Author Topic: List of Save-or-be-Screwed Spells [PHB, SpC, FrB, SnS, BoED, CM, PH2]  (Read 49246 times)

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Cube

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Introduction

In D&D, there's a lot of spells. 150+ pages of them in the PHB, and loads more on each supplement. So, here's a list of spells that will remove an enemy from combat, with a single failed save (and sometimes not even that).

Changelog:
   
  • 2007/10/14: Added Player's Handbook no-save spells. I'm sure I'm still missing some.
  • 2007/10/14: Added Player's Handbook 2 spells.
  • 2007/10/14: Added Complete Mage spells. Thanks to CannibalSmith
          
  • 2007/10/14: Added Book of Exalted Deed spells. Thanks to Tensaiga
          
  • 2008/05/23: Corrected some typos.
  • 2008/05/24: Added some spells I missed. Thanks to Shokatsuryou
       
Abbreviations
   
  • PHB: Player's Handbook
  • SpC: Spell Compendium
  • FrB: FrostBurn
  • SnS: SandStorm
  • BED: Book of Exalted Deeds
  • CMa: Complete Mage
  • PH2: Player's Handbook II
  • AoE: Area of Effect. Also used for spells that target more than 1 creature.
  • SoD: Save or Die. For the spells that kill the target on a failed save.
  • EMC: Expensive Material Component. For the spells which require an expensive component to be cast.
  • Dmn: Domain Spell. Not in the base cleric spell list, but you can get it with a domain.

Cleric
   
      Level 1
                           
         Will
            
  • [PHB] Cause Fear: Frightened for 1d4 rounds on failed save. Shaken for 1 round on a successful save.
  • [PHB] Command: Obeys a command for 1 round. Good ones are Flee (provoques AoO) or Drop (make a Fighter drop his weapon)
  • [SpC] Inhibit: Forces the target creature to delay until the following round, acting immediatly before you
  • [BED] Vision of Heaven: Target is dazed for 1 round.
         
      
      Level 2
         
         Fortitude
            
  • [PHB][AoE] Sound Burst: Stunned for 1 round, plus damage.
                  
         Will
            
  • [PHB][AoE] Calm Emotions: 1 round/level, stops creatures from taking violent actions until attacked.
  • [PHB] Hold Person: Paralyzed for 1 round/level, may make a new save each round on its turn as a full round action.
  • [PHB][AoE] Silence: Death to casters at this level, not many will have Silent spells ready.
         
         None
            
  • [BED] Lastai's Caress: Evil opponent is shaken, frightened, nauseated, or cowering.
  • [PHB][AoE] Silence: Death to casters at this level, not many will have Silent spells ready. No save if cast on an object.
         
      
      Level 3
         
         Fortitude
            
  • [PHB] Blindness/Deafness: Blinds or deafens target creature
  • [SpC] Clutch of Orcus: Paralyzes creature as long as you concentrate. The victim may attempt a new saving throw each round.
  • [SpC][AoE] Nauseating Breath: Nauseates enemies for 1d6 rounds
                  
         Will
            
  • [PHB] Bestow Curse: Choose from -6 to an ability score, -4 to attack rolls, saves, ability checks, and skill checks, or 50% chance to take no actions each round.
  • [SpC] Awaken Sin: Stuns for one round, and deals nonlethal damage
  • [SpC] Blade of Pain and Fear: Each creature you hit must save or become frightened for 1d4 rounds
  • [PH2] Crown of the Grave: Command as the spell 1/minute against undead. Can use a Turn/Rebuke to increase DC by 4.
  • [PH2] Hesitate: Subject can only take move actions on its turn, may use a Swift action to try to save again. Immediate action to cast.
         
      
      Level 4
         
         Fortitude
            
  • [SpC] Wrack: Renders target blind and helpless for 1 round/level, then shaken for 3d10 minutes
  • [BED][Dmn][AoE] Blinding Beauty: Gain the beauty of a nymph, people who look at you must save or be permanently blinded.
                  
         Will
            
  • [SpC] Moon Bolt: Deals Str damage to living creatures, renders undead helpless
  • [FrB] Freeze Armor: Freezes target's armor, locking it in place. Target also suffers -6 to attack, -8 to Dex, and must make concentration checks to cast spells.
         
      
      Level 5
         
         Fortitude
            
  • [PHB][SoD] Slay Living: If successful, target still takes damage.
  • [SnS] Choking Sands: You fill the target's lungs with sand. It must cough it by taking a full round action to gain another Fort save, or start making Constitution checks to avoid suffocation
         
         Reflex
            
  • [BED] Dancing Web: Does nonlethal damage and entangles evil creatures.
         
         Will
            
  • [PHB][AoE] Command, Greater: As command, but 1 target/level and lasts for 1 round/level. Creatures get another save at the start of their turns after the first one.
  • [PHB] Plane Shift: Send creature to the Positive Energy Plane for Death by Awesome(TM)
  • [FrB] Hibernate: Puts target into a state of suspended animation
  • [PH2] Condemnation: Save or target outsider is stunned and SR reduced by 10, both for 1 round
  • [SpC][Dmn][AoE] Darkbolt: Save or be stunned, plus damage. Up to 7 targets
         
      
      Level 6
         
         Fortitude
            
  • [SnS][SoD] Mummify: Instantly kills the target and preserves it in an instantaneous mummification process
  • [BED] Crown of Brilliance: Creatures you melee must make a Fort save or are blinded for 1d4 rounds. Sunlight affected creatures (Light sensitivity, damage, helplessness) must make a Will save or have to move over 20 feet away.
                
