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Author Topic: The beginnings of a complete list of good/Great/AWESOME spells from all sources.  (Read 34185 times)
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nijineko
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« Reply #20 on: October 17, 2011, 08:07:33 PM »

i was more interested in whether the official 3.x sites for the various legacy campaign worlds were to be included or no.
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Bastian
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« Reply #21 on: October 17, 2011, 08:42:48 PM »

Oh, and there's stuff like Mace of Odo. But who ever allows that?
Not a fan of Mace of Odo.  I assume you're talking about the spell absorption effect, which is nice, but the spell occupies your hand while you're waiting to get shot, it only negates one spell, and it does nothing against area effects.  The melee effect is a bit lacking for a single-target, melee range touch spell, even with the Paralysis rider.  I think I'd prefer Blink or a Fog spell for spell defense, and Chain Missile for damage, while the fast-upcoming spells Wings of Flurry and Greater Blink just make it silly to use Mace of Odo at all.

Also, Mace of Odo is freaking hard to get.  Either you're a cleric and you take a very bad feat, you take levels of Master Specialist as an Evoker (...seriously?), or some other, similarly ridiculous things that you really shouldn't be doing.  Even if Extra Spell was allowed to pluck it for anyone, there are better 3rd-level spells out there that you can pluck just as easily that are worthwhile for longer.  Even Warmages can use Eclectic Learning to grab Ray of Retaliation at the same level as Mace of Odo, and Warmages can really benefit from some utility spells granted from some Dragonmark feats.
You seem to be forgetting Artificers and Archivists.
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X-Codes
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« Reply #22 on: October 17, 2011, 09:03:15 PM »

You seem to be forgetting Artificers and Archivists.
I may list it just because it has some supporters that know what they're talking about, but I'm going to note that any one function of Mace of Odo is done strictly better by a given 4th level spell, and often done somewhat better by a given 2nd-level spell.  The only merit it has is that it can be either a decent single-shot offensive spell, or a decent single-shot defensive spell, but that the overall effect you get out of it will probably be less than another 3rd-level spell.
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Cagemarrow
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« Reply #23 on: October 17, 2011, 09:08:09 PM »

Do you know if Coral Growth was ever updated to 3.5? I would think it should have an instantaneous duration instead of permanent. If not that'd be an awesome spell to make into an at will casting item.

3x5x2000/2 (for having a duration greater than 24 hours) = 15000 GP for at will 5 x 5 ft cubes of living coral

Well worth it in E6 where wall of stone is too high of a level for players to get.
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X-Codes
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« Reply #24 on: October 18, 2011, 07:37:39 PM »

Do you know if Coral Growth was ever updated to 3.5? I would think it should have an instantaneous duration instead of permanent. If not that'd be an awesome spell to make into an at will casting item.

3x5x2000/2 (for having a duration greater than 24 hours) = 15000 GP for at will 5 x 5 ft cubes of living coral

Well worth it in E6 where wall of stone is too high of a level for players to get.
I'll find out as I go through 3.5e books.  Stormwrack is on my to-do list, and SpC will likely come later.
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Mooncrow
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« Reply #25 on: October 18, 2011, 07:59:08 PM »

Do you know if Coral Growth was ever updated to 3.5? I would think it should have an instantaneous duration instead of permanent. If not that'd be an awesome spell to make into an at will casting item.

3x5x2000/2 (for having a duration greater than 24 hours) = 15000 GP for at will 5 x 5 ft cubes of living coral

Well worth it in E6 where wall of stone is too high of a level for players to get.

It was, in Shining South.
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Cagemarrow
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« Reply #26 on: October 18, 2011, 08:36:46 PM »

I wasn't sure if Shining South was 3.0 or 3.5 if it's correct as written that means you can craft an item that creates 5 x 5ft cubes of Living Coral for 15000GP Market Price before other reducers. Not great for strongholds as it can be dispelled fairly easily but great for short term fortifications.
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nijineko
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« Reply #27 on: October 18, 2011, 11:15:56 PM »

hmmm. wonder if any moral extremist Powers would try to stick you for murder, if you put the coral where it couldn't survive. might be a fun plot twist.
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arukibito ga michi wo erabu no ka, michi ga arukibito wo erabu no deshou ka?
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« Reply #28 on: October 18, 2011, 11:18:54 PM »

I'm not sure it would be dispellable.  Shining South is a 3.0 book, so I'd wager that spell descriptions were edited differently.
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Mooncrow
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« Reply #29 on: October 18, 2011, 11:46:45 PM »

I'm not sure it would be dispellable.  Shining South is a 3.0 book, so I'd wager that spell descriptions were edited differently.


