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The Thinktank => Min/Max It! => : X-Codes October 15, 2011, 06:15:16 PM

: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 15, 2011, 06:15:16 PM
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:[spoiler]
Anauroch - Empire of Shade
Champions of Ruin
Champions of Valor
Faiths and Pantheons
Forgotten Realms Campaign Setting
Lords of Darkness
Lost Empires of Faerun
Magic of Faerun
Monsters of Faerun
Player's Guide to Faerun
Power of Faerun
Races of Faerun
Serpent Kingdoms
Shining South
Silver Marches
Unapproachable East
Underdark
City of Splendors - Waterdeep[/spoiler]

Unapproachable East:[spoiler]
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.[/spoiler]

Waterdeep:[spoiler]
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.[/spoiler]

Serpent Kingdoms:[spoiler]
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.[/spoiler]

Shining South:[spoiler]
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.[/spoiler]

Lords of Darkness:[spoiler]
Night’s Mantle (Abjuration [Darkness*], Cleric 4) - If a creature is somehow vulnerable to sunlight, this spell protects them from those effects for 10 minutes per level.  It’s not countered or dispelled by 4th-level light spells.  Vulnerabilities to sunlight can be really nasty, so it’s good to have some method of counter-acting them.

Stasis Clone (Necromancy, Sor/Wiz 9) - As clone, but the duplicate doesn’t rot. This is useful if you want to stash a clone in a hidden location that you may or may not have access to every X days to re-cast Gentle Repose on it.  Both Clone and Stasis Clone are off-day spells, anyway.  The relative resource cost is not significant.[/spoiler]

Lost Empires of Faerun:[spoiler]
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.”[/spoiler]

Magic of Faerun:[spoiler]
Amanuensis (Transmutation, Cleric 3, Sor/Wiz 3) - A spell that is extremely good at what it does.  It shortens the time required to copy spells into a spellbook from 1 day to 1 minute per level of the spell.  That said, it was later “updated” to not be able to copy spells at all, and had it’s level reduced to 0.  If you play a wizard, and this sourcebook is open, then it’s always worthwhile to ask if this spell is available to be taken.  It’s really invaluable.[/spoiler]

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.):[spoiler]
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.[/spoiler]

Anauroch - Empire of Shade:[spoiler]
Dweomer Vortex (Abjuration, Sor/Wiz 3) - A versatile and effective low-level defense against enemy mages.  Also an effective spell to compliment targeted Dispels.  If your character is a specialized Dispel Magic user, then you can follow up a targeted Dispel Magic with the swift-action activation of Dweomer Vortex to take out any spells you might have failed to get rid of with your Dispel Magic attempt.

Mystic Shield (Abjuration, Sor/Wiz 8) - Quite possibly the most powerful defensive spell in the game.  Completely immunizes the subject against 6th-level and lower spells from outside sources, but doesn't interfere with your own buffs.  Also negates the magical properties of weapons used against you.  If you're incorporeal, then you basically become immune to weapon damage, too.  The only downside this spell has, at all, is that it's a touch range spell, but getting some sort of Arcane Reach ability is worthwhile just to have this spell persistable.[/spoiler]

Champions of Ruin:[spoiler]
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.[/spoiler]

Champions of Valor:[spoiler]
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.[/spoiler]

Posts with more spells:[spoiler]
http://brilliantgameologists.com/boards/index.php?topic=13402.msg450835#msg450835
http://brilliantgameologists.com/boards/index.php?topic=13402.msg451861#msg451861
http://brilliantgameologists.com/boards/index.php?topic=13402.msg454702#msg454702[/spoiler]
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: awaken DM golem October 15, 2011, 06:25:32 PM

Consolidated List of "Bargain Bin" Spells for Artificers
http://brilliantgameologists.com/boards/index.php?topic=12661

... has slightly different organization to it. Same general idea though.

: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 15, 2011, 06:30:21 PM
I'm not sure I agree with that.  That list is about getting the lowest-level versions of spells possible, while this is going to be a complete listing of spells.  I'd include the Trapsmith's Haste at 1st level, and the Sor/Wiz and Bard's haste spells at 3rd level (even that domain that gives haste at 4th level).