Reflex
            
  • [SpC] Sarcophagus of Stone: Traps creature in sarcophagus. Has one hour worth of air or suffocates.
            
         Will
            
  • [PHB][AoE] Banishment: As Dismissal, but can affect up to 2 HD of creatures per level.
  • [PHB][EMC][AoE][SoD] Undeath to Death: Kills 1d4 HD of undead/level. 500 gp diamond.
  • [BED] Crown of Brilliance: Creatures you melee must make a Fort save or are blinded for 1d4 rounds. Sunlight affected creatures (Light sensitivity, damage, helplessness) must make a Will save or have to move over 20 feet away.
                
Level 7
         
         Fortitude
            
  • [PHB][SoD] Destruction: If successful, target takes 10d6 damage.
  • [BED] Heaven's Trumpet: Save or be stunned for 1d4 rounds.
  • [BED] Tomb of Light: In a failed save, target is helpless. Concentration, but you take 1d6 nonlethal damage every turn you concentrate. Each round it is held (besides the first) it takes 1d6 permanent con drain.
                  
         Will
            
  • [PHB][AoE] Blasphemy/Dictum/Holy Word/Word of Chaos: Besides killing with no save if high enough CL, also works as a Banishment spell with a -4 penalty to the save.
  • [SpC] Bestow Curse, Greater: Choose from -8 to two ability scores, drop an ability score to 1, -8 to attack rolls, saves, ability checks, and skill checks, or 75% chance to take no actions each round.
  • [SpC] Evil Glare: For 1 round/level you may try to paralyze an enemy for 1d8 rounds as a Std action
  • [BED][AoE] Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft. radius and blinds evil foes for 1d4 rounds.
         
         None
            
  • [PHB][AoE] Blasphemy/Dictum/Holy Word/Word of Chaos: Besides killing with no save if high enough CL, also works as a Banishment spell with a -4 penalty to the save.
  • [PHB][Dmn] Power Word Blind: Blinds target with 200 hp or less.
         
      
      Level 8
         
         Fortitude
            
  • [SpC][SoD] Bodak's Glare: Unless it's resurrected, the creature transforms into a Bodak 24 hours after dying.
         
         Reflex
            
  • [PHB][AoE][SoD] Earthquake: Depending on the area can kill or drown targets.
         
         Will
            
  • [BED][SoD] Last Judgment: Save or die and be instantly transported to the lower plane you deserve to be in. If you save, take 3d6 wis damage from guilt.
         
         None
            
  • [BED][AoE] Spread of Contentment: Hostile and unfriendly creatures become indifferent, indifferent become friendly, and friendly become helpful.
  • [BED][AoE][Dmn][SoD] Unearthly Beauty: As Blinding Beauty, but any creature that looks at you must save or die.
  • [PHB][Dmn] Power Word Stun: Stuns target with 150 hp or less.
         
      
      Level 9
         
         Fortitude
            
  • [PHB][SoD] Implossion: You may target 1 creature per round, up to 4 rounds.
                           
         None
            
  • [PHB][SoD][Dmn] Power Word Kill: Kills target with 100 hp or less.
         
         
   
   


Druid
   
      Level 1
                  
         Reflex
            
  • [SpC][AoE] Sandblast: Stuns for 1 round
         
         Will
            
  • [PHB][AoE] Calm Animals: Like Calm Emotions, but against Animals
  • [PHB] Charm Animal: Like Charm Person, but against an Animal
         
      
      Level 2
         
         Fortitude
            
  • [SpC] Saltray: Stuns for 1 round
  • [CMa] Blackrot: Enchant a wooden stick (your quarterstaff, for example) with this and beat someone repeatedly. Each hit forces Fort vs sickened for a round. Counts as poison.
                  
         Will
            
  • [PHB] Hold Animal: As Hold Person, against an Animal
         
      
      Level 3
         
         Fortitude
            
  • [SpC] Icelance: Stuns for 1d4 rounds
                  
         Will
            
  • [PHB] Dominate Animal: As Dominate Person, against an Animal
         
      
      Level 4
         
         Fortitude
            
  • [FrB] Freeze Armor: Freezes target's armor, locking it in place. Target also suffers -6 to attack, -8 to Dex, and must make concentration checks to cast spells.
  • [SnS] Searing Exposure: Deals nonlethal damage, dazzles, dehydrates, and sunburns
  • [BED][AoE] Blinding Beauty: Gain the beauty of a nymph, people who look at you must save or be permanently blinded.
  • [PH2] Call of Stone: For 1 round/2 levels, target must save each round. Each failed save reduces its speed by 10 ft and its Dex by 2. After 4 failed saves, turns to stone as Flesh to Stone
         
         Reflex
            
  • [SpC][AoE] Murderous Mist: Permanently blinds creatures in a 30 ft radius, 20 ft high cloud.
  • [SpC] Sudden Stalagmite: Locks target into place.
  • [SnS][AoE] Slipsand: Creates an area of slipsand. Creatures that fall inside must hold their breath or start to suffocate
         
         Will
            
  • [SpC] Languor: Str penalty as Ray of Enfeeblement, and Slow
  • [SpC] Moon Bolt: Deals Str damage to living creatures, renders undead helpless
         
      
      Level 5
         
         Fortitude
            
  • [PHB] Baleful Polymorph: Polymorphs the target into a harmless creature. Must also make a Will save 24 hours later, or completely turns into said animal.
                   