Shining South was published in 2004.
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Cagemarrow
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« Reply #30 on: October 19, 2011, 12:24:00 AM »

Based on the raw spell description it would be as it has a permanent duration rather than instantaneous like wall of stone.

Peta in d&d, the last thing artificers want to deal with. Do you know how many spell components have morally questionable sources? We don't have time for morals were doing SCIENCE! Fringe science but its still science. Now I want to play my warforged artificer as Walter Bishop.
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Mooncrow
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« Reply #31 on: October 19, 2011, 12:26:15 AM »

Based on the raw spell description it would be as it has a permanent duration rather than instantaneous like wall of stone.

Peta in d&d, the last thing artificers want to deal with. Do you know how many spell components have morally questionable sources? We don't have time for morals were doing SCIENCE! Fringe science but its still science. Now I want to play my warforged artificer as Walter Bishop.

Lol, that would be awesome, in every way^^
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« Reply #32 on: October 19, 2011, 12:56:43 AM »

I'm not sure it would be dispellable.  Shining South is a 3.0 book, so I'd wager that spell descriptions were edited differently.
Shining South was published in 2004.
Oh, meh.  It's really weird to think of it that way, the way the spell description is, although RAW it's dispellable.  In any case, it's still a great stand-in for Wall of Stone during those two intervening levels.
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JaronK
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« Reply #33 on: October 19, 2011, 02:19:41 AM »

Not sure if I missed it, but what about Harden?  Increased Hardness, uncapped, and lasts forever... that's really abusable if used right (Haunt Shift!).  Also handy for protecting Item Familiars and weapons.

JaronK
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X-Codes
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« Reply #34 on: October 19, 2011, 02:46:51 AM »

"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."

I decided I'm not going to stick all of them in one post, because I didn't reserve any posts.  The first post is just FR books, and Eberron books are in another post on the first page.

EDIT: The Environment books: Dungeonscape (no spells!), Cityscape, Frostburn, Sandstorm, and Stormwrack.  The usual disclaimer about "I don't know if these were updated in SpC" applies, but the spells that are updated will either be moved (if they're still good) or re-moved (if they're "fixed").

Cityscape:
Impending Stones (Transmutation, Druid 1, Ranger 1) - A solid alternative to Entangle.  The overall effect is not quite as impressive as Entangle, however you can cast it on any stone or earthen surface (even finished surfaces such as brick), while Entangle can only affect areas with significant plant growth.

Peacebond (Transmutation, Cleric 1, Paladin 1, Hexblade 1, Sor/Wiz 1) - The easiest way to neuter a low-level brute is to take away their weapon, hence why the Shatter spell is so popular.  This, on the other hand, simply seals the weapon in it’s sheath (or holder, or whatever), which functionally causes the same effect, but doesn’t destroy the weapon.  It allows repeated saves to break the effect if the creature carrying the sheathed weapon is attacked, but you can just take out his companions, instead, while he’s basically helpless to contribute to the battle.

Frostburn:
Algid Enhancement (Transmutation [Cold], Cleric 6) - A 24 hour mass buff that does just about everything.  You gain temp HP, a Deflection bonus to AC, Enhancement bonus to Attack rolls (not just manufactured and natural weapons, but also weapon-like spells!), and a resistance bonus to saving throws.  Note, these buffs are uncapped!  The only requirement is that the creatures have the Cold subtype, which can be gotten in a variety of ways through other sources in Frostburn alone.

Anticold Sphere (Abjuration, Sor/Wiz 5) - Notable for use in Uttercold Assault necromancer builds.  You and all creatures within 10’ of you are immune to cold.  There’s another effect that keeps Cold creatures from approaching you, but that’s not an amazing feature of the spell.