The purpose is to give a resource a) to people making clerics, wizards, or any other class with basically full list access in one way or another and b) people who are entering a class like Master Specialist, Wyrm Wizard, or whatever that adds spells to their spell list, with certain limitations.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Kethrian October 15, 2011, 10:03:21 PM
One thing you should mention about Necrotic Skull Bomb, it's a swift action to cast!  So, you could fire off that and an Enervation in the same round!
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Kethrian October 15, 2011, 10:22:33 PM
And one thing to add to Scourge of Force: it uses melee touch attacks instead of ranged, so you don't need to worry about taking a -4 for firing into a melee.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: BeholderSlayer October 16, 2011, 11:12:48 AM
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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Nunkuruji October 16, 2011, 12:02:53 PM
Love me some mystic lash
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 16, 2011, 03:38:53 PM
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:[spoiler]
Dragonmarked
Dragons of Eberron
Eberron Campaign Setting
Explorer's Handbook
Faiths of Eberron
Five Nations
Magic of Eberron
Player's Guide to Eberron
Races of Eberron
Secrets of Sarlona
Secrets of Xen'drik

NOTE: I HATE these books.  They throw the spells in wherever they feel like it, and don't put in an index, or even a useful Table of Contents!  Also, not counting Artificier Infusions.  It's really hard to argue that an infusion is a spell for any of the stated goals of this list.  Of course, once you take away Infusions, you have a really thin list of awesome spells.[/spoiler]

Dragonmarked:[spoiler]
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.[/spoiler]

Dragons of Eberron:[spoiler]
Strength of the True Form (Transmutation, Sorcerer 1) - This is obviously meant to be used by dragons, but the fact that it’s a 1st-level Sorcerer spell means that a lot of different characters can potentially make use of it.  For example, a Wild-Shaped Druid might have a very high natural Dexterity score, but be in the form of a Bear with very low Dexterity.  This spell will allow said druid to benefit from his higher natural dexterity while in Bear form.[/spoiler]

Eberron Campaign Setting:[spoiler]
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.[/spoiler]

Magic of Eberron:[spoiler]
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.[/spoiler]

Player’s Guide to Eberron:[spoiler]
Sentinel’s Watch (Divination, Sor/Wiz 2) - A long duration spell with a few effects, the most notable of which are specific skill bonuses that aren’t particularly useful.  On the other hand, it grants an untyped +5 bonus on saves against Enchantment and Illusion spells.[/spoiler]

Races of Eberron:[spoiler]
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.[/spoiler]

Secrets of Sarlona:[spoiler]
Dream Spirit (Conjuration (Creation), Sor/Wiz 3) - At all levels, incorporeal creatures can flat win encounters, and this spell summons an incorporeal creature without having the [Evil] descriptor, which is pretty rare.  Make sure to extend this spell at higher levels so that the summoned creature actually lasts long enough to kill things.[/spoiler]
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: awaken DM golem October 16, 2011, 05:44:23 PM
I'm not sure I agree with that.  That list is about getting the lowest-level versions of spells possible, while this is going to be a complete listing of spells.  I'd include the Trapsmith's Haste at 1st level, and the Sor/Wiz and Bard's haste spells at 3rd level (even that domain that gives haste at 4th level).

The purpose is to give a resource a) to people making clerics, wizards, or any other class with basically full list access in one way or another and b) people who are entering a class like Master Specialist, Wyrm Wizard, or whatever that adds spells to their spell list, with certain limitations.
Oh, no prob. I was just ballparking with the link.


Chameleon Crafting feat in Dr#349 ... is one of the rare ways
to get Scrolls of Psi over to Wizards or Archivists.
A few well known goodies, worth bringing over.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Mooncrow October 16, 2011, 07:03:41 PM
Good luck with this - I'm in the middle of doing a complete divine spell list by class, level and source, and there's enough just in that to drive someone insane :p

Let me know if there's anything I can help with.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: BeholderSlayer October 16, 2011, 07:23:53 PM
Freezing Fog (SpC) is pretty awesome.

I assume that we are going to skip the obvious stuff, like the Planar Binding chain, Alter Self/Polymorph/Shapechange, and the like?
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 16, 2011, 07:48:33 PM
No, that just comes later.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: BeholderSlayer October 16, 2011, 08:47:39 PM
No, that just comes later.

Gotcha.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: JohnnyMayHymn October 16, 2011, 08:53:38 PM
I can't believe this hasn't been done before.  Well, done competently.

*Makes self at home*
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: CantripN October 16, 2011, 09:05:00 PM
Let's see if I can add some spells I use often, but don't see mentioned often:
2 - Whispercast (LoM), Shroud of Undeath (SpC)
3 - Permeable Form (LoM)
4 - Ice Shield (Frostburn), Pronouncement of Fate (HoH), Suppressing Field (CM)
6 - Warp Destiny (RoD), Freezing Glance (Frostburn)
7 - Pact of Return (HoH)
9 - Choose Destiny (RoD)

There's also lots of nice gems in BoED, my favorite one giving an ally (or party, for the higher level version) Resist 50% damage from any source.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: BeholderSlayer October 17, 2011, 12:25:02 AM
Permeable Form is especially great if you can persist it, since duration is only one round.