  • [FrB] Hibernate: Puts target into a state of suspended animation
  • [SnS] Choking Sands: You fill the target's lungs with sand. It must cough it by taking a full round action to gain another Fort save, or start making Constitution checks to avoid suffocation
  • [SnS][AoE] Sleep Mote: You create an area of sleep that you can redirect.
  • [PH2] Blood Creepers: Locks target in place, entangled, and taking 1 point of damage/level for 1 round/level
         
         Reflex
            
  • [FrB][AoE] Call Avalanche: Burries creatures that fail their saves
  • [BED] Dancing Web: Does nonlethal damage and entangles evil creatures.
                  
      
      Level 6
         
         Fortitude
            
  • [SpC][SoD] Drown: First round, creature's HP drops to 0. Next round, to -1. Third round, dies.
  • [SpC] Miasma: Fills target's mouth and throat with unbreathable air. Target can't speak, cast spells with verbal components, use breath weapons, or use command word items. Target must hold its breath (making Constitution checks) or fall unconscious (0 hp), next round dying (-1 hp), and finally suffocate
  • [SnS][SoD] Mummify: Instantly kills the target and preserves it in an instantaneous mummification process
         
         Reflex
            
  • [SpC] Enveloping Cocoon: Attach a Baleful Polymorph for a nice Ref-based SobS
  • [SpC] Freeze: Encases target in ice for 1 round/2 levels, rendering it helpless. May attempt Str checks (DC 22) to break free
  • [SpC] Hungry Gizzard: Entombs the target in a disembodied gizzard, receiving crushing damage each round. Can only cast spells with no somatic components and if it has the material components in hand.
  • [SpC][AoE] Stonehold: Creatures that fail their saves can't move from where they are. If a creature starts its round on the area of effect, it must save again
         
         Will
            
  • [SpC] Phantasmal Disorientation: Creature can't target any other creature with ranged attacks or ranged spells. Must make a will save each round to move in the right direction.
         
      
      Level 7
         
         Fortitude
            
  • [SpC] Swamp Lung: Renders target helpless and prone for 1d6 rounds, as well as infecting it with filth fever
  • [BED][AoE] Rain of Roses: 1d4 temp Wis damage per round, at 0 Wis creatures fall unconscious. Evil creatures are sickened.
         
         Reflex
            
  • [PHB][AoE] Sunbeam: Blinds target on a failed save, as well as dealing damage. You may fire 1 ray/3 levels, 1 ray per round. Kills creatures vulnerable to sunlight in a failed save.
  • [CMa] Great Worm of the Earth: Save or be swallowed by earth itself. Might be completely digested.
         
         Will
            
  • [SpC][AoE] Word of Balance: As Holy Word, but works against non-neutral creatures
         
         None
            
  • [SpC][AoE] Word of Balance: As Holy Word, but works against non-neutral creatures
         
      
      Level 8
         
         Fortitude
            
  • [PHB][SoD] Finger of Death: If successful, target still takes damage.
  • [SpC][AoE] Red Tide: Knocked prone, no save. Sickened for 1 minute on a successful save, nauseated for 1 minute, 2d6 Str damage and must save again 1 minute later or take 2d6 Str damage again on a failed save.
  • [FrB][AoE] Frostfell: For 1 hour/level, creatures that enter the AoE have to save or be instantly turned to ice, as Flesh to Ice
  • [BED][AoE] Leonal's Roar: As Holy Word, with an additional 2d6 sonic damage. Fort save is only for damage.
         
         Reflex
            
  • [PHB][AoE][SoD] Earthquake: Depending on the area can kill or drown targets.
  • [PHB][AoE] Sunburst: As Sunbeam, but instantaneous and with a huge AoE (80 ft. radius burst)
  • [SpC][AoE] Bombardment: Burries creatures under 5 ft of rubble. Requires DC 20 Str check as a full round action to break free.
         
         Will
            
  • [BED][AoE] Leonal's Roar: As Holy Word, with an additional 2d6 sonic damage. Fort save is only for damage.
  • [BED][AoE][SoD] Unearthly Beauty: As Blinding Beauty, but any creature that looks at you must save or die.
         
         None
            
  • [BED][AoE] Leonal's Roar: As Holy Word, with an additional 2d6 sonic damage. Fort save is only for damage.
         
      
      Level 9
         
         Fortitude
            
  • [SpC][AoE] Cast in Stone: Gets a gaze attack for 1 round/level that permanently petrifies creatures as Flesh to Stone.
  • [SpC][AoE] Drown, Mass: As Drown, but creatures within 30 ft.
  • [BED][AoE] Rain of Black Tulips: Damage, and evil creatures are nauseated.
         
         Reflex
            
  • [FrB] Cometstrike: 3 comets fall each round, for 3 rounds. Each commet can stun a target for 1 round.
                  
         
   
Sorcerer/Wizard
   
      Level 1
         
         Fortitude
            
  • [SpC][AoE] Wall of Smoke: Nauseated for one round
         Reflex
            
  • [PHB] Grease: Well known spell. Grease a Fighter's weapon, or the terrain under him to have him fall over.
         
