I'm starting with old sources, and looking to list my findings here. Something I'm finding is that Initiate spells are really quite awesome for the level. If it wasn't for Initiate of Mystra being plain ridiculous, it might be worth investing in some of these other feats.
In any case, I eventually hope to organize the list by level and school, since the method of expanding spell lists are based on those considerations. That said, until I get a complete compilation, they're going to be listed by book in alphabetical order.
I started with FR sourcebooks. Subschools and Descriptors with asterisks are not printed, but are likely changes the spell would undergo to be updated to 3.5e, or reasonable additions. Here's what I've got so far:
EDIT: Forgotten Realms Books Scanned, let me know if I miss anything:
Animate Dread Warrior (Necromancy [Evil], Sor/Wiz 6) - Raises a humanoid as a templated undead creature under your control, with the big selling point that it keeps it’s class levels. Finally, an effective use for all those high-level Humanoid corpses! Ok, this spell isn’t really a secret. It’s an effective way of getting some powerful cannon fodder when your DM isn’t throwing 10-headed hydras at you. As a bonus, the undead created by this spell are controlled by you, without limit, until you die. Beware the stiff XP component of the spell, however.
Decastave (Conjuration (Creation) [Force], Sor/Wiz 2) - Creates a quarterstaff made of force that makes touch attacks. Potentially an interesting alternative to Wraithstrike. Lasts rounds/level, but is also persistable. The way I’m looking at it, it’s a Quarterstaff made of Force that hits as touch attacks, so whatever damage boosts you get with a Quarterstaff also work with a Decastave.
Ilyykur’s Mantle (Abjuration, Sor/Wiz 4) - Gives a +1 per 3 level luck bonus on saving throws (max +5), and electricity resistance 10. Luck bonuses to saving throws are uncommon, and almost none of them get as large as the ones granted by this spell. Also note that this spell is Persistable. The material component cost of 50gp is not a huge drawback.
Ghorus Toth’s Magnetism (Transmutation, Sor/Wiz 6) - Creates a powerful magnetic force that draws metallic objects and creatures towards the target. I really like this spell for the hilarity that ensues when casting it. If there are a lot of heavy, metallic objects around, like suits of armor or weapons, then it can also deal quite a lot of damage and pin down the target of the spell. At the very least, it’s a fine novelty addition to a spellbook, look it up if you like spells that a Wizard just wants to cast once for the sake of a memorable gaming session.
Sinsabur’s Baleful Bolt (Necromancy, Sor/Wiz 4) - Deals 1d3 + 1 per 4 levels (max 1d3+3) Strength and Constitution damage in a medium-range line. Don’t compare this to Lightning Bolt, compare this to Enervation. Enervation applies a -1 to -4 penalty to all saving throws for 1 target, and does some modest HP damage. It’s a ray, so it’s failure chance is based on you hitting a target’s touch AC. This spell applies a -1 to -3 (eventually -2 to -3) penalty strictly to Fortitude saving throws, does some modest HP damage, and affects multiple targets in a line. No attack roll is needed, but a Reflex save for half damage is allowed. If you have an inordinate number of effects that target Fortitude saves, then this should at least be on your radar.
Snilloc’s Snowball (Evocation [Cold], Sor/Wiz 1) - Make one melee touch or ranged touch attack that deals 1d6 + 1 per CL cold damage, max 5 attacks. Highly efficient in terms of damage per spell for a first-level spell, although it’s costly in actions. Warmages add their Warmage Edge to each attack with the spell, making this an incredibly efficient spell for them to use at low levels to dispatch enemies.
Superior Darkvision (Transmutation, Sor/Wiz 4, Ranger 4) - Unlimited range Darkvision for an hour per level. While it’s true that there’s not always enough space to make use of long-range tactics in any area that would be darkened to this extent, it’s still worth mentioning because there are some situations where it can happen.