On the note of one round, Wraithstrike.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 17, 2011, 03:48:53 AM
will you be including all official content? ie: dragon, dungeon, athas.org, other officially licensed sites, wotc site, etc?
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: CantripN October 17, 2011, 08:56:20 AM
Oh, and there's stuff like Mace of Odo. But who ever allows that?
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Bester October 17, 2011, 09:46:52 AM
will you be including all official content? ie: dragon, dungeon, athas.org, other officially licensed sites, wotc site, etc?

If so, dragon had some spells from arcana unearthed, which was 3.0.  Those dragon or feat only spells really made my day.  Fly like an arrow, the one that turns lines into cones, etc.  Who doesn't like a dragon that can break the sound barrier?
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 17, 2011, 01:27:12 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 17, 2011, 04:07:33 PM
i was more interested in whether the official 3.x sites for the various legacy campaign worlds were to be included or no.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Bastian October 17, 2011, 04:42:48 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 17, 2011, 05:03:15 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Cagemarrow October 17, 2011, 05:08:09 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 18, 2011, 03:37:39 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Mooncrow October 18, 2011, 03:59:08 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Cagemarrow October 18, 2011, 04:36:46 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 18, 2011, 07:15:56 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 18, 2011, 07:18:54 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Mooncrow October 18, 2011, 07:46:45 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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Cagemarrow October 18, 2011, 08:24:00 PM
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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Mooncrow October 18, 2011, 08:26:15 PM
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^^
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 18, 2011, 08:56:43 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.
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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: JaronK October 18, 2011, 10:19:41 PM
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
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 18, 2011, 10:46:51 PM
"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:[spoiler]
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.[/spoiler]

Frostburn:[spoiler]
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.[/spoiler]

Sandstorm:[spoiler]
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.[/spoiler]

Stormwrack:[spoiler]
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.[/spoiler]
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Sinfire Titan October 21, 2011, 05:02:52 PM
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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: CantripN October 21, 2011, 05:09:44 PM
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.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Garryl October 21, 2011, 05:53:57 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.
[spoiler]
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)
[/spoiler]
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: awaken DM golem October 21, 2011, 06:07:01 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.

 :clap
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 21, 2011, 08:22:48 PM
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).
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 21, 2011, 11:11:22 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.

 :clap

if you really want to to go all out, all those summoned and "created" things might have to come from somewhere... imagine a fire elemental taking a wizard to task for 'wasting' fireballs where it did not create lasting flames, or some Power getting irked for killing summoneds and interfering with some plan involving those creatures, since they cannot return to the prime for 1-100 years, depending on where you draw from.

the logical possibilities of natural consequences are endless.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Locnil October 22, 2011, 02:50:01 PM
What shenanigans does Mystic Shield require? IIRC it stops 6th level and below spells from affecting you, which is quite good, on its own.

Also, from Lost Empires of Faerun, there's a 2nd level spell that gives you a tentacle whip which lets you make 3 2d6 attacks every round. pretty good for a 2nd level spell.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 22, 2011, 03:31:07 PM
What shenanigans does Mystic Shield require? IIRC it stops 6th level and below spells from affecting you, which is quite good, on its own.
It's an 8th-level, short duration, single-target, defensive buff, which is not generally all that impressive.

If you are an Archmage with Arcane Reach and have some method of getting a free Persist on an 8th-level spell, however, then this becomes all-day immunity to all spells 6th-level and below, plus negating the magic of weapons used against you (so if you're incorporeal, the combination is an all-day immunity to weapon attacks).  That is ridiculously awesome.

Also, from Lost Empires of Faerun, there's a 2nd level spell that gives you a tentacle whip which lets you make 3 2d6 attacks every round. pretty good for a 2nd level spell.
It's only one attack made as a standard action, or 3 attacks if you use a full-round action, and they're standard attacks instead of touch attacks.  Both Decastave and Sand Scimitar are significantly better spells.  If you want some reach, then Mystic Lash next level is an order of magnitude better than all of the above.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 22, 2011, 05:05:55 PM
can we get this list in an excel format someday? hmmmm, tell you what...

i have a java program designed to convert properly formatted txt files into csv for excel import. it was made for d&d psionics specifically, but i should be able to convert it to spells with a little effort. you get me a master list of all spells in the game in txt format, and i'll format and convert it to excel for you.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 22, 2011, 05:10:45 PM
I don't know about a master list, but these guys (http://www.imarvintpa.com/dndlive/index.php) have a very comprehensive list of spells, although it's formatted to be OGL-friendly (so full spell descriptions are omitted).

