Spells
Scroll, potion, Spell storing item or wand?[spoiler]
Potions(50*CL*spell level): can be placed in potion belts and given to allies. They then pick which buff they want.
Spell Storing item(XP=your CL*spell level): Spontanious ANY spell up to 1/2 level, limited(4-5 / day), and a PC level behind the wizard/cleric/druid. High UMD check to make. Works with Metamagic item(persist). While it says it is effectivly a wand, unlike a wand, this spell does not state an activatio action change. Either it defaults to the spell or a wand(standard).
Scroll(25*CL*spell level): a full spell level ahead of wizard/cleric/druid, access to obscure spell lists(assassin), same casting time as spell, 6 spells / scroll. Can scribe metamagiced spells, but must wait till 11th level to apply them freely on the fly.
Wand(15*CL*spell level*50 charges): up to 4th level spells, 7th level metamagic spell trigger class feature allows for blowing wads of cash in a big boom. metamagic item gives you free metamagic for 7+ rounds. Takes the same amount of time as the spell itself to cast
Eternal wands(CL*spell level*720+100): up to 3rd level spells. while craftable are unusable with either metamagic scroll or metamagic item as an eternal wand is more of a "use activated magic item" than a charged spell trigger wand. YMMV. If your DM does not allow spell storing item to be used in conjunction with metamagic item, then he might allow this as this is much more expensive.
Note: You can craft things with a lower caster level, down to the minimum for the spell, up to yours. This doesn't work for Spell Storing Item[/spoiler]
Spell Storing Item(Utility)[spoiler]
Rules Compendium page 85 states that casting a spell from a wand takes the same amount of time as the spell itself. A spell storing item says it's effectivly a wand with 1 charge
While you can use this in battle geven you have the prep time, and usage in this manner is prefered to making a scroll, I am going to focus on usage out of combat.
Here is a list of utility spells that are handy to know about, but don't need to be prepared on a scroll that you would use in battle.
With all these spells you're only a level behind a normal caster. Unlike him you don't need 8 hours of sleep to solve the problem at hand.
These spells shouldn't be prepared as scrolls as either you're preparing for battle, or you're presented with a problem and you have a minute to cast this infusion.
1 Power work Pain(empower):1d6/rnd for 2d4 rnds~35 dam
Silent Image: use after foe knows your a threat
True Strike: +20 to hit on next attack.
Protection from X: anti-dominate person
Omen of peril: Poor man's augurgry.
Unseen servant: Traps, 1 hr, add noxious smokestick
Scholar's touch: Read books at an incredible rate
Enlarge Person:+2 str -2 dex, Reach doubles
Fist of Stone:+6 str, +Nat. Attack
Horde Gullet: Bag of holding @ level 1.
Improvisation:2*CL pts,spend 1-CL/2 to skill/attack
2 Knock: Open door if Disable Device failed
Arcane lock: Magically lock a chest or portal
Detect Thoughts: "I know what you've been hiding"
Lesser Restoration: cure 1d4 of temp. abil. dam.
Invisibility: Just don't attack someone
Rope Trick: I need my beauty sleep
Darkway: shadow bridge, 200 lbs/lvl
Whispering wind: message @ miles
Stolen Breath: no save no SR, out of breath
Alter Self:small-large, 5HD or less
Chain of Eyes:Pass it along, I see what you see
3 Scrying(brd3): Where are my keys?
Explosive Runes: I prepared explosive runes
Invisibility Sphere: "I rolled a 4!" 10' rad.
Speak with the Dead: Where is your master? x3
Animate dead: You work for me now 100 gp/HD
Circle dance: Where is that guy I saw last thursday?
Amorphous Form: touched => puddlelike
Anticipate Teleport.: You know he's gonna.
Magic Circle against X: +Planar Binding
Disobedience: You only think you're controling me
Skull Watch: Perm Alarm
Understand Device: +10 DD or do as if trained
4 Greater Invis: Who hit me? Why does it hurt?
Locate creature: Where did he go?
Polymorph: You just turned into what?
Dispel Magic: You know who's behind that door
Resist Energy, Mass: A red dragon you saw?
Tree Stride: Poor man's teleport.
Restoration: Item creation cutting into your XP?