Binding Chain of Fate (Evocation [Force*], Sor/Wiz 9) - Ok, you pick a creature, and that creature is unable to move, teleport, use any magic whatsoever, and is slowly destroyed by 2d6 force damage per round. This has got to be the ultimate save-or-be-screwed spell. Let’s be clear on a few things with this spell; 1) It does not target the creature. You pick a creature, sure, but there is no target line, and the effect line is a “Whirling chain of force.” 2) It is virtually impossible to immunize yourself against this spell. Even a tinfoil hat won’t save you from the AMF effect, since it’s not an emanation that can be blocked, and it is none of a Death, Mind-Affecting, or otherwise easily immunized-against spell descriptor. 3) It is absolutely impossible to escape from the effects of this spell. You can’t cast Invoke Magic to Dimension Door away, because in addition to the AMF you’ve got a Dimensional Anchor on you. There is only one possible way of saving yourself, and that’s *maybe* if you’re an incorporeal undead creature. Incorporeal creatures “wink out” in an AMF. Whether that means that they’re pushed into the Ethereal Plane, temporarily cease to exist, or something else entirely, is up to your DM. If they’re vulnerable to the persistent Force damage this spell deals, and are unable to leave the area of the AMF, then they’re screwed, too.
Ensul’s Soultheft (Necromancy [Evil], Sor/Wiz 9) - Listed for completeness as a means of artificially extending your natural lifespan. It’s generally not one of the better ones, however, since it merely delays aging, it doesn’t reverse it (so you can’t gain back physical ability score losses due to age). Outside of the whole never-dying-from-old-age thing, it’s a pretty crappy spell.
Palarandusk’s Fire Breath (Evocation [Fire], Sor/Wiz 2) - Do not look at this spell for the damage, look at this spell for the second paragraph. This spell gives you a one-shot breath weapon, allowing you to cast the various spells that augment breath weapons in nasty ways.
Ability Rip (Transmutation, Sor/Wiz 7) - Takes a Supernatural Ability from one creature and gives it to another. This is a common sight on the TO boards. Note that the “donor” loses their Supernatural ability for the duration, the recipient gains it for the duration, but the ability the recipient gives up is gone for good. While this can probably be reversed by a Limited Wish/Wish/Miracle, it’s generally better to just use another spell to gain a Supernatural Ability temporarily, thus negating the cost of this spell.
Lagozed’s Breath (Conjuration (Creation), Sor/Wiz 3, Cleric 3) - This spell is basically Stinking Cloud. Stinking Cloud is a good spell. This is notable in that it’s on the Cleric’s list as well.
Venomfire (Transmutation [Acid], Cleric 3, Druid 3, Ranger 4) - Each natural poisonous attack does 1d6 per CL acid damage, in addition to the poison. This spell is plain ridiculous. I do not advocate the (ab)use of this spell, since it’s liable to get your DM to chuck your copy of Serpent Kingdoms, which does have some cool things in it that are not this absurd.
Coral Growth (Transmutation, Druid 3, Sor/Wiz 4) - Think Wall of Stone, only 1 level earlier for Wizards and 3 levels earlier for Druids. It’s also more shapable than Wall of Stone, and creates a much larger volume of coral per casting than Wall of Stone creates. The only disadvantage is that Coral Growth is a short range spell, while Wall of Stone is Medium range, but that’s the price of getting spells early.
Darsson’s Chilling Chamber (Evocation [Cold], Sor/Wiz 2) - Drops the temperature in one 10’ cube per CL below -40 degrees F. Listed because it’s a very interesting option for a spell to defend strongholds with. The persistent damage and fatigue effects over a long period of time will make creatures not resistant to cold have a very hard time dealing with the area, and it’s very low spell level, long duration, and massive area makes it relatively cheap to incorporate it into a stronghold’s design.
Darsson’s Fiery Furnace (Evocation [Fire], Sor/Wiz 2) - Raises the temperature in one 10’ cube per CL to above 140 degrees F. See Darsson’s Chilling Chamber, only instead of cold we’re talking about heat.
Redirect Spell (Abjuration, Cleric 3, Paladin 3) - Redirects targeted spells from the recipient to the caster. The only thing that makes this spell not awesome is the short duration, but the fact that it’s on the Paladin spell list makes it a great thing to cast with Battle Blessing.
Shuffle (Conjuration (Teleportation), Druid 6, Sor/Wiz 6) - Note that this spell is accidentally awesome for anyone with a Familiar. So, you cast this spell and pass it off to your familiar to be the toucher (it’s a touch-range spell, afterall). As long as the familiar holds the charge, anyone the familiar touches gains the ability to teleport a short distance as a move action. Note the target line: “One or more willing subjects.” From what I can tell, that means that your familiar can just keep bestowing this spell effect on anyone it touches, and keep holding the charge, and keep granting this ability to the entire party all day (maybe even longer if the familiar doesn’t sleep). Obviously not quite what was intended, but it’s up to your DM to impose a reasonable limit on the spell’s effect. If it affects all your allies once, then it’s still a solid spell.