As for this list, I could probably write up a .csv file after I complete it.  I don't use excel, so that's probably the best I can do.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 22, 2011, 05:18:29 PM
that might work too. my program (written for me by my friend, midnight) takes the standard text block format of power, and reformats it so that each characteristic is one column header, and all the powers are slotted appropriately under the right column.

i've already converted the comppsi, exph, athas.org, planewalker.com, and a number of powers scattered through other wotc books and other official sources into a master power list for my own use.

spells would be handy to have too.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 22, 2011, 05:20:44 PM
Ah, that I'm not sure I could manage.  I just want to give a brief review of the spells similarly to the GOD handbook.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: JohnnyMayHymn October 22, 2011, 07:46:55 PM
that might work too. my program (written for me by my friend, midnight) takes the standard text block format of power, and reformats it so that each characteristic is one column header, and all the powers are slotted appropriately under the right column.

i've already converted the comppsi, exph, athas.org, planewalker.com, and a number of powers scattered through other wotc books and other official sources into a master power list for my own use.

spells would be handy to have too.
waay back! (http://web.archive.org/web/20080708165804/http://www.crystalkeep.com/d20/index.php)
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: jojolagger October 23, 2011, 02:49:04 AM
I'd like to see Fimbulwinter from frostburn in there.  By itself it's not that good, but with a little bit of boosting it become insane.

Empowered Extended Maximized Fimbulwinter. That's 7056 feet of snow by the end of it, with the snow piling up at 7 feet per day over 1008 day. Who doesn't want to drop 1.33 miles of snow on something?
(you can only get the full effect vs. hot climate areas if you cast during winter, fall or autumn, but the snowfall should stay at full the whole 1008 days.)
And those three meta-magics I want to apply all have an incredibly easy way to put them on a spell sans meta-magic cost.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Kethrian October 23, 2011, 07:43:27 AM
Moonweb from Player's Guide to Faerun is a pretty wicked spell.  Create a wall that you can shoot (or cast) through, but your enemies can't?  Yes please!
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 23, 2011, 01:05:10 PM
spells would be handy to have too.
waay back! (http://web.archive.org/web/20080708165804/http://www.crystalkeep.com/d20/index.php)

Awesome, you rock! Do you happen to know how up to date those files are ?
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 23, 2011, 03:34:38 PM
I'd like to see Fimbulwinter from frostburn in there.  By itself it's not that good, but with a little bit of boosting it become insane.

Empowered Extended Maximized Fimbulwinter. That's 7056 feet of snow by the end of it, with the snow piling up at 7 feet per day over 1008 day. Who doesn't want to drop 1.33 miles of snow on something?
(you can only get the full effect vs. hot climate areas if you cast during winter, fall or autumn, but the snowfall should stay at full the whole 1008 days.)
And those three meta-magics I want to apply all have an incredibly easy way to put them on a spell sans meta-magic cost.
As awesome as it sounds to drop over a mile deep of snow over an exceptionally large area, it takes three freakin' years for the spell to do that.  What's more, there's technically no benefit to dumping more than 5' of snow on an area.  A 20' tall giant, RAW, can just as easily walk through a mile deep snow drift as he can a 5' deep snowfield.

Moonweb from Player's Guide to Faerun is a pretty wicked spell.  Create a wall that you can shoot (or cast) through, but your enemies can't?  Yes please!
The shield is circular and only 10' high, so it's not unthinkable that something can just fly over it to shoot you.  The wall is only one 10' square, so it's only useful in narrow passages, but enemies on the other side can, in that case, just run away.  If you go through the shield to chase them, then they can pin you up against your own spell effect.

Wall of Force, on the other hand, is a lot more versatile.  You can't shoot through it, but you can trap creatures inside it and make a deathtrap around them using a spell like Scalding Mud.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: jojolagger October 23, 2011, 03:55:00 PM
As awesome as it sounds to drop over a mile deep of snow over an exceptionally large area, it takes three freakin' years for the spell to do that.
True, but you have 7 feet in the first day, which should impede movement enough nobody gets out before being buried in it. And if you cast it during winter, they won't worry about the snowfall until it's to late.