Globe of Invuln., lesser:
Mage Armor, greater: +8 AC[/spoiler]
Spell Storing Item + Metamagic item(persist)[spoiler]
See level 6 for more nice combos
1 Sign: a 20 Init isn't bad
Instant locksmith/accelerated movement/instant search: good if you're the skill guy
Jaws of the morray: Extra bite attack(1d8) @ usual -5, Bite = grappled
Fist of stone(+6 str, +Nat attack), then persist this on the BSF and the Druid/cleric/rogue.
Bless: +1 to attack, +1 saves vs. fear(a large chunk of truely harmful spells) to all within 30' all day long.
Spontaneous Search: The duration is not Instantaneous thus is persistable. If your DM disagrees, and rightfully so as this would break the traps, then ignore this.
2 Expeditious Retreat, swift:+30'
Wraithstrike: Melee attacks become touch attacks
Haste, Swift: Sadly you cannot pass this to other people, but casting a persistant haste is powerful
Alter Self: There's tons of cheese to be had with this like: Tons of SA, Flying, Skulks, the list goes on and on.
3 Ice axe(SpC): Creates a 2d12 +1/2 levels ice axe that uses melee touch attacks.
Recitation(SpC): +2 or +3 luck to AC, saves, and attack rolls
4 Mage Armor, greater: +8 AC[/spoiler]
Scrolls[spoiler]
While other spellcasters try to optimize what spells they prepare in certian slots to handle every situation, you can relegate utility spells to spell storing item.
While other spellcasters have replenishing slots each day, your slots(scrolls) are used up permantly.
While other spellcasters have to make due with the spell list they have, you have all spell lists.
While other spellcasters have all their prepared spells to pick at any given time from you must have special ways of getting the to the right scroll(scroll organizer/heward's handy haversack...).
While other spellcasters' 1st level spells increase in power as they level, your scrolls are stagnant with a set caster level. You can craft them at higher, but are never higher than your CL.
While other spellcasters are casting magic missile you can cast alter self. When they've figured out how to turn into a skulk you're casting venomfire on on your warbeast fleshraker. When the wizard just learned Ray of exaustion and the druid can finally turn into a fleshraker, you're polymorphing. They're just playing catch-up and you're leadig the pack in Tier 1.
All these make the artificer complicated to say the least.
Here is a list of spells that are good to have at hand when you got caught unawares, or you just plain need to do X.
0 Daze: a 4- HD creature loses next turn
Stick: Perm. stick tiny to anything. Trivial to remove
Launch Item(5): fine obj. up2 100' w/o range penalty
12 Creeping Cold(blast):extend deal 1/2/...6d6/round
Levitate(util): move 20'/rnd, ranged attacks@ += -1
Web(BC): 20' conn., entangl(no sav)StrDC20 no mov
Glitterdust(debuff):10' rad. Will save or blind
Cloud of Bewild.(BC,debuff)fort neg, 10'cone naus
Baleful Transposition(debuff):Both ground, swap
Mirror Image(buff): Me's everywhere, 1d4+1
Ray of Stupidity(debuff)(empower): 1d6 Int,Cha,Wis
Spike Growth(rng2):
Arcane Turmoil(debuff): Targeted dispel
Earthbind(debuff): no fly 4 u
Entice Gift(util): Give me your sword use poison
Pyrotechnics(fun): torch=>kaboom(blind/debuff)
Shatter(util,debuff): Shatter something. Yay!
34 Evard's Black Tent.(BC)20' rad. lrg+4str,bab=8+lvl
Solid Fog(BC):mov->5' -2 att./dam, strng wind disp.
Enervation(debuff) 1d4 Neg lev(no save) close range
Burning Blood(debuff): Fort or 1d8 + only move act.
Dimension Anchor(debuff): No teleporty for you
Dispelling Screen(debuff): pass through = Dispell
Assay Spell Resistance(buff):+10 4me2 overcome SR
Concerning writing metamagiced spells on scrolls[spoiler]
DMG, page 241, Creating Magic Items...
"Using metamagic feats, a caster can place spells in items at a higher level than normal. For example, a caster could heighten a spell's level to increase its effectiveness, or quicken a spell to allow it to be used as a free action, placing it within an item at the higher metamagic level."
Remember that wands can only hold up to 4th level spells. You can empower Scorching Ray, maximize kelgore's firebolt, but they then count as 4th level spells, ie. not worth it in the end.[/spoiler]
Concerning Action required to use the item[spoiler]
DMG, page 175, Using Items, 2nd paragraph, "Activating a magic item is a standard action unless the items indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, wether it's a scroll, a wand, or a pair of boots, unless the item descriptions specifically states otherwise."