Streamers (Evocation, Cleric 5, Sor/Wiz 5) - Creates 1-4 quasi-creatures that hover in the same space as creatures you direct them to. Each round, they make a readied action to attack their designated target, which is a touch attack at an attack bonus equal to the caster’s BAB and deals 5d10 damage. This spell is decent for any caster with a solid BAB, and is obviously most useful for disrupting enemy spell casters.
Suspension (Transmutation, Sor/Wiz 4) - Functions as levitation, but lasts for days per level and affects objects of ridiculous size (1k lbs per level). Obviously, this spell was made to create flying fortresses.
Lords of Darkness:
Lost Empires of Faerun:
Backblast (Abjuration [Fire], Sor/Wiz 3) - Functions as a weak spell turning effect that only affects 3-6 levels of Fire spells. Also gives fire resistance 10 while active. Note that there are some pretty nasty targeted fire spells that are affected by this, including the heavy-hitting, metamagic favorites Scorching Ray and Orb of Fire. Also note that no matter how much metamagic is tacked onto these spells (except Heighten Spell, obviously), they still only count as 2nd- and 4th-level spells for purposes of this effect.
Ebon Ray of Doom (Necromancy, Assassin 3, Sor/Wiz 4) - Effectively gives a creature Spell Resistance equal to 15 + your caster level against Conjuration (Healing) spells that heal hit points, and causes creatures with Fast Healing or Regeneration to have to make a Fortitude save each round or lose the ability to benefit from said spells. Notable for making creatures very difficult to heal with Heal or Mass Heal spells, as well as potentially negating Regeneration for parts of the duration.
Nezram’s Amethyst Aura (Abjuration, Sor/Wiz 3) - Poison and disease immunity for 10 minutes per level, coming at a level that is ideal for use with Extend rods. Solid spell for Sorcerers and Wizards that are still breathing.
Ray of Resurgence (Evocation, Cleric 1, Sor/Wiz 2) - Possibly the best spell in the book. Restores 1 point of Strength damage per level, reduces any Strength penalties the subject is suffering by 1d6+1 points per caster level (max 1d6+5), reduces exhaustion to fatigue, or eliminates fatigue.
Shalantha’s Delicate Disk (Conjuration (Creation), Sorcerer/Wizard 6) - The expensive material component is relatively unimportant at this level, but the big draw of this spell is that said component can be ignored completely if you cast it via Shadow Conjuration. There’s a whole thread dedicated to these “Shadowcraft Cookies.”
Magic of Faerun:
Player’s Guide to Faerun (NOTE: I know some of these spells were updated in SC, but I haven't gotten to that book, yet.):
Battletide (Transmutation, Initiate of Bane 5) - An obscure spell if ever there was one, but with an impressive effect. Enemies that are affected by the spell take a -2 penalty to saving throws, which is nice. Furthermore, as long as one enemy is under the effect of the spell you gain an improved haste-like benefit. How is it improved? Instead of making an extra attack, you can apply Quicken Spell for free to your lower-level spells. If you’re also under the effects of Haste, then you can arguably do both (although you can’t make 2 extra attacks).
Favor of Ilmater (Necromancy, Initiate of Ilmater 4, Paladin 4) - A bit of an infamous spell due to the fact that it’s one of extremely few ways to immunize yourself against the dazed condition, which causes it to be included in all kinds of cheesy combinations such as Reserves of Strength, Born of Three Thunders, and, most of all, the Celerity line.
Fiendform (Transmutation (Polymorph*) [Evil], Sor/Wiz 6) - Spell that allows you to transform into a fiendish creature, demon, or devil summonable off the Summon Monster I - IV lists. It’s an interesting option, to say the least, because unlike most Polymorph spells, this one grants you all extraordinary, spell-like, and supernatural abilities of the form you change into. If you can expand the list of monsters that you can change into, then this can become quite the nasty little spell.
Glory of the Martyr (Abjuration [Good], Initiate of Ilmater 4) - A very obscure, but very effective spell for mitigating hit point damage. Basically, the caster of this spell creates a shield other effect on up to 1 creature per caster level, and for 1 hour per caster level, half of the damage taken by those creatures is taken by the caster, instead. If you happen to have Delay Death active on you as well, then you are practically negating half the damage your allies take for almost no personal cost. If you are also under the effect of Beastland Ferocity, then you get to continue taking actions of your own regardless of the damage you amass.