What's more, there's technically no benefit to dumping more than 5' of snow on an area.  A 20' tall giant, RAW, can just as easily walk through a mile deep snow drift as he can a 5' deep snowfield.
True, but is is actually quite easy to extrapolate the table. Each size category is only a shift of one. Assuming you start at zero, the first two categories are steps up by 6 inches. the next two after that are up 12 inches. Then the one after that is 24 inches up. Every two categories, the amount it increases by doubles. to extend it, the categories become 1-6, 7-12, 13-24, 25-36, 37-60, 61-84 (total impediment for large), 85-132 (7-11 feet) (total impediment for huge), 133-180 (11-15 feet) (total for gargantuan), 181-276 (15-23 feet) (total for colossal).
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 23, 2011, 03:57:28 PM
What's more, there's technically no benefit to dumping more than 5' of snow on an area.  A 20' tall giant, RAW, can just as easily walk through a mile deep snow drift as he can a 5' deep snowfield.
True, but is is actually quite easy to extrapolate the table. Each size category is only a shift of one. Assuming you start at zero, the first two categories are steps up by 6 inches. the next two after that are up 12 inches. Then the one after that is 24 inches up. Every two categories, the amount it increases by doubles. to extend it, the categories become 1-6, 7-12, 13-24, 25-36, 37-60, 61-84 (total impediment for large), 85-132 (7-11 feet) (total impediment for huge), 133-180 (11-15 feet) (total for gargantuan), 181-276 (15-23 feet) (total for colossal).
[/quote]In spite of how easy it may or may not be to extrapolate the table, at that point you're making Fimbulwinter awesome because of house rules, not because the spell itself is all that awesome.  For the vast majority of purposes, Control Weather does just as well as Fimbulwinter and comes two full levels earlier.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: jojolagger October 23, 2011, 04:16:38 PM
In spite of how easy it may or may not be to extrapolate the table, at that point you're making Fimbulwinter awesome because of house rules, not because the spell itself is all that awesome.  For the vast majority of purposes, Control Weather does just as well as Fimbulwinter and comes two full levels earlier.
Amazing, how does Control Weather reduce all movement to a crawl for all except the largest creatures for 3 years?
Remember, even that 20 ft. giant will be paying 20ft of movement for 5 ft. Anyone smaller has a chance of being allowed to pay 20 ft for 5 ft of move, and loses DEX to AC.

Hell, you could have a wall composed of castings of fimbulwinter, and divert major trade routes, armies, or even cast it on a town and kill off at least 99.9% of the population.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Mooncrow October 23, 2011, 04:28:15 PM
In spite of how easy it may or may not be to extrapolate the table, at that point you're making Fimbulwinter awesome because of house rules, not because the spell itself is all that awesome.  For the vast majority of purposes, Control Weather does just as well as Fimbulwinter and comes two full levels earlier.
Amazing, how does Control Weather reduce all movement to a crawl for all except the largest creatures for 3 years?
Remember, even that 20 ft. giant will be paying 20ft of movement for 5 ft. Anyone smaller has a chance of being allowed to pay 20 ft for 5 ft of move, and loses DEX to AC.

Hell, you could have a wall composed of castings of fimbulwinter, and divert major trade routes, armies, or even cast it on a town and kill off at least 99.9% of the population.

How is that in any way relevant to most campaigns though?  What goal is it solving, or furthering?  It feels about as relevant as the old "destroy the planet" concepts we used to talk about in 2e.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 23, 2011, 04:37:55 PM
In spite of how easy it may or may not be to extrapolate the table, at that point you're making Fimbulwinter awesome because of house rules, not because the spell itself is all that awesome.  For the vast majority of purposes, Control Weather does just as well as Fimbulwinter and comes two full levels earlier.
Amazing, how does Control Weather reduce all movement to a crawl for all except the largest creatures for 3 years?
Remember, even that 20 ft. giant will be paying 20ft of movement for 5 ft. Anyone smaller has a chance of being allowed to pay 20 ft for 5 ft of move, and loses DEX to AC.

Hell, you could have a wall composed of castings of fimbulwinter, and divert major trade routes, armies, or even cast it on a town and kill off at least 99.9% of the population.
I don't appreciate the sarcasm.  If you like Fimbulwinter, then cool.  Go cast Fimbulwinter.  I really don't care.  I'm not going to put it on this list because, frankly, it's just not that useful of a thing to do at 17th level.  If you want to wreck the ecosystem in a large radius, Control Weather does that.  A 13th level Druid can cast a Maximized Control Weather and call down a 4-day storm that will do just as much damage as 3 years of winter.  Afterall, after 4 days or so everything's either going to have left or be dead.