         Will
            
  • [PHB] Charm Person: Makes a humanoid your ally.
  • [PHB][AoE] Sleep: Puts 4HD of creatures to sleep, rendering them helpless.
  • [PHB][AoE] Color Spray: Causes creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
  • [PHB] Cause Fear: Frightened for 1d4 rounds on failed save. Shaken for 1 round on a successful save.
  • [SpC] Inhibit: Forces the target creature to delay until the following round, acting immediatly before you
         
      
      Level 2
         
         Fortitude
            
  • [PHB] Blindness/Deafness: Blinds or deafens target creature
  • [PHB] Ghoul Touch: Paralyzes target creature for 1d6+2 rounds. May sicken living creatures within 10 ft. of the target creature.
  • [SpC][AoE] Cloud of Bewilderment: Nauseates creatures in a 10x10 cube as long as they are inside and 1d4+1 rounds after they leave. Creatures that save must make a save again each round they stay in the cloud.
  • [FrB] Bone Chill: As Hold Person against undead
         
         Reflex
            
  • [PHB][AoE] Web: Entangles creatures, and makes them unnable to move in a failed save. Even on a successful save, they move very slowly.
  • [SpC] Ray of Ice: Freezes the target, making it unable to move, denying their Dex bonus to AC, and giving it a -2 penalty on attack rolls
         
         Will
            
  • [PHB][AoE] Glitterdust: Blinds creatures for 1 round/level
  • [PHB] Daze Monster: Target creature is dazed (can't take actions) for 1 round
  • [PHB] Hideous Laughter: Falls prone and may take no actions for 1 round/level
  • [PHB] Command Undead: Makes an undead your ally. Nonintelligent undead don't get a save
  • [PHB][AoE] Scare: As Cause Fear, but 1 creature/3 levels
  • [PHB][AoE] Pyrotechniques: Blinds creatures in a huge AoE (120 ft radius) for 1d4+1 rounds.
  • [SpC] Baleful Transposition: Put squishy wizard in front of the frontliners.
  • [SpC] Entice Gift: Ask the enemy melee'er to give you his weapon
  • [SpC][AoE] Shadow Radiance: Blinds creatures for 1 round
  • [SpC] Sting Ray: Target can only take a Move or Standard action each round, takes -2 penalty to AC, may attempt a new save each round, must make Concentration checks to cast spells
  • [BED] Yoke of Mercy: Creature up to 4 HD more than caster will fight mercifully, dealing non-lethal damage, not casting damaging spells, and refusing to coup-de-grace.
  • [CMa] Torrent of Tears: Save or be blinded and sickened.
  • [PH2] Blinding Color Surge: Save or blinded for 1 round. You are Invisible for 1 round/level as well, regardless of the save.
  • [PH2] Vertigo: Will-based single-target Grease. Must make a Balance check to move, failure by 5 means it falls prone. -2 to attack rolls and saving throws.
                
None
            
  • [PHB] Touch of Idiocy: 1d6 penalty to Int, Wis and Cha.
  • [PH2][AoE] Kelgore's Grave Mist: Fatigues living creatures within a 20 ft radius cloud. Deals 1d6 cold damage per round.
  • [SpC] Ray of Stupidity: 1d4+1 Int drain
         
      
      Level 3
         
         Fortitude
            
  • [PHB][AoE] Stinking Cloud: Nauseates creature as long as they are in the cloud and 1d4+1 rounds after they leave. Creatures inside the cloud that save must make new saves each round.
  • [SpC] Icelance: Stuns for 1d4 rounds
  • [SpC][AoE] Nauseating Breath: Nauseates enemies for 1d6 rounds
  • [BED][AoE] Warcry: Targets cower in fear for 1d4 rounds, unable to take actions.
  • [PH2][AoE] Vertigo Field: Save or nauseated for 1 round.
         
         Reflex
            
  • [SpC] Bands of Steel: Immobilizes a medium or smaller creature for 1 round/level. May try Str or Escape Artist checks to escape.
         
         Will
            
  • [PHB][AoE] Deep Slumber: Like Sleep, but up to 10 HD of creatures.
  • [PHB] Hold Person: Paralyzed for 1 round/level, may make a new save each round on its turn as a full round action.
  • [PHB] Suggestion: A more broad Command, but must be a reasonable order.
  • [PHB] Halt Undead: Similar to Hold Person, but against undead. The effect is broken if the undead is attacked or takes damage. Nonintelligent undead get no save.
  • [PHB][AoE] Slow: 1 creature/level may only take a Std or Move action each round.
  • [SpC][AoE] Cone of Dimness: Creatures in a 60 ft. cone must save or believe they are blinded.
  • [SpC][AoE] Great Thunderclap: Will or stunned for 1 round, then Fort or deafened for 1 minute, then Reflex or fall prone.
                   
  • [SpC] Miser's Envy: Makes target desire an object, attacking the owner. "Fighter A, get Fighter B's weapon"
  • [SpC] Unluck: Target must make 2 rolls and take the lowest one on every roll
  • [SnS] Tormenting Thirst: Target can't take any actions other than drinking water, running to the nearest source and emptying it.
  • [BED] Dolorous Motes: Target must save or be dazed for 1 round. New save each round. Requires 1d3 WIS sacrifice.
  • [PH2] Crown of the Grave: Command as the spell 1/minute against undead.
  • [PH2] Halt: Prevents an enemy from moving. Useful to keep enemies in Cloudkills and the like.
  • [PH2] Hesitate: Subject can only take move actions on its turn, may use a Swift action to try to save again. Immediate action to cast.
         