Holy Star (Abjuration, Initiate of Mystra 7) - Another obscure protection spell, but this is a pretty amazing one. It has 3 modes, but only 2 of which are really worth talking about. First is a Spell Turning mode, where it reflects 4-7 levels of spells. Once that mode is depleted, you can change over to Protection Mode, where you gain a +10 circumstance bonus to AC! That’s a +10 bonus to AC and, more importantly, touch AC that stacks with everything (remember, circumstance bonuses from different sources stack).
Mold Touch (Conjuration (Creation), Initiate of Nature 3) - Creeping Cold on steroids. Here’s how you use this spell: get Resist Cold 10 (or 20 if you can manage it), light up a torch (not an everburning torch), and then cast this spell. Each 5’ diameter patch deals 3d6 nonlethal cold damage each round, and the number of patches doubles each round you have a source of fire within 5’ of them. At low levels, it’s an incredibly potent blasting spell.
Mystic Lash (Evocation [Electricity, Evil], Initiate of Bane 3) - A persistable whip-like weapon that attacks as a ranged touch attack and deals not-insignificant damage. The big selling point, a damaged target has to save vs. stun. Vicious, vicious spell, even if it’s not persisted.
Nchaser’s Glowing Orb (Evocation [Light], Cleric 4, Sor/Wiz 3) - Basically Continual Flame, minus the expensive material component. Unfortunately, the Orb has to be held, but it should be light enough that an Unseen Servant can carry it.
Possess Animal (Necromancy, Initiate of Malar 3) - Magic Jar, minus the Jar, but only effective against Animals. An interesting concept, to say the least, and quite useful if you can get it on your list, given that it’s 2 levels lower than Magic Jar.
Shield of Lathander (Abjuration, Initiate of Lathander 5) - DR 15/-. This is actually enough DR to be really notable. The downside is that it only lasts a single round, but with Reach Spell it becomes persistable. There is also a 7th-level Greater version of this spell that grants DR 20/-, Death Ward, and some energy resistances, too.
Spellmantle (Abjuration, Initiate of Mystra 6) - Think of this as a poor-man’s Energy Transformation Field. The applications of this spell are really only limited by your imagination.
Spell Phylactery (Transmutation, Initiate of Mystra 5) - Do you like Contingency? This is Contingency at a lower level, with an expensive material component instead of a focus. The big bonus, however, is that you can have 6 Spell Phylacteries in effect at a given time, compared to a single Contingency.
Triple Mask (Illusion (Shadow), Initiate of Cyric 7) - Creates 3 shadow duplicates of yourself that are inert unless you control them directly or program them to do some task. The big selling point is that you can cast any spell with a range greater than touch through your shadow duplicates, allowing you to hide in an area of relative safety while your shadow duplicates distract, harass, and otherwise combat intruders into your stronghold.
Warning (Divination, Initiate of Helm 2) - It’s a touch spell that, for 10 minutes per level, gives you Uncanny Dodge, and some nice bonuses to Spot and Listen besides. A good spell to make into an item if you can.
Wieldskill (Divination, Initiate of Gond 1) - A useful touch spell that gives a +5 competence bonus to a certain skill for the spell’s duration, 1 minute per level, or gives the character proficiency with a weapon, shield, or suit of armor.
Anauroch - Empire of Shade:
Champions of Ruin:
Bloodfreeze Arrow (Transmutation, Assassin 4, Ranger 4) - When you cast this spell on a masterwork arrow or crossbow bolt (note that magical arrows/bolts are also masterwork), it deals an extra 2d6 cold damage on impact. In addition, the target has to make a Fortitude save or become indefinitely paralyzed (of course, a save is offered each round to negate the effect). If someone in a party is capable of casting this spell, then everyone in the party should back a ranged weapon they’re proficient with and a few of these arrows, because the spell has an instantaneous duration. You can stockpile these things.
Necrotic Skull Bomb (Necromancy, Cleric 5, Sor/Wiz 5) - Enervation that hits targets in a 20’ radius spread, and is cast as a swift action. The fortitude save kinda sucks, but the uses of this spell in warfare are just ridiculous. A staple spell for any prospective evil overlord necromancer.
