minimum speed, which means if you cast it on something that has a speed of 10 or less (perhaps reduced by other means) then they do not move at all.

Stolen Breath (SpC): (Debuff): Plotting Sickens an enemy with no save for 1 minute. They can use a full round action removing the condition. Very solid debuff, and superior to Ray of Sickness in pretty much every way.

Scare (PHB): (Debuff): Thumb  The next level of Cause Fear. Scare can effect multiple foes up to 6HD. This is a considerable powerup from Cause Fear making this a strong spell. It will level decently for a few levels then trail off due to the HD maximum.

Curse of Impending Blades (SpC): (Debuff): Thumb  Target takes -2 to AC, which isn’t that impressive – however, the draw of this spell is that there is no to hit roll, no save, long duration, and medium range. To be used on the super tough BBEG.

Escalating Enfeeblement (CM): (Debuff): Thumb  acts as Ray of Enfeeblement, except if cast at someone who is fatigued, exhausted, or already suffering a penalty, damage or drain to a physical ability – in which case it does 1d10+1/CL (max +5). Necromancers have many ways to fatigue/exhaust/drain abilities – however – the wording of this spell suggests to me that it would stack with other ability penalties to Str, at least RAI. However, by RAW it won’t. I like regular Ray of Enfeeblement for the level better I think.

Spectral Hand (PHB): (Utility):  Spectral Hand will deliver touch spells at range for an entire combat (even long ones), but not multiples. The ability to deliver touch spells at range is very good, but this spell will take you out of the combat for the first round (unless you have preparation time) which is a significant drawback. This spell will deliver spells of up to 4th level only, reducing the viability of quickened Spectral Hands at high level.

Desiccating Bubble (SpC): (Blast):  Much like flaming sphere – except does 2d4 instead of 2d6. However, one nice thing is that the damage isn’t energy damage so will bypass energy resistances.
Blindness/Deafness (PHB): (Debuff): Sad  Blindness or deafness (deafness???) effect if target fails a Fort save. Other than duration – this spell is a joke compared to Glitterdust which targets an area, targets a weaker save, and defeats invisibility as well.

Ghoul Touch (PHB): (Debuff): Sad  This debuff provides a Fort save (lousy) and requires a touch to deliver (lousy), one advantage is the sickened effect that can actually debuff multiple foes, but that only occurs if the original Fort save misses.

Command Undead (PHB): (Save or lose): Sad  The difference between Command undead and Charm Person are this: Command undead is more circumstantial and is a higher level spell.

Shroud of Undeath (SpC): (Utility): Sad  Make yourself appear undead to other undead so they won’t attack you (ho hum). Cure spells do damage and inflict heals you (potentially useful circumstantially). This spell just doesn’t scream useful to me.

Ghoul Glyph (SpC): (Debuff): Sad  Sepia’s snake sigil for necromancers. As with sepia’s – the effect is incredibly circumstantial.

Wracking Touch (SpC): (Blast): Sad  Lousy damage from a touch attack. A Necromancer gets little from this spell. However, for Rogues, this spell automatically applies sneak attack damage. My next UMD rogue is definitely getting a Wracking Touch wand.

Bonefiddle (SpC): (Double threat: Blast/Debuff): Sad  Target takes 3d6 sonic damage per round and a -20 to Move Silently checks. Lasts up to 1 round/level (Concentration). Again, a successful Fort save (which is granted every round) ends the spell. 3d6 blast that is completely negated by a Fort save is unimpressive – even with Sonic damage.

Death Armor (SpC): (Blast): Bang Head Yawn. Standard action, 1 round/level spell that does lousy damage to those who strike you in melee with non reach weapons. Terrible.

Ray of Sickness (SpC): (Debuff): Bang Head Ray spell that sickens target for 1 round/level. Sickening is not enough of an effect to be worth the ranged touch. Compare to Stolen breath – this spell requires a to hit roll, and lasts a shorter duration, and has a shorter range. Yuck!

Life Bolt (SpC): (Blast): Bang Head Blast spell that does moderate damage to undead – nothing to anyone else – oh except for you, you take nonlethal damage (1 to 5 points based on CL). Horrible, horrible spell. Extremely circumstantial – and when that circumstance arises – it’s OK at best.