Blizzard (Transmutation [Cold], Druid 5, Winter 5) - A spell designed to lock down a massive area.  Creates extremely difficult terrain by the fourth round of the effect, and all creatures in the area are contending with frostbite.  Also prevents all use of ranged attacks, but when combined with Faerie Fire, you can still affect creatures inside the spell with targeted spells, or know where they are at to hit them with area spells.

Blood Snow (Necromancy [Cold], Cleric 2, Druid 2, Sor/Wiz 3) - Or, the druid can use the above Blizzard spell to produce the snow needed for this Blood Snow spell, and then slowly drain the constitution away from the victims while they’re practically helpless within the Blizzard.

Boreal Wind (Evocation [Cold], Bard 5, Cleric 5, Druid 4, Sor/Wiz 5) - Cone of Cold on steroids.  Sadly the initial damage is only about 70% of Cone of Cold, and a successful saving throw negates it instead of halving it, but the saving throw is repeated every round for a not-insignificant number of rounds (5 rounds as a 9th-level caster).  Further, it has some control effects worked into the spell as well (pushing creatures back).  If a creature steps outside of the effect, you can re-direct the wind as a move action and blast them again.

Conjure Ice Beast X (Conjuration (Creation) [Cold], Cleric X, Druid X, Ranger X) - An interesting alternative to the Summon Monster line.  Ice Beasts are always brutes and grapplers, so don’t summon small creatures with this spell.  Size and HD are what matter.  Also, the creatures summoned are always Constructs, so the static HP bonus that they receive means that lower-level versions of this spell are better than higher-level ones.  Finally, this spell is Conjuraiton (Creation) instead of Conjuration (Summoning), so spells like Steal Summoning and effects that mess with interplanar travel are not taken into account.

Flesh to Ice (Transmutation, Sor/Wiz 5) - A simple single-target save-or-die, and actually one of the lowest-level save-or-die spells in the game.

Freezing Glance (Enchantment [Cold], Sor/Wiz 6) - Incredibly potent crowd control spell that, once per round, allows you to force a creature to make a saving throw or become effectively paralyzed for 1 minute per level.  They can only attempt saves to break this effect after being attacked.

Frostfell (Transmutation [Cold], Druid 8, Sor/Wiz 9) - This spell is better in every regard than Wail of the Banshee, most notably because Druids get this spell at 8th level instead of 9th (which it really should be).  What’s more, if the mass save-or-die effect isn’t enough, there’s also an incredibly large zone of extreme cold left afterwards that can boost the effects of your other spells if you’ve specialized in casting [Cold] spells.

Gelid Blood (Necromancy [Cold], Sor/Wiz 5) - This spell imposes some nasty penalties on a failed Fortitude save, the most notable of which is a 50% spell failure chance on a failed save, or a 25% spell failure chance on a successful one.  Whether or not the target makes the save, you’re adding yet another failure check into a creature’s spellcasting, and that’s always a good thing.

Hibernal Healing (Transmutation [Cold], Cleric 5, Druid 4) - Personal range spell to recover hit points as a Heal spell, only 1-3 levels lower than where you normally get it.  Not really all that much better than Heal itself, but notable that it’s not a Conjuration spell.

Iceberg (Evocation [Cold], Sor/Wiz 9) - Someone makes you mad?  Drop an Iceberg on them.  Also buries a 40’ radius worth of creatures in snow, which is guaranteed to force creatures to lose some actions.  Even some Deities don’t have a 50/50 chance of digging themselves out on the first try.
Shivering Touch (Necromancy [Cold], Cleric 3, Sor/Wiz 3) - As a touch attack, deal 3d6 dexterity damage.  This is an incredibly brutal spell, most (in)famous for it’s ability to take out most Dragons in a single shot.

Snowsong (Enchantment (Compulsion) [Mind-Affecting], Bard 6) - An extremely potent spell that gives a unique +4 morale bonus to Charisma, and also gives fast healing 1 for a very long duration.  A very useful spell to have on-hand, especially if there’s no DMM Persist cleric around to give everyone Mass Lesser Vigor.