Also, it's not the only destroy-the-world spell I'm not putting on the list.  I just went through FCI and passed over Despoil, which permanently makes a large area completely uninhabitable.  Permanently.  I'm also not putting Apocalypse from the Sky on the list, and I didn't put Locate City on it, either, in spite of the Locate City Bomb.  Unleashing total, wanton destruction on the world just isn't impressive.  Any idiot with the Death Devotion feat can do that.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Kethrian October 23, 2011, 07:14:39 PM
Moonweb from Player's Guide to Faerun is a pretty wicked spell.  Create a wall that you can shoot (or cast) through, but your enemies can't?  Yes please!
The shield is circular and only 10' high, so it's not unthinkable that something can just fly over it to shoot you.  The wall is only one 10' square, so it's only useful in narrow passages, but enemies on the other side can, in that case, just run away.  If you go through the shield to chase them, then they can pin you up against your own spell effect.

Wall of Force, on the other hand, is a lot more versatile.  You can't shoot through it, but you can trap creatures inside it and make a deathtrap around them using a spell like Scalding Mud.

If you can cast it more than once per day (Evangelist variant, etc), just drop a second overhead as a roof.  And as for enemies running away, there's plenty of magic that can prevent that.

Wall of Force has more trouble with fliers, because it can't be created horizontally.  Plus you need multiple castings to trap a foe, who would have to be under an existing ceiling already to prevent them from just jumping or flying free.  You'll need multiple spells per round to trap anything, because the enemy should easily be able to run away otherwise, which can be a waste of resources unless you have multiple casters with the spell.  And, once they're trapped, you don't have LoE to place spell effects inside.  Not nearly as versatile as many people would like to believe.

About the only advantage Wall of Force has, is that it's immune to Dispel Magic.  But, it is vulnerable to Disintegrate instead, unlike Moonweb, so it isn't much of an advantage.  I'd rather spend one or two spell slots to turn myself or an ally into an invulnerable turret.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 23, 2011, 07:17:21 PM
Like I said, you're hardly invulnerable.  Moonweb is a very small barrier.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Kethrian October 23, 2011, 07:32:00 PM
Yes, but it blocks LoE, preventing any attack from entering.  And it's small enough that only tiny and smaller enemies could teleport within to get at you.  While it may not be a perfect defense, it is still a potent one.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 23, 2011, 07:56:45 PM
Yes, but it blocks LoE, preventing any attack from entering.  And it's small enough that only tiny and smaller enemies could teleport within to get at you.  While it may not be a perfect defense, it is still a potent one.
Potent in certain situations, but not very good in most.  It's just too niche of a spell, and honestly the vulnerability to Dispel Magic is way more important than a vulnerability to Disintegrate (remember, Dispel Magic hits just about everything, while Disintegrate can either destroy a Wall of Force or work as a sub-par blasting spell).
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: JohnnyMayHymn October 23, 2011, 09:00:57 PM
spells would be handy to have too.
waay back! (http://web.archive.org/web/20080708165804/http://www.crystalkeep.com/d20/index.php)

Awesome, you rock! Do you happen to know how up to date those files are ?
here (http://web.archive.org/web/20100208152036/http://www.crystalkeep.com/d20/index.php) is the latest one, before they took down the basic classes section, from feb 2010
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 23, 2011, 11:35:06 PM
thank you kindly, that will be very helpful.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: zook1shoe October 24, 2011, 12:09:37 AM
Arrowsplit (Champions of Ruin)
Body Outside Body (Complete Arcane)
Curse of the Putrid Husk, Lahm's Finger Darts, and Apocalypse from the Sky (BoVD)

P.S.- I'm typing up a word doc with ALL the spell descriptions for 3.x in all official books + Dragon/Dungeon magazines.

Would that help?
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: jojolagger October 24, 2011, 04:11:39 AM
P.S.- I'm typing up a word doc with ALL the spell descriptions for 3.x in all official books + Dragon/Dungeon magazines.

Would that help?
:blink
That would be awesome.  :bigeye
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: zook1shoe October 24, 2011, 04:26:05 AM
*grins* yeah I'm prob 90% done with stuff. Still need a dozen or so books typed up and erratas
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Bill Bisco: Eloquent Elf October 24, 2011, 12:30:13 PM
It would be even better if it were on a wiki.... :D
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: zook1shoe October 24, 2011, 02:12:21 PM
It would be even better if it were on a wiki.... :D

Which of the million wikis? :P
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: CustosTheFluffy October 24, 2011, 04:45:32 PM
If only we had a BG/Min-Max wiki. And someone with no life to compile it. Ah, to dream.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Aliek October 24, 2011, 08:36:18 PM
If only we had a BG/Min-Max wiki. And someone with no life to compile it. Ah, to dream.