Spawn Screen (SpC): (Utility): Bang Head Should the subject of this spell perish over the duration by the hands of spawn creating undead (like a wraith), you don’t rise as spawn – you’re just dead. Hooray!
« Last Edit: April 02, 2010, 05:47:36 PM by Dan2 » Logged

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« Reply #36 on: May 26, 2008, 10:54:56 PM »

Level 3

Ray of Exhaustion (PHB): (Debuff): Evil Laugh  Make a ranged touch attack, and if your opponent fails their Fort save they become exhausted (nasty condition including -6 to Str and Dex and ½ movement), if they make their save they are still fatigued (semi-nasty condition including -2 to str and dex, no running or charging). If you hit someone who made their first save with a second ray they will be exhausted with no save. This spell also sets up an opponent for Escalating Enfeeblement. I’m a fan of spells that hurt you even when you make your saving throw (and mettle is pretty uncommon).

Curse of Impeding Blades, Mass (SpC): (Debuff): Plotting Take the decent Curse of Impending Blades and have it affect enemies in a fireball sized burst. You need to be facing multiple high AC enemies for this spell to be worthwhile – but in that case, it will be awesomeness.

Halt Undead (PHB): (Debuff): Thumb  Like Hold Person for undead except that it will affect up to 3 undead with one casting and unintelligent undead receive no saving throw. Definitely a solid spell in any campaign where undead are moderately common.

Undead Torch (SpC): (Buff): Thumb  1 undead/level does 2d6 extra damage to living targets for 1 round/level. If the undead creature is destroyed – living creatures moving through that space take 2d6 damage for the duration as well. I’m not a big fan of animate dead necromancers – but this is a pretty solid buff for a bunch of fodder.

Skull Watch (SpC): (Utility):  A permanent Alarm spell. I question whether the Skull can be moved or not. If it can, this could be a very useful single-cast utility spell. If not, then I would stick with Alarm.

Vampiric Touch (PHB): (Double threat Blast/Self Buff):  Touch your enemy and they take damage (1d6/2 CL, max 10d6) and you receive temporary HP equal to the damage for 1 hour. There is no save, but the damage isn’t very good and it must be delivered by touch. Unless you have Sneak Attack or some other method to significantly improve the damage – I don’t really see the point.

Disrupt Undead, Greater (SpC): (Blast):  Take a cantrip and make it do a bit more damage and you have Disrupt Undead, Greater. Undead take 1d8/level (max 10d8) from a Ray. The damage is decent for a 3rd level blast, but it is circumstantial.

Healing Touch (SpC): (Buff):  Heal up to 1d6/2 CL with a touch. The drawback is you take ½ that damage yourself. Leave healing to the Cleric, Druid or Bard...really.

Junglerazer (SpC): (Blast):  1d10/level (max 10) damage to Fey, Vermin, Plants and Animals in 120’ line. Like Greater Disrupt Undead, the blast damage is solid for the level, but the targets are circumstantial.

Mind Poison (SpC): (Debuff): Sad  Touch spell does 1d10 Wis damage now and another 1d10 in one minute. Here’s the large drawbacks: It’s a touch spell, victim gets a Fort save for each to negate. If you are using a 3rd level debuff that targets Fort, it better affect several targets to play the odds (ie stinking cloud). The DC is 10+Ability mod+1/2 CL. This will likely result in a similar DC to other 3rd level spells when you get this spell – but it will level with you. However, when you target fort on a single target, you are playing with fire. This spell will burn you.

Spider Poison (SpC): (Debuff): Sad  Like Mind poison except targets Str (and only does 1d6 damage). DC works in the same way. This spell should be avoided for the same reason.