Sandstorm:
Ashstar (Conjuration (Creation) [Evil], Sor/Wiz 2) - Really nice spell.  A creature within 10’ of this object has to make a Fortitude save every time it takes damage.  If it fails, the damage becomes desiccation damage (basically irresistible) and the creature is fatigued.  That’s every time the creature takes damage.  Weapon attacks, blast spells, everything applies.

Black Sand (Necromancy [Darkness, Evil], Cleric 3, Sand 2) - A must-have for any necromancer.  Any undead minion carrying Black Sand effectively gets a small amount of Fast Healing.  Just pour a little into their boots.

Halo of Sand (Abjuration [Earth], Druid 2, Ranger 2) - An extremely long-duration spell that gives a very notable Deflection bonus to AC.  The very high duration combined with the very low level are what makes this spell notable, otherwise it wouldn’t be all that useful compared to the likes of Mass Shield of Faith, Holy Aura, or Shield of Law.

Mummify (Necromancy, Cleric 6, Druid 6, Sor/Wiz 6) - Unlike most save-or-die spells, this one has an effect on a successful save that’s not bad at all.  Given that it’s only one level higher than Flesh to Ice, that’s a potentially worthwhile tradeoff.

Parching Touch (Necromancy, Sor/Wiz 1, Thirst 1) - This spell is what Chill Touch really should have been.  With a touch, you deal some token damage that is barely notable, sure, but the victim also has to make a save against 1 point of Constitution damage AND fatigue.  Also, unlike Chill Touch, this spell has an instantaneous duration.  As such, if you have some leftover applications after the encounter, you can keep them for the next encounter.

Sandform (Transmutation, Druid 4, Sor/Wiz 4) - This is a top notch defensive spell.  Gives an array of valuable immunities as well as Blindsight, and is persistable.  The only downside, if you can call it that, is that you can’t stack the effects of this spell with Polymorph or Shapechange.

Sandstorm (Conjuration (Creation) [Air, Earth], Druid 6) - This is an absolutely vicious spell.  Take Control Winds, which is already a pretty cool spell, and then add in effects that deal some damage, hamper visibility, limit mobility even further, and cause suffocation.  If this spell were 7th level it would be my absolute favorite 7th level spell on the druid list, but it’s not 7th level, it’s 6th level.

Scalding Mud (Transmutation [Earth, Fire], Druid 6, Sor/Wiz 6) - This spell marks the end of being land-bound as a viable tactic under any circumstances.  Casting this spell causes at least 13d6 damage instantly (possibly 18d6 damage), and then continues burning anything that is stuck in the mud for another 5d6 damage per round, during which time you take a penalty to AC and move at a crawl.

Scimitar of Sand (Evocation [Earth], Druid 2, Sor/Wiz 2) - Another lightsaber spell.  This one explicitly doesn’t stack your Strength modifier to damage (although it does give a bonus to your damage), but is Persistable and forces a Fortitude save vs. Fatigue on every hit.

Wall of Salt (Conjuration (Creation) [Earth], Cleric 4, Druid 4, Sor/Wiz 4) - Coral Growth is likely strictly better for Druids or Wizards, but Clerics can cast this spell, too.  A solid wall with low hardness and HP, but still forcing opponents to take actions to break through.

Stormwrack:
Blackwater Tentacle (Conjuration (Creation) [Evil, Water], Blackwater 5, Druid 5, Sor/Wiz 5) - A lot of unique things going on with this spell.  For one, it’s one of very few ways a Druid has to apply negative levels.  It’s also capable of dealing a lot more negative levels than spells of similar level (Enervation).  It’s also one of the few Blackwater spells that would make sense not being cast in a partially or wholly aquatic environment.

Doom of the Seas (Conjuration (Summoning) [Evil], Blackwater 9, Druid 9) - Obsoletes Summon Monster IX, since you can just cast this and have the summoned Kraken cast it, instead!  Then you have a normal monster brought about with a Summon Monster IX spell, and a giant Kraken with 60’ reach playing SLA turret in the meantime.