Thus a scroll, which does not state otherwise, takes the same amount of time as the original spell, the second sentance.
A wand, on the other hand, states that it usually takes a standard action, then goes on to say that if the spell takes longer then the wand takes longer. Thus you take the maximum of standard action and casting time of the spell. Quickened wands? Don't they take a standard action to use? Pinky's Brain and Elderich said, "The DMG says quicken shortens activation times for items to a free action. DMG pg 283, right at the start. ECS pg 32 in the description of metamagic spell trigger also supports this."[/spoiler]
Getting to your scrolls[spoiler]
Keep in mind that the casting time for scrolls is the same time as the spell itself, and you can put up to 6 spells on a scroll at a time.
Scroll Organizer: (from FRCS) overlapping series of 15 pockets, each holds single scroll of one spell, only tops of scrolls show "allowing you to scan the scrolls' titles." No description on the "draw" time, but suffice it to say it should be free(Pick the tab and swipe hand down). Compare to Potion belt which is a free action to draw too.
Heward's handy Haversack: Move action to retrieve whatever it is you're thinking of that you put in there. No sharp objects though.[/spoiler][/spoiler]
Potions[spoiler]
I know that everyone thinks they suck. They cost twice as much as scrolls do, but you can hand them to your allies thus you don't need to spend charges and a feat on reach spell and your actions in combat
Potion Belt takes up no slot, and you can pull a potion out as a free action. Still a standard to drink and it provokes, yuck, but it's worth considering.
Here's a small list of spells you might consider putting in potions.
1
Bless
2
3
Haste
4
5[/spoiler]
Buffs (persistable purchasable power)[spoiler]
Starting from level 5 an artificer can enable the party to purchase 24-hour buffs for themselves by buying for him and splitting the cost of a Minor Schema of Metamagic Item and a wand with the spell thye've agreed on, which the artificer will craft for them, and an if necessary an eternal wand of Guidance of the Avatar, or any skill boosting item to bring them up to +19 UMD, or +14 if the marshal cohort is around.
At later levels(12) he can craft the minor schema himself, but from levels 5-10th the party must buy them from the market. The artificer then casts metamagic item and puts persist in the wand. Each person then casts it on himself and passes the wand to the next person.
The Minor Schema(Metamagic Item) costs 6000 gp
Wands can go up to 4th level and will have a crafting cost of {281,1688,4219,7875} gp/N for a 1,2,3,4th level wand where N is the number of team member that are willing to pay for the buff
An eternal wand costs 830 gp(crafted) per 2 castings max/day and can be used by anyone regardless of class. If you can make the UMD yourself then don't pay for your eternal wand half. See UMD section if you want alternative ways of boosting UMD. Remember you can't pass a circlet of persuasion(+3 charisma based checks) with the wand, so items aren't transferable for this trick
Staffs are avaliable at 12th, the same level where he can make schema himself
See level 6 for pricing you offer the party for day buffs for spells up to 4th level
See level 12 for pricing you offer the party for day buffs for spells up to 6th level
Consider a Lens of Ray Widening(Lords of Madness, pg.46, 16,000 gp) so that the effective ray shoots through the lens, and is widened to a 15 ft. Cone; everyone within the cone benefits from the Persisted Spell. Unfortunately, a Lens of Ray Widening can only be used 9 times before breaking.