Node Genesis (Conjuration (Creation), Sor/Wiz 9) - Proper use of Node Magic is one of the paths to some serious power in D&D, most notably through the Metanode Spell feat. With this spell, you get to create the kind of nodes you’re attuned to wherever you go and receive benefits for it.
Pocket Cave (Conjuration (Creation), Initiate of Grummsh 5) - Magnificent Mansion, 2 levels lower. Probably not worth going out of your way to pick up, but if you can get it then it’s certainly worthwhile.
Scourge of Force (Evocation [Force], Sor/Wiz 2) - If you’re a fan of Scorching Ray, then you should look at this spell. It deals comparable damage, but of a much more difficult type to resist. Very much worthwhile to cast.
Slime Hurl (Conjuration (Creation), Initiate of Ghaunadar 5) - Smacking something with 3 blobs of green slime is basically guaranteed to cause 3d6 points of Constitution damage, and will likely cause more than that unless the creature in question reacts immediately to remove the caustic substance. Ridiculously strong spell for the level, if you can manage to pick it up.
Undersong (Transmutation, Bard 1) - An interesting spell that inspired a build known as the “Lord of the Dance.” It turns out that you can get a lot of benefits from a high Concentration check, and then changing all that over to a Bard’s Perform skill actually has some pretty spectacular consequences.
Champions of Valor:
Convert Wand (Transmutation, Cleric 5) - Turns a wand that might otherwise be useless into a healing wand that you can use to recover your strength. Because of the level of this spell, I would save it for an emergency. Remember that Heal is just one level off (for most classes, that is).
Fleeting Fortune (Transmutation, Initiate of Tymora 1) - Gives a +5 luck bonus to a single skill check, immediate action casting. Yet another spell that makes skill ranks unimportant.
Holy Fire Shield (Evocation [Fire or Cold, Good], Sanctified 4) - Fire Shield is not a terrible spell, although the mass version tends to be better. This spell is notable in that it’s on all prepared caster lists, not just the Sor/Wiz list and a few domains.
Love Bite (Evocation [Force], Initiate of the Holy Realm 1) - A one-round Spectral Hand effect at a level lower. Worth considering if, for some reason, this spell is not significantly more difficult to obtain than Spectral Hand.
Spiderbind (Transmutation, Cleric 3) - Slow is a great Wizard save-or-lose. This spell is basically the Cleric version.
Vision of Punishment (Divination [Mind-Affecting], Sanctified 1) - Not quite on par with the likes of Sleep, Color Spray, or Grease, but this spell scales much better than any of the above. If your target fails their saving throw, they are nauseated for a round per 3 levels. If they pass, then they’re instead sickened. So, either they get hit with a totally debilitating status effect, or their saving throws are cut and make them more vulnerable to a follow-up spell. Really great spell.
Posts with more spells:
« Last Edit: October 26, 2011, 07:03:23 PM by X-Codes »
Mystic Shield is in Anauroch: Empire of Shade. Get reach spell and make this persistable, and you've got one hell of a badass defensive spell. Mix with Ghostform or Starmantle and win at life.
I was going back and fourth on this one because of all the shenanigans it takes to make it useful, but considering that those considerations are not stopping me from listing some of these other spells...
EDIT: Here come some Eberron spells. Books Looked Through:
NOTE: Dragonmarks aren’t all that awesome compared to real spellcasting, so actual spellcasters rarely waste their time on them. That said, if you have UMD as a class skill and a Lesser or Greater Dragonmark, you can make some really good use of some of these spells.
Dragonmark Shield (Abjuration [Force], Sor/Wiz 1) - I think shield really was always meant to be an immediate action spell, the designers just didn’t have immediate actions when they first wrote it. This spell gives a nice, cheap boost for a low-level character that wants to avoid pain, and sticking a wand in a wand chamber is as good as being able to cast it.
Fortify Dragonmark (Abjuration, Sor/Wiz 2) - Crit immunity from a level 2 slot. In spite of the feat tax needed to get to that point, it’s still impressive.
Ray of Retaliation (Abjuration [Force], Bard 2, Sor/Wiz 2) - A more limited form of the very good Ray Deflection spell with an extra little bonus for having a Dragonmark. Might actually be better than Ray Deflection in some circumstances thanks to it’s immediate action casting (and is absolutely better if you aren’t able to cast 4th-level spells, given how much cheaper this item is).