         None
            
  • [SpC] Ray of Dizziness: Single target slow
                
Level 4
         
         Fortitude
            
  • [PHB][SoD] Phantasmal Killer. Will, then Fort. If Will fails but Fort succeeds, target takes damage.
                   
  • [SpC] Corporeal Instability: Transforms target into a spongy mass. Can't hold or use items, speed is reduced to 10 ft. or 1/4 normal, is blinded, can't cast spells or use magic items, can't attack, and takes 1 point of Wis damage per round. Target may attempt a new save each round as a Std action.
  • [SpC] Orb of Acid: Sickened for one round
  • [SpC] Orb of Cold: Blinded for one round
  • [SnS] Searing Exposure: Deals nonlethal damage, dazzles, dehydrates, and sunburns
  • [BED][AoE] Radiant Fog: As solid fog, but creatures that are in it are dazzled and creatures with light sensitivity or worse are blinded.
  • [CMa][AoE] Horrid Sickness: Mass nauseating for a few rounds.
  • [CMa] Melf's Slumber Arrows: Multiple 15 HD sleep.
  • [CMa] Touch of Years: Save or die of old age over the course of a dew days.
  • [PH2] Call of Stone: For 1 round/2 levels, target must save each round. Each failed save reduces its speed by 10 ft and its Dex by 2. After 4 failed saves, turns to stone as Flesh to Stone
  • [PH2] Crushing Grip: -2 to attacks, checks, saves and AC, -20 ft. to speed with no save. Fort or paralyzed. Both effects last 3 rounds.
  • [SpC] Orb of Fire: Dazed for one round
  • [PH2] Baleful Blink: Target loses 50% of all actions
         
         Reflex
            
  • [SpC] Blinding Breath: If you have a Breath Weapon, those that fail their saves are permanentyl blinded.
  • [BED] Dancing Web: Does nonlethal damage and entangles evil creatures.
         
         Will
            
  • [PHB] Charm Monster: As Charm Person, but targets any creature type
  • [PHB] Confusion: Target has no control on what actions it'll take. If attacked, will only attack the attacker. Handy for protecting the casters and letting it focus on the meleers.
  • [PHB][SoD] Phantasmal Killer. Will, then Fort. If Will fails but Fort succeeds, target takes damage.
                   
  • [PHB] Bestow Curse: Choose from -6 to an ability score, -4 to attack rolls, saves, ability checks, and skill checks, or 50% chance to take no actions each round.
  • [PHB][AoE] Fear: Makes creatures in a cone Panicked. Even if the save suceeds, they are still Shaken.
  • [SpC] Burning Blood: Deals damage, and for 1 round/level, the creature must make a save each round. If it fails, it can only take a Move action.
  • [SpC] Rebuke, Greater: Target cowers for 1d4 rounds
  • [SpC] Sensory Deprivation: Blinds, deafens and denies blindsense, blindsight, scent and tremorsense.
  • [SpC] Shadow Well: Sends creature to a pocket dimention inside the Plane of Shadow for 1 round/level. Each round, the creature may attempt another save to return. After returning, the target is frightened for 1d4 rounds unless it succeeds on another Will save.
                   
  • [SpC] Translocation Trick: Change places and appearance (as Disguise Self) with a creature. Quite useful if you have telepathy, switch with the enemy fighter and let them fight each other
  • [SpC] Voice of the Dragon: As Suggestion
  • [PH2] Condemnation: Save or target outsider is stunned and SR reduced by 10, both for 1 round
         
         None
            
  • [PHB][AoE] Evard's Black Tentacles: Reduces speed to half, creatures must make grapple checks against the tentacles.
  • [PHB] Enervation: Ranged touch attack. 1d4 Negative levels.
  • [PHB][AoE] Solid Fog: As Fog Cloud, and creatures inside have their speed reduced to 5 ft, as well as taking a -2 penalty on melee attack and melee damage rolls. Prevents ranged attacks.
         
      
      Level 5
         
         Fortitude
            
  • [PHB][AoE] Cloudkill: Kills creatures with 6 or less HD, or else deals Con damage.
  • [PHB] Baleful Polymorph: Polymorphs the target into a harmless creature. Must also make a Will save 24 hours later, or completely turns into said animal.
                   
  • [SpC] Prismatic Ray: Single target Prismatic Spray
  • [SpC][AoE] Stunning Breath: Creatures that take damage from your breath weapon must make a Fort save at the same DC or be stunned for 1 round
  • [SpC] Wrack: Renders target blind and helpless for 1 round/level, then shaken for 3d10 minutes
  • [FrB] Flesh to Ice: As Flesh to Stone, but turns target into ice
  • [SnS] Choking Sands: You fill the target's lungs with sand. It must cough it by taking a full round action to gain another Fort save, or start making Constitution checks to avoid suffocation
  • [BED] Emerald Burst: Neutral creatures dazed for 1 round, evil creatures are stunned for 1d4 rounds.
  • [CMa] Crypwarden's Grasp: Target gets mummy rot. The first ability damage kicks in instantly. Hit some guard monster with this and wait a few days.
  • [CMa] Touch of Vecna: Save or be paralyzed.
         