I don't have any link to spells that would want to be persisted for spells past 6th
If you want to persist touch spells(polymorph...) you'll have to first metamagic item(reach) then metamagic item(persist) which ups the price quite a bit and takes a round off the usable duration
Chameleon Handbook has consolidated persistant spells Nice list Another List Level 1: 1.Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
2.Divine Favor - +1 Luck to attack and damage/3 CL (max +3) for non-spells (Cleric 1, Paladin 1) (PHB)
3.Blessed Aim - All allies gain +2 morale to ranged (Blackguard 1, Cleric 1, Paladin 1) (Spell Compendium)
4.Divine Sacrifice - Suffer 10 damage for First attack of each round it inflicts 5d6 extra damage, (Blackguard 1, Paladin 1) (Spell Compendium)
5.Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Bard 1) (Spell Compendium)
6.Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Spell Compendium)
7.Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Spell Compendium)
8.Silverbeard - Gain +2 Sacred to AC, +2 Circumstance to Diplomacy with Dwarves
9.Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)
10.Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
Level 2: 1.Cloud of Knives- As free action attack target with flying magic knife within 30 ft, Attack =CL+Ability mod; Damage= 1d6+1/3CL (Max +5) 19-20 Crit; (Cleric 2) (Player's Handbook II)
2.Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
3.Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype. Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
4.Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
5.Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
6. Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Bard 2) (PHB)
7.Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2) (Spell Compendium)
8.Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage (Cleric 2) (Spell Compendium)
9.Strength of Stone - +8 Enh. to Str as long as 1 foot touches the ground (no jump, tumble, charge, or run) (Paladin 2) (Spell Compendium)
10.Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
11. Hunter's Eye - Gain 1d6 Sneak Attack/3 CL Stacks with current sneak attack (Ranger 2) (Player's Handbook II)
12. Master Air - Gain Wings and fly Speed 90 (60 with medium or heavy armor) (Druid 2) (Spell Compendium)
13. Wraithstrike - All melee attacks are melee touch attacks
Level 3: 1. Soul of the Waste - Body melds into sand, dust, or loose earth that accomodates all dimensions. Can cast spells on self and hear the surrounding area but cannot communicate. Hard to damage (Cleric 3, Druid 3) (Sandstorm)
2. Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
3. Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
4. Hymm of Praise - +2 Caster level to each Good Divine Spellcaster in 50ft, +4 Sacred bonus to Turn undead for good divine spellcasters and -4 for Evil Divine Spellcasters (Bard 3) (Spell Compendium)
5. Infernal Threnody - +2 Caster level to each Evil Divine Spellcaster in 50ft, +4 Profane bonus to Turn undead for evil divine spellcasters and -4 for good Divine Spellcasters (Bard 3) (Spell Compendium)
6. Evard's Menacing Tentacles - Gain 2 10 ft. Reach Tentacle attacks/round for free action that deal 1d8+Str Tentacles threaten area and can make 1 attack of opportunity/round (Druid 3) (Player's Handbook II)
7. Blink - 50% miss chance, 20% chance for your attacks/spells to fail, 1/2 damage from area attacks, attack as invisible creature, move through solid walls (Bard 3) (PHB)
8. Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4) (Dragons of Faerun)
9. True Prayer of the Chosen - +3 Insight to Saving Throws and AC, must recite Truename(Cleric 4, Paladin 3) (Tome of Magic)
10. Find the Gap - First Melee or Ranged Attack each round is a touch attack (Paladin 3, Ranger 3) (Spell Compendium)
11. Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3) (Dragon Magic) Gain Blind Fight Feat (Druid 3) (Spell Compendium)
12. Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks (Bard 4, Cleric 3, Ranger 3) (Book of Exalted Deeds)
13. Prayer - Allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes takes a -1 penalty on such rolls. (Cleric 3, Paladin 3) (PHB)
14. Mystic Lash - Whip makes ranged touch attack for 1d6 electric/3 CL (max 4d6), make fort or be stunned, no Str to Damage but Cha to damage (Initiate of Bane 3) (Player's Guide to Faerun)
15. Ice axe(SpC): Creates a 2d12 +1/2 levels ice axe that uses melee touch attacks.
Level 4:Best spells to persist for melee are: 1) lesser holy/Infernal transformation(Clr4,spc) +2str +2con +2saves (all sacred), fly speed of 60ft, darkvision 60ft and creature type becomes good outsider.
2) divine power(Clr4,phb) +6str (enhancement), +1 temp hp/caster level and bab=character level.
2) Wraithstrike(Wiz2) all melee attacks are touch attacks
3) righteous might(phb) +4 str +2con (both size) +2 natural armor (enhancement), you double in size also your weapon scales to your size as well and you gain damage reduction 3/good or evil based on energy channeled also scales with caster level.
Useful spells for persisting: 1) mass lesser vigor(Drd1,spc) everyone gains fast healing 1.
2) divine retaliation(Clr3,phb2) every time you are struck in melee a force weapon that your diety favors strikes back for damage equal to a weapon appropriate for your current size category (to hit=caster level+str/wis and damage=weapon damage+1.5str/wis).
3) recitation(Clr4,spc) +2/3(if worship same diety) attack, armor and saves (all luck).
Uber Broken 1) Polymorph(wiz 4, PHB) - Look up a polymorph handbook for how to make your DM cry as he realizes that the fighter/rogue... can now be like that all day long. Combine with wand of lesser Holy/Infernal Transformation for outsider access[/spoiler]