Red Tide (Evocation [Water], Druid 8) - This spell is about the area more than the actual effect.  The ability to absolutely cripple creatures in a 20’ radius burst or so on a failed save is nothing new.  With this spell, however, we’re talking about all but incapacitating everything within a 150’ radius burst.  Let’s not forget the Strength damage!  So much Strength damage!  This spell is so effective against hordes that it’s a little surprising it’s not in Heroes of Battle.

Stormwalk (Conjuration (Teleportation), Druid 6, Sor/Wiz 6) - Notable because it’s on the Druid list.  There might be a few niche circumstances that a Sorcerer or Wizard would want to cast this spell as well.

Water to Acid (Transmutation [Water], Sor/Wiz 3) - Acid is sometimes useful, and this makes a whole lot of it.  Amusingly enough, this spell doesn’t work at all the way the author indicated.  You can’t transform seawater into acid (since seawater has a whole lot more than just trace dissolved solids in it), and you take a whole lot of damage if you’re totally submerged in acid.  That said, this spell is mostly for filling up vats of acid to put at the bottom of pit traps or giving rogues some more flasks to pitch than any kind of battlefield application.  That said, this is still a very good spell for those tasks.

Wave Blessing (Transmutation [Water], Sor/Wiz 1) - This spell is Feather Fall for a situation that, while different, can be just as dangerous.  If you expect to be near water, prepare a couple of Wave Blessings for that day.
« Last Edit: October 28, 2011, 05:26:15 PM by X-Codes » Logged

Sinfire Titan
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« Reply #35 on: October 21, 2011, 09:02:52 PM »

Quote
Flesh to Ice (Transmutation, Sor/Wiz 5) - A simple single-target save-or-die, and actually one of the lowest-level save-or-die spells in the game.

Just to point something out, this was one of the best spells I ever had when I played a Sublime Chord. Being able to go "Celerity, Flesh to Ice, you lose" was the game-ending combo that rendered my Bard untouchable.
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CantripN
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« Reply #36 on: October 21, 2011, 09:09:44 PM »

Quote
Flesh to Ice (Transmutation, Sor/Wiz 5) - A simple single-target save-or-die, and actually one of the lowest-level save-or-die spells in the game.

Just to point something out, this was one of the best spells I ever had when I played a Sublime Chord. Being able to go "Celerity, Flesh to Ice, you lose" was the game-ending combo that rendered my Bard untouchable.

I was always a fan of Song of Discord, with Sublime Chord. It's just too fun, and unlike Confusion - "Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics."

If there are enough targets, that could mean they waste their best abilities, and all but decimate the opposition, all with one spell. The BoED 6th level version is even better, in some ways.
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« Reply #37 on: October 21, 2011, 09:53:57 PM »

Freezing Glance (Enchantment [Cold], Sor/Wiz 6) - Incredibly potent crowd control spell that, once per round, allows you to force a creature to make a saving throw or become effectively paralyzed for 1 minute per level.  They can only attempt saves to break this effect after being attacked.

Also notable for being one of the few non-Mind-Affecting Enchantment spells. Looking through IMarvinTPA's spell database indicates that there are only 13 such spells out of the 204 Enchantment spells listed.
Addiction (BoVD)
Anathema (CoR)
Drug Resistance (BoVD)
Evil Eye (BoVD)
Freezing Glance (FB)
Masochism (BoVD)
Proud Arrogance (RoD)
Ray of Hope (BoED)
Sacrificial Skill (BoVD)
Sadism (BoVD)
Sap Strength (BoVD)
Spread of Savagery (BoVD)
Wave of Grief (CD)
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« Reply #38 on: October 21, 2011, 10:07:01 PM »

hmmm. wonder if any moral extremist Powers would try to stick you for murder, if you put the coral where it couldn't survive. might be a fun plot twist.

Niice ... there's some heavy role-playing for the Stormwind Fallacy types that don't "get" C.O.

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X-Codes
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« Reply #39 on: October 22, 2011, 12:22:48 AM »

Yeah, Frostburn is an amazing source of spells for casters of all levels, but Sandstorm has some amazing gems for low-level casters (and high-level ones, too, if you count Persistent Scimitar of Sand).
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