         Reflex
            
  • [SpC] Prismatic Ray: Single target Prismatic Spray
  • [SpC] Viscid Glob: Target is stuck in place. It may only speak and take purely mental actions or attempt to free itself. Creatures touching the target must save or become stuck as well
         
         Will
            
  • [PHB] Dismissal: Return extraplanar creature to its homeplane. Save DC = spell’s save DC - creature’s HD + your caster level
  • [PHB] Dominate Person: Control a Humanoid for 1 day/level
  • [PHB] Feeblemind: Drops Int and Cha to 1. Arcane casters take a -4 penalty on their save.
  • [PHB] Hold Moster: As Hold Person, but can target any creature type.
  • [PHB] Magic Jar: Take control of creature(s)
  • [SpC] Prismatic Ray: Single target Prismatic Spray
  • [SpC][AoE] Spirit Wall: Creatures on one side of the wall must save or become frightened for 1d4 rounds
  • [PH2][AoE] Friend to Foe: 1 creature/level attack their closest ally. Each target keeps attacking until it deals damage.
  • [Spc][AoE] Illusory Feast: Long range, 40' radius, creatures in the area are distracted (treated as Dazed, drop held and carried items) for 1 round per level, unless attacked first.
         
      
      Level 6
         
         Fortitude
            
  • [PHB][AoE][EMC][SoD] Circle of Death: Kills 1d4 HD of living creatures/level. 500 gp Black Pearl.
  • [PHB][AoE][EMC][SoD] Undeath to Death: Kills 1d4 HD of undead/level. 500 gp diamond.
  • [PHB][AoE] Eyebite: Makes target creature Sickened, Panicked, or Comatose, depending on HD. You may target a foe as a Move action, and the spell lasts for 1 round/3 levels.
  • [PHB] Disintegrate: 2d6 damage/level.
  • [PHB] Flesh to Stone: Turns target creature to stone.
  • [SpC] Fleshshiver: Stuns for 1 round, then must save again or take damage and be nauseated for 1d4+2 rounds
  • [FrB][SoD] Heartfreeze: Encases the target creature's heart in ice. It becomes exhausted, and dies in 1d3+2 rounds.
  • [SnS][SoD] Mummify: Instantly kills the target and preserves it in an instantaneous mummification process
  • [CMa] Smoky Confinement: Save or be bottled forever (or until the bottle is opened or broken).
         
         Reflex
            
  • [SpC][AoE] Freezing Fog: like solid fog, plus grease and damage.
                
Will
            
  • [PHB][AoE] Suggestion, Mass: As Suggestion, but 1 creature/level
  • [SpC][AoE] Illusory Pit: Targets believe they are falling. An attack frees the creature from the effect, but it's stunned for one round after that.
  • [FrB] Freezing Glance: 1/round for 1 round/level you may try to freeze a creature in place. They are considered immobile.
  • [BED] Wages of Sin: Target evil creature turns on other evil creatures and attacks them to the best of it's ability. Won't ignore non-evil creatures, but prefers evil targets.
  • [CMa] Endless Slumber: Save or sleep, no HD limit.
  • [PH2] Overwhelm: Deal nonlethal damage equal to the target's current HP total. Meaning, target is now unconscious.
         
         None
            
  • [PHB][AoE] Acid Fog: As Solid Fog, plus acid damage each round
         
      
      Level 7
         
         Fortitude
            
  • [PHB][SoD] Finger of Death: If successful, target still takes damage.
  • [PHB][AoE] Prismatic Spray: Random effects including death, petrification, insanity, or plane shifting
  • [SpC] Avasculate: Stuns for one round on a failed save
  • [SpC] Glass Strike: Like Flesh to Stone, but glass instead of stone, and for 1 hour/level. Leaves magic items intact.
  • [SpC] Prismatic Eye: Creates eye that may fire a ray that duplicates a prismatic ray as a free action 1/round.
  • [SpC] Stun Ray: Stuns target for 1d4+1 rounds, 1 round on a successful save
  • [BED] Tomb of Light: In a failed save, target is helpless. Concentration, but you take 1d6 nonlethal damage every turn you concentrate. Each round it is held (besides the first) it takes 1d6 permanent con drain.
         
         Reflex
            
  • [PHB][AoE] Prismatic Spray: Random effects including death, petrification, insanity, or plane shifting
  • [SpC] Prismatic Eye: Creates eye that may fire a ray that duplicates a prismatic ray as a free action 1/round.
         
         Will
            
  • [PHB][AoE] Banishment: As Dismissal, but can affect up to 2 HD of creatures per level.
  • [PHB] Plane Shift: Send creature to the Positive Energy Plane for Death by Awesome(TM)
  • [PHB][AoE] Hold Person, Mass: As Hold Person, but humanoids within a 30 ft. area.
  • [PHB][AoE] Prismatic Spray: Random effects including death, petrification, insanity, or plane shifting
  • [PHB] Insanity: Permanent Confusion
  • [PHB] Control Undead: 2 HD/level of undead follow your orders for 1 min/level.
  • [SpC][EMC] Antimagic Ray: Single target Antimagic Field. 100 gp ruby.
  • [SpC] Prismatic Eye: Creates eye that may fire a ray that duplicates a prismatic ray as a free action 1/round.
  • [SpC][SoD] Rebuke, Final: Dazed for 1 round on a successful save
  • [SpC][AoE] Transfix: Paralyzes medium or smaller humanoids within the area for 1 hour/level, as well as any other that later enter the area
  • [SpC] Solipsism: Target takes no actions, believing the world to be an illusion. It's considered helpless.
         