Now *THAT* would be truly awesome.

This list will come in very handy, I must say. For newcomers to the world of min-max like me, they'll find many new spells, and even old-timers will find some gems they missed. Loved it.

~Aliek
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: PlzBreakMyCampaign October 26, 2011, 12:55:44 AM
I am impressed so far.

Also I encourage everyone compiling large projects to post incrementally ... just in case you get too frustrated to ever want to look at it again ;)

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.
[spoiler]
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)
[/spoiler]
the last one atleast is MA

And wait, is this (in the SRD) fluff or a rule: "All enchantments are mind-affecting spells"? Probably not relevant since charm and compulsion effects are obviously 'influence' on thoughts thus blocked by mind blank

Let's see if I can add some spells I use often, but don't see mentioned often:
2 - Whispercast (LoM), Shroud of Undeath (SpC)
3 - Permeable Form (LoM)
4 - Ice Shield (Frostburn), Pronouncement of Fate (HoH), Suppressing Field (CM)
6 - Warp Destiny (RoD), Freezing Glance (Frostburn)
7 - Pact of Return (HoH)
9 - Choose Destiny (RoD)

There's also lots of nice gems in BoED, my favorite one giving an ally (or party, for the higher level version) Resist 50% damage from any source.
Not useful. Didn't you see the OP actually explaining the spells?

Also Suppressing Field doesn't exist in CM, nor in the imarvintpa index
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 26, 2011, 01:24:08 AM
*grins* yeah I'm prob 90% done with stuff. Still need a dozen or so books typed up and erratas

I have ocr of most of the books, as I own most of the books....

Well... 65 or so. ^^
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: zook1shoe October 26, 2011, 03:02:11 AM
I owned hard copies of all but the adventures, but am down to about 2/3 of my original collection due to needing $ badly
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 26, 2011, 04:23:22 AM
i know your pain... i look forward to your master spellist! please keep me informed.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: zook1shoe October 26, 2011, 05:13:05 AM
I'm not sure if I want to add rokugan, kalamar, dragonlance, and other "officially licensed" products
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Epimetheus October 26, 2011, 07:26:18 AM
Let's see if I can add some spells I use often, but don't see mentioned often:
2 - Whispercast (LoM), Shroud of Undeath (SpC)
3 - Permeable Form (LoM)
4 - Ice Shield (Frostburn), Pronouncement of Fate (HoH), Suppressing Field (CM)
6 - Warp Destiny (RoD), Freezing Glance (Frostburn)
7 - Pact of Return (HoH)
9 - Choose Destiny (RoD)

There's also lots of nice gems in BoED, my favorite one giving an ally (or party, for the higher level version) Resist 50% damage from any source.
Not useful. Didn't you see the OP actually explaining the spells?

Also Suppressing Field doesn't exist in CM, nor in the imarvintpa index

Otiluke's Suppressing / Impressing Field is in Complete Mage. Not sure which spell name was intended. Blocks a single school of magic or subtype in a 20' radius.

I'm not sure which spell is suppressed when this Field (blocking Abjuration) overlaps with an AMF.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Merkwerdigeliebe October 26, 2011, 04:16:25 PM
Otiluke's Suppressing / Impressing Field is in Complete Mage. Not sure which spell name was intended. Blocks a single school of magic or subtype in a 20' radius.

I'm not sure which spell is suppressed when this Field (blocking Abjuration) overlaps with an AMF.

Suppressing Field is also an Abjuration, so that would be amusing.

SRD:
Two or more antimagic fields sharing any of the same space have no effect on each other.

Supressing Field is like a mini-AMF, so that would probably be my interpretation.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: sirpercival October 26, 2011, 04:52:09 PM
What happens if you make an item of continuous AMF?  Would a paradox happen when it tried to suppress itself and tear a hole to the astral plane?
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 26, 2011, 05:27:07 PM
What happens if you make an item of continuous AMF?  Would a paradox happen when it tried to suppress itself and tear a hole to the astral plane?
In my games, such items short-circuit and burn out.  Kinda like what happens when you attach all four connections of jumper cables to batteries.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Bill Bisco: Eloquent Elf October 26, 2011, 06:07:39 PM
It would be even better if it were on a wiki.... :D

Which of the million wikis? :P

Both PBWorks and WikiDot are excellent free wikis with lots of good features
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 26, 2011, 09:00:30 PM
Exemplars of Evil:[spoiler]
Alibi (Illusion (Phantasm) [Mind-Affecting], Assassin 1, Bard 1, Sor/Wiz 1) - Any spell with a permanent effect is generally powerful, and this one comes at first level.  It may be conditional, but this sort of memory modification spell can really open up some opportunities for the character that makes liberal use of it.