Summon Marked Homunculus (Conjuration (Summoning), Sor/Wiz 1) - Requires a Mark of Making. The creatures you can summon are about on par with a Summon Monster I spell, but the thing that makes this spell noteworthy is the duration. Being 1 hour per level instead of 1 round per level enables the creatures summoned by this spell to do things that your typical minion can’t. It’s a shame that the Dedicated Wright you can summon via this spell never really lasts long enough to do some serious crafting.
Dragons of Eberron:
Eberron Campaign Setting:
Hardening (Transmutation, Artifice 7, Sor/Wiz 6) - A unique spell with a very important purpose: making walls that can’t be effectively breached by any idiot with an adamanite weapon.
Magecraft (Divination, Sor/Wiz 1) - You gain a +5 competence bonus to a craft check. Given the duration, this is one of the few spells that absolutely works with craft checks, although DMs might allow some of the other, similar 1st-level spells I’ve outlined here to work as well.
Status, Greater (Divination, Community 4) - A solid spell that enables you to cast low-level, harmless touch spells at unlimited range. Obviously it’s meant for healing, but there are other spells that might serve the purpose better. Also note that a Wizard casting personal-range spells on their Familiar can also now cast those spells at any range while this effect is active.
Magic of Eberron:
Hidden Ward (Illusion (Glamer), Bard 1, Sor/Wiz 1) - Creates a nondetection effect for magic traps, making Arcane Sight unreliable when dealing with them. Making a magic trap permanently affected by this spell is incredibly cheap, as well, likely a mere 2.5k gold for adding a 10th-level effect to the trap.
Sense Weakness (Divination, Cleric 2, Sor/Wiz 2) - Automatically confirm one critical threat up to one day after receiving the spell, but unlike Bless Weapon, this effect is against any enemy, and works with the keen weapon property. If you can’t find some way to abuse that, at any level, then you should think of playing something other than D&D.
Storm Touch (Evocation [Electricity], Sor/Wiz 5) - This spell offers an inordinate amount of damage potential, and the riding effect of stun on a hit is nothing at all to sneeze at. If you are looking for a higher-level, higher-damage spell to apply some manner of free metamagic effects to, this is almost certainly the spell you want. Note that there is also a 7th-level, similar spell in this book called Scalding Touch that deals a bit more damage and dazes instead of stuns, but I think Storm Touch is a bit easier to make use of.
Suffer the Flesh (Transmutation, Sor/Wiz 2) - The cost of this spell is considerable, but even as written, getting a +5 bonus to caster level for a long-term buff is incredible. Getting a +5 bonus to caster level for two buffs by extending it is even better. Getting a +5 bonus to caster level with all your spells by persisting it is just obscene. That said, if you can’t counter-act the Constitution damage somehow, you’re going to have a really rough time taking advantage of this spell.
Player’s Guide to Eberron:
Races of Eberron:
Illusion Purge (Evocation, Cleric 8, Sor/Wiz 8, Truth 7) - Completely negates most spells of one of the most versatile schools of magic within it’s effect, which is very large, and it’s even Persistable.
Insidious Suggestion (Enchantment (Compulsion) [Language Dependent, Mind-Affecting, Mindset], Bard 4, Sor/Wiz 5) - The only downside to the suggestion spell is that it’s negated if the target passes it’s save. This spell makes that downside less notable because of the fact that the saving throw must be made once per round for a number of rounds equal to your caster level, and one failure causes the target to suffer the full effect for the normal duration afterwards.
Unfettered Heroism (Transmutation, Bard 5, Sor/Wiz 5) - If you play with action points, this spell gives you more action points. In particular, there is a feat that allows you to expend an action point to apply a metamagic feat to a spell for free, like Persistent Spell. This spell is as good or as bad as action points are in your campaign.
Unseen Crafter (Conjuration (Creation), Bard 2, Cleric 2, Sor/Wiz 2) - Ignore the bonus for Warforged, that’s hardly the point of this spell. You can cast multiple Unseen Casters and have a small army of craftsmen, which means that this spell is a money factory, plain and simple. Mandatory for anyone that intends to make use of Poison or Traps (or both), but be careful with your DM’s patience when using this spell to generate income for your party.
Wild Instincts (Divination [Mindset], Druid 2, Ranger 3) - A swift action, personal spell that gives you Uncanny Dodge for one minute per level, and gives large bonuses to spot and listen checks. It may be persistable, but given the choice I think Warning is better.
Secrets of Sarlona:
« Last Edit: October 16, 2011, 02:06:39 PM by X-Codes »