         None
            
  • [PHB][EMC] Forcecage: Traps target. Target is screwed unless it can teleport. Requires ruby dust worth 1,500 gp.
  • [PHB] Power Word Blind: Blinds target with 200 hp or less.
  • [BED] Amber Sarcophagus: On ranged touch attack hold enemy in stasis for 1 day/level.
         
      
      Level 8
         
         Fortitude
            
  • [PHB][AoE] Shout, Greater: Stuns for 1 round. Also deals damage.
  • [SpC][SoD][EMC] Arrow of Bone: Turns a thrown weapon or ammunition into a SoD projectile. 50 gp.
  • [SpC] Avascular Mass: Stuns for one round on a failed Fort save, automatically entangles target, and entangles those near the target on failed Ref saves.
  • [SpC] Black Fire: 1d4 Con damage and nauseated. Must save each round, for 1 round/level. May spread to adjacent creatures unless they succeed on a Ref save.
  • [SpC][AoE] Stunning Breath, Greater: As Stunning Breath, but stuns for 2d4 rounds
         
         Reflex
            
  • [PHB][AoE] Sunburst: As Sunbeam, but instantaneous and with a huge AoE (80 ft. radius burst)
  • [SpC] Avascular Mass: Stuns on a failed Fort save, automatically entangles target, and entangles those near the target on failed Ref saves.
         
         Will
            
  • [PHB][AoE] Charm Monster, Mass: As Charm Monster, but creatures within 30 ft.
  • [PHB] Demand: As Sending, with a built-in Suggestion
  • [SpC] Maddening Whispers: Choose from Nauseated, panicked, stunned and prone, or attacking everything in sight
  • [SpC][SoD] Wrathful Castigation: Renders the target helpless in pain for 1 round before it dies 1 round later, at the start of your round
  • [BED][SoD] Last Judgment: Save or die and be instantly transported to the lower plane you deserve to be in. If you save, take 3d6 wis damage from guilt.
         
         None
            
  • [PHB] Maze: Traps target. Target may try an Intelligence check DC 20 to escape as a full round action.
  • [PHB] Power Word Stun: Stuns target with 150 hp or less.
  • [PHB][AoE] Scintillating Pattern: Leaves unconscious and/or stunned and/or confused a number of creatures with total HD equal to your CL.
         
      
      Level 9
         
         Fortitude
            
  • [PHB][AoE][SoD] Weird: As Phantasmal Killer, but all creatures in a 30 ft. area.
  • [PHB][AoE][SoD] Wail of the Banshee: Kills one creature/level in a 40 ft. radius spread.
  • [SpC] Black Blade of Disaster: As Disintegrate, but you may target one creature per round
  • [SpC] Sphere of Ultimate Destruction: As Disintegrate, but lasts for 1 round/level and you may direct it as a move action.
  • [FrB][AoE] Frostfell: For 1 hour/level, creatures that enter the AoE have to save or be instantly turned to ice, as Flesh to Ice
  • [PH2][SoD] Detonate: If the target fails it saves, it explodes on a 20 ft. radius burst, dealing 1d6 fire damage/level, Ref for half.
         
         Reflex
            
  • [SpC][AoE] Obedient Avalanche: Burries creatures. Creatures may attempt DC 20 Str checks to break free.
  • [SpC][AoE] Reality Maelstrom: Sends creatures within 20 ft of the center that fail a Will save to a random plane. Creatures within 40 ft of the center must make Reflex saves or be dragged 20 ft, and then forced to make a Will save.
                   
  • [FrB] Iceberg: Burries creatures in snow. May have no save if the target is in the center of the spell.
         
         Will
            
  • [PHB] Imprisonment: Entombs creature beneath the surface of the earth. Can only be rescued with a Freedom spell.
  • [PHB] Dominate Monster: As Dominate Person, but any type
  • [PHB][AoE] Hold Monster, Mass: As Hold Monster, but all creatures in a 30 ft. area.
  • [PHB][AoE][SoD] Weird: As Phantasmal Killer, but all creatures in a 30 ft. area.
  • [SpC][AoE] Reality Maelstrom: Sends creatures within 20 ft of the center that fail a Will save to a random plane. Creatures within 40 ft of the center must make Reflex saves or be dragged 20 ft, and then forced to make a Will save.
                
None
            
  • [BED] Blinding Glory: Create light as daylight in a 100 ft/level radius burst that blinds evil creatures.
  • [PHB][SoD] Power Word Kill: Kills target with 100 hp or less.
         
         

Sanctified
   
      Level 2
         
         Fortitude
            
  • [BED] Ayailla's Radiant Burst: Blinds evil creatures for 1 round in a cone AoE. Requires 1d2 STR sacrifice
                           
      
      Level 3
         
         Fortitude
            
  • [BED] Brilliant Emanation: Evil creatures are blinded. If they succed the save they are distracted. Requires 1d3 STR sacrifice.
                           
      
      Level 5
                                    
         None
            
  • [BED][AoE] Sicken Evil: Aura that sickens evil creatures. Requires 1d4 str sacrifice.
         
      
      Level 6
         
         Fortitude
            
  • [BED][AoE] Storm of Shards: Deals damage and evil creatures must save or are permanently blinded. Requires 1d3 STR drain sacrifice.
                           