Friendly Fire (Abjuration, Druid 4, Sor/Wiz 4) - Amazing spell improved even further by the fact that you can use it as either an immediate action against one spell, or a persistable version that negates all ranged attacks made against you (that includes rays, arrows, thrown weapons, and stuff like orbs, too).  What’s more, if you have enemies within 30’ of you, you can deflect the attacks against them.  Ridiculously good spell.

Phantasmal Injury (Illusion (Phantasm) [Fear, Mind-Affecting], Bard 3, Sor/Wiz 3) - This spell is basically a single-target Slow that’s easily immunized against, which kinda sucks although it also has some unique advantages.  The damage caused by this spell can be augmented by effects like Warmage Edge and maybe Bane Magic to deal some not-insignificant damage.  Further, as an Illusion spell there are a number of stunts that Wizards can pull with it.[/spoiler]

Fiendish Codex I:[spoiler]
Demon Wings (Transmutation [Evil], Blackguard 3, Demonic 3) - An alternative to the Fly spell that gives you a slower fly speed for a much longer duration.  Technically persistable, although you’ll want to just get a higher caster level and Extend it.

Demoncall (Divination [Evil], Blackguard 2, Demonic 2) - Solid spell, obviously for use with Knowledge Devotion.  Stick it in a Wand for best effect, because you’re going to be using it frequently and there are no CL-dependent components to the spell.

Embrace the Dark Chaos & Shun the Dark Chaos (Transmutation [Chaotic], Cleric 8, Sor/Wiz 8) - Two spells which enable the tactic known as the Dark Chaos Feat Shuffle, which is somewhere between extremely useful and horribly, horribly broken.  This is one of those spell combinations that I’ll leave to other guides/lists to fully flesh out.

Inner Beauty (Transmutation, Bard 4) - There is only one use of this spell that really makes sense, and that’s as a long-term self buff by a Charisma-based caster.  It lasts 10 minutes per level all on it’s own, so with a bolstered CL and Extend Spell it can last all day.  By itself it’s probably not worth the setup, but keep it in mind if you’re going to get a lot of long-duration spells every morning.

Slime Wave (Conjuration (Summoning), Cleric 7, Druid 7, Ooze 7) - Green Slime is in the PHB, go look at it.  The amount of Constitution damage this spell is capable of, especially against larger targets, is just obscene.  Note that FCI came out after Spell Compendium, so this seems to be an update to the slightly inferior version in that book.  That said, if SC is allowed, but FCI isn’t, then this is still a great spell to have.

Vision of Entropy (Illusion (Phantasm) [Fear, Mind-Affecting], Bard 2, Entropy 2, Sor/Wiz 2) - With one failed save the target is weakened, with 2 it’s out of the fight, and it must make these Will saves every single round.  The iterative probability makes this a really powerful spell, and the -2 penalty to saves given by the Shaken condition makes the descent to Panic and, eventually, unconsciousness even faster.[/spoiler]

Fiendish Codex II:[spoiler]
Devil’s Ego (Transmutation [Evil], Diabolic 3) - A short-term buff giving a +4 bonus to Charisma and changing your type to outsider.  Persistable, as well, but you don’t really need to persist it since it has a swift action casting time.  The big bonus here is the outsider type, which means you can combine this with Polymorph shenanigans.

Investiture of the Erinyes (Transmutation [Evil, Investiture], Blackguard 3, Cleric 4, Sor/Wiz 4) - No action is listed for the beckoning of another creature, but making creatures waste actions and move out of position is very nice.  If I had to guess, I’d say it was a free action (like talking), and based on that it’s an incredibly good spell.  If it’s a standard action, it’s still decent.

Investiture of the Spined Devil (Transmutation [Evil, Investiture], Blackguard 1, Cleric 2, Sor/Wiz 2) - Not a bad spell to cast on a melee brute at low levels, since it gives them a pretty effective ranged attack.  Sadly, however, the spell is quickly outclassed.[/spoiler]

Libris Mortis:[spoiler]
Haunt Shift (Necromancy, Cleric 5, Sor/Wiz 5) - This spell turns your excess undead minions into dangerous traps for your base.  A very interesting spell that’s well worth playing with to make your base as inhospitable as possible to enemies.

Necrotic Cyst (Necromancy [Evil]) - One of 10 spells granted by picking up the Mother Cyst feat in Libris Mortis.  The full line of spells has something for every evil spellcaster, and has a few that are particularly impressive effects, like