Prickling torment (CM): (Debuff): Bang Head Sucks. Target makes Fort save or suffers a mediocre debuff (technically blast too, but I hesitate to give such crap the title “dual threat”). Terrible.
« Last Edit: April 02, 2010, 05:47:56 PM by Dan2 » Logged

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« Reply #37 on: May 26, 2008, 10:55:14 PM »

Level 4

Enervation (PHB): (Debuff): Evil Laugh  A highly touted spell that is likely worth its reputation. Hit the opponent with a Ranged touch and they take 1d4 negative levels with no save. Negative levels give you minuses on pretty much everything, including saving throws. Keep in mind that a single hit with this spell is a mild (if wide ranging) debuff, not a total enemy destroyer. Sometimes the way this spell is described it is easy to forget that a strong opponent hit with this spell is still tough - just less so. However, the effects are wide reaching which adds versatility to to debuff, and also, the effects stack, making this a strong Split Ray candidate.

Fear (PHB): (Debuff): Plotting The next step up from Scare – this time a Cone of 30ft is targeted (which is a significant step down from Scare), and there is no HD limit. Like the other fear spells, this spell is solid.

Burning Blood (SpC): (Double threat Blast/Debuff): Plotting Target a single creature, for 1 round/level they make a Fort save. Any round in which they fail their Fort save they take 1d8 fire and acid damage, and they can only take a move action. Making your save doesn’t end the spell. I love spells that keep screwing your enemies for rounds after the spell is cast. If making your save once ended this spell – it would ruin it. Fortunately, that’s not the case.

Animate Dead (PHB): (Utility):  Create Zombies and Skeletons. Zombies and Skeletons pretty much suck, but they can block squares in front of you. They however are pretty squishy for the 25gp/HD price you pay to create them. If you go down this route, be prepared to replace destroyed undead very regularly.

Finger of agony (CM): (Double threat Blast/Debuff): Sad  For 3 rounds the creature takes 3d6 damage and is nauseated. On a successful Fort save the damage is halved and the condition reduced to sickened. Not a terrible spell, but probably too high a level for the effect.

Horrid Sickness (CM): (Debuff): Sad  Multiple targets are nauseated if they fail their Fort save for 1 round/level. After the first round, a second save can reduce the effect to sickened (move action for a chance at a save – you do get a move when nauseated). More precise than Stinking Cloud with a somewhat lessened effect. This should probably be an equal level to the aforementioned.

Bestow Curse (PHB): (Debuff): Bang Head Touch spell that targets Will or you take a sizeable penalty to any number of things chosen by the caster. The “Will Negates”, and “Creature Touched” parts are a big problem.

Contagion (PHB): (Debuff): Bang Head Make a touch attack and the opponent fails a Fort save (notice two problems with the previous sentence? Me too.) and the opponent is struck with a disease of the casters choice which will cause some mild attribute damage. The disease carries on should you actually cast this on someone you don’t intend to kill in the short term.

Touch of Years (CM): (Debuff): Bang Head Basically another form of Contagion – requiring a failed Fort save and a successful Touch attack. The ability drain is a bit higher than Contagion, but the same lousy parameters apply (touch, fort save negates). Yuck.

Seed of Undeath (CM): (Utility): Bang Head Ho Hum. A limited way to increase the HD limit of controlled undead (by your HD), but more difficult to set up (must be cast on target as a full round spell before their death). If you are huge into raising undead, this is a no-brainer even if not overly potent. For everyone else – this is inferior to Animate Dead in every way (including a 1 day/level duration).
« Last Edit: April 02, 2010, 05:48:11 PM by Dan2 » Logged

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« Reply #38 on: May 26, 2008, 10:55:24 PM »

Level 5

Spiritwall (SpC): (Triple threat Blast/BC/Debuff): Evil Laugh  Cast a dome around your enemies and have them make a will save or flee for 1d4 rounds (through the wall) – then they will take 1d10 damage and Fort save or take a negative level. The wall cannot be seen through – provides cover, and blocks line of effect. You can also have the dome around yourself (and allies) and have the affect focused outwards – or you can just make a wall and have the affect focused out the side of your choice. Versatile, triple threat, oh yeah...

Magic Jar (PHB): (Umm...save or die?): Evil Laugh  Cast this spell and put your soul into a gem, then as a full round action, possess one of your foes (Will save negates) and have him attack his buddies. Then when your host dies, do it again, and again – you get the picture. One possible scenario is you cast the spell early – have your familiar sneak the gem into the middle of a horde of baddies and slaughter them all without them understanding what is happening. Yes – this is a good spell.

Channelled Lifetheft (CM): (Double Threat Blast/Debuff): Evil Laugh  I like the “Channelled” spells, and this one is particularly nice. The highlights are this: As a swift action you can fatigue a foe in Close range, as well as grant yourself 5 temporary HP with no save. As a Full Round action you can exhaust the foe, do 5d4 damage, and grant yourself temporary HP equal to 10 + damage dealt. Ranged debuffs with no save or to hit roll are wonderful, especially if you add versatility of casting time.

Night’s Caress (SpC): (Dual threat Debuff/Blast): Thumb  A touch spell that targets Fort (ouch). Does 1d6 damage per level (max 15d6) regardless of save. If save is failed, they also take 1d6+2 Con damage (which is huge if they fail). The damage being resistant to the save gives you a decent consolation prize when your target makes their save. However, if they fail once – chances are good that they will fail if you followup with another the following round since their Con was damaged previously. I’m not a touch spell fan – but if you are – this is one of the best.

Touch of Vecna (CM): (Triple threat: Blast/Debuff/Save or die): Sad  If target makes their Fort save they take 1d8+1 per CL (max +10) damage (sucks) and is shaken for 1 round (sucks), if they fail their save they are paralyzed permanently (basically dead). So a touch save or die, that deals a minor debuff and blast on a failed save. Not worth it overall.


Wrack (SpC): (Debuff): Sad  Simple save or lose that targets Fort. Unfortunately, since it targets Fort it likely won’t work. If it does though, the opponent is really screwed, prone, blinded and helpless for 1 round/level + 3d10 minutes.

Symbol of Pain (PHB): (Debuff): Sad  Due to the casting times and that they are triggered spells, the symbol spells are all circumstantial. It also allows a save to negate at has a 1,000gp material component. Except in the rare circumstance where this spell is passable, normally it isn’t worth it.

Waves of Fatigue (PHB): (Debuff): Sad  Fatigue everything in a 30’ cone with no save. Yes, this spell is level 5, yes, Ray of Exhaustion is level 3 and fatigues your foe if they save and exhausts them if they don’t. Except now you potentially affect multiple targets but have no chance of exhausting your foes. Not worth it, even with no save.

Graymantle (SpC): (Debuff): Sad  Prevent target from healing or recovering ability damage for the duration of the spell (1 round/level) unless it makes a Fort save. When it makes it’s Fort save you wasted your spell slot and your round.

Cryptwarden’s Grasp (CM): (Debuff) Sad  Grant your foe mummy rot on a successful touch attack and failed Fort save. Yawn...another spell that requires touch and provides a strong save to negate.

Miasma of Entropy (SpC): (Utility): Bang Head Rot a bunch of wood. Yeah, whoopee! Like shatter limited to destroying useless crap. The spell description indicates a Fort save for “half”, what ½ of “rotting” would be is not named in the spell description. Who cares? Lousy spell.

Blight (PHB): (Blast): Bang Head Kill a plant or do moderate damage to a plant creature with a touch attack. Total garbage for the level.

Death Throes (SpC): (WTF?Confused): Bang Head Don’t know what to call this spell – maybe a dual threat self debuff/blast? If you die, you explode doing 1d8/level damage in a 30’ radius. You cannot be raised or resurrected, but lets face it, your party wouldn’t want to resurrect you after you screw them with this. Likely they’ll dance on your grave (if they are alive to do so). This spell makes garbage seem like gourmet fare. I would go so far as to say this spell might be the worst in the game of any school of any level. Not worth a cantrip.
« Last Edit: April 02, 2010, 05:48:54 PM by Dan2 » Logged

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« Reply #39 on: May 26, 2008, 10:55:37 PM »

Level 6

Opalescent Glare (SpC): (Debuff)(Not rated since I'm convinced I'm missing something) I’m clearly reading this wrong or it’s been errated. Let me know! (Otherwise it is so broken you should never use it) The way I read this is that you give yourself a permanent (apparently) gaze attack that kills evil creatures of 5hd or less (fear for 2d10 if they make a will save). Non-evil creatures and evil creatures of more than 5HD make a Will save or suffer the fear effect. The range is 60 feet. If this is a single round thing it is an OK spell anyways.

Contagion, Mass (SpC): (Debuff): Plotting Take the two crippling features of Contagion and remove one (touch attack) and keep the other (Targets Fort) but make it cover multiple opponents. This spell is now worthwhile as a combat debuff since with multiple targets – some Fort saves will be missed.

Fleshshiver (SpC): (double threat Debuff/Blast): Plotting In the first round the target makes a Fort save or is stunned for the round. If their HD is equal or less than your CL they are stunned with no save (nice). On the following round they make a second Fort save (regardless of first round save result) and if they fail they take 1d6/level (max 15d6) damage and are nauseated for 1d4+2 rounds. Targeting Fort is weak – but the target must make 2 saves which redeems this spell nicely. Solid debuff.

Ray of Entropy (SpC): (Debuff): Thumb  On a successful ranged touch, your opponent takes a -4 penalty to Str, Dex and Con for the duration of the spell. For the record, a Maximized, Empowered Ray of enfeeblement would be the same level and cause a -14 penalty to Str. However, this spell could be followed up by an escalating enfeeblement which might be a decent option if you like Rays.

Incorporeal Nova (SpC): (Save or die):  Save or die that targets Will. Affects 1d4/CL (max 20 HD) worth of creatures which must be incorporeal or gaseous. This spell is highly circumstantial – but could be useful with several weaker incorporeal creatures.

Spectral Touch (SpC): (Double threat Debuff/Self buff):  For 1 round/level you can make a touch attack, which, if successful, grants you 5 temporary HD, and causes the target (if they fail a Fort save) a negative level. Not nearly enough to warrant touch attacks. However – if you cast this and use it on helpless prisoners (you are such a jerk) then you could potentially gain 5 x CL in temporary HP for an hour.

Imperious Glare (SpC): (Debuff): Sad  1 creature/level (no which more than 30’ apart) make Will saves or cower for 1 round/level. This spell requires you have a frightful presence ability (you can set it up with Aura of Terror spell). The requirement reduces this spell from very strong to slightly weak. (2 6th level spells to set up one effect).

Aura of terror (SpC): (Debuff): Sad  Cast on yourself (standard action), grants a 30’ radius emanation centered on you. Whenever you charge or attack (charge or attack? WTF???) Creatures with HD equal or less than your CL make a Will save or are shaken. This spell is total garbage unless used to set up Imperious Glare, in which case it is only slightly subpar.

Create Undead (PHB): (Utility): Sad  Slightly improved Animate Dead spell for double the material cost. Honestly, by the level you can cast this spell I question the usefulness of a ghoul...

Eyebite (PHB): (Debuff): Sad  For 1 round/3 CL you can use this spell to debuff an enemy in close range (you will probably sicken them) but they get a Fort save to negate. The multiple uses is a nice feature, but the debuff isn’t all that impressive and the Fort save to negate is a killer.

Symbol of fear (PHB): (Utility): Sad  See symbol of pain above.

Undeath to death (PHB): (Save or die): Sad  Circle of death for undead. Basically the same spell, but more circumstantial.

Revive Undead (SpC): (Utility): Sad  Basically Raise Dead for undead –with all the same drawbacks and limitations. Unless you have party members that are undead – this is not worth it.

Circle of death (PHB): (Save or die): Sad  Kill 1d4 hd/CL of creatures (Max HD 8) in a 40’ radius burst. Creatures get a Fort save to negate and lowest HD creatures are affected first. This can be used to thin a large crowd of lesser enemies – but in most battles will be less than impressive. Oh yeah, 500gp per casting.

Ghoul Gauntlet (SpC): (Save or die): Bang Head Touch save or die that targets Fort – yuck. Furthermore – the dying process is gradual, so the target can fight on in the meantime (they take 3d6 damage/round until dead). After they die – you get a ghoul.
« Last Edit: April 02, 2010, 05:49:27 PM by Dan2 » Logged

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