      
      Level 7
                                    
         None
            
  • [BED]Constricting Chains: Target is entangled, can't move, must conc check or lose spells, and take 3d6 nonlethal damage per turn. Requires 1d2 STR drain sacrifice.
         
      
      Level 9
                           
         Will
            
  • [BED] Sanctify the Wicked: Traps the soul of an evil creature in a gem and destroys their body. Gradually the soul becomes good. If the gem is shattered 1 year later, the creature is reformed, with the sanctified creature template, and is the alignment of the caster. Requires 1 level sacrifice
         
   
« Last Edit: May 27, 2008, 06:29:29 PM by Cube »

the_taken

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Spells that Fvcking Kill People
« Reply #1 on: May 26, 2008, 10:21:52 PM »
The beginning needs an introductory paragraph. Something like "In D&D there are hundreds of pages of spells. Here is a list of the ones that take enemies out of combat, and make those that use attack rolls feel impotent."

I request that this thread be renamed to "List of Spells that Fvcking Kill People [PHB, SpC, FrB, SnS, BoED, CM, PH2]"

I nominate this thread for "Stickied" status.

Stratovarius

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One thing I'd like to request (and I know this is a good deal of work, so I'm willing to help if needed), is getting the spell-school for those spells up there as well, at least for the arcane ones.
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Cube

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Re: Spells that Fvcking Kill People
« Reply #3 on: May 27, 2008, 07:04:56 AM »
The beginning needs an introductory paragraph. Something like "In D&D there are hundreds of pages of spells. Here is a list of the ones that take enemies out of combat, and make those that use attack rolls feel impotent."

Do you mind if I copy that verbatim and use it as an introduction?

One thing I'd like to request (and I know this is a good deal of work, so I'm willing to help if needed), is getting the spell-school for those spells up there as well, at least for the arcane ones.

Whew, that indeed is a lot of work. Currently I'm on vacation, but I have a friend visiting over, and I kinda can't tell him to visit the city on his own :P
As soon as I get a chance, I'll try to update the list with the schools. In the meantime, if anyone's willing to help me out and post the schools of some spells, I'll update the first post.

the_taken

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Re: Spells that Fvcking Kill People
« Reply #4 on: May 27, 2008, 05:10:07 PM »
The beginning needs an introductory paragraph. Something like "In D&D there are hundreds of pages of spells. Here is a list of the ones that take enemies out of combat, and make those that use attack rolls feel impotent."

Do you mind if I copy that verbatim and use it as an introduction?

I guess. It's just a summary of:
Quote from: FrankTrollman
There are lots of spells in D&D. In the PHB alone it goes on for one hundred and five pages of pure descriptions, and there's an entire 285 page book called the Spell Compendium that is just spells. Finding a spell you want can be very difficult.

So by request, here's a list of spells that will actually remove your opponents from combat from levels one through nine for Wizards and Sorcerers. If you keep a few of these on hand at each level, you'll probably have something level appropriate to do against your enemies.

There are also a crap tonne of other spells that serve functions as utility spells (knock, daylight), completely abusive utility spells (scry, shrink item), mobility spells (teleport, fly), buff spells (magic circle against evil, mindblank), and situational spells (shatter, slide). There will be times when you need to use these spells to complete adventures or crush your enemies super hard. But this is just a list of spells that you can use to remove enemies from play.
-Frank 

Cube

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Re: Spells that Fvcking Kill People
« Reply #5 on: May 27, 2008, 06:30:19 PM »
The beginning needs an introductory paragraph. Something like "In D&D there are hundreds of pages of spells. Here is a list of the ones that take enemies out of combat, and make those that use attack rolls feel impotent."

Do you mind if I copy that verbatim and use it as an introduction?

I guess. It's just a summary of:
Quote from: FrankTrollman
There are lots of spells in D&D. In the PHB alone it goes on for one hundred and five pages of pure descriptions, and there's an entire 285 page book called the Spell Compendium that is just spells. Finding a spell you want can be very difficult.

So by request, here's a list of spells that will actually remove your opponents from combat from levels one through nine for Wizards and Sorcerers. If you keep a few of these on hand at each level, you'll probably have something level appropriate to do against your enemies.

There are also a crap tonne of other spells that serve functions as utility spells (knock, daylight), completely abusive utility spells (scry, shrink item), mobility spells (teleport, fly), buff spells (magic circle against evil, mindblank), and situational spells (shatter, slide). There will be times when you need to use these spells to complete adventures or crush your enemies super hard. But this is just a list of spells that you can use to remove enemies from play.
-Frank 

Wanted to quote the complete text, but the post went over the size limit  :lol:
So, I just paraphrased it.

bayar

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No Entangle for the druid ? ???

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Re: List of Save-or-be-Screwed Spells [PHB, SpC, FrB, SnS, BoED, CM, PH2]
« Reply #7 on: October 19, 2008, 08:52:20 PM »
Very good work the only issue I have is spells like bigsby grasping hand and black tentacles and spells of that ilk that provide grapple checks should be included don't you?
Very good list though thanks for the effort

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Re: List of Save-or-be-Screwed Spells [PHB, SpC, FrB, SnS, BoED, CM, PH2]
« Reply #8 on: October 31, 2008, 04:48:24 AM »
I echo the statement of adding entangle[/i] for druids; targets are reduced to half speed even if they save!  If they fail, they're held in place!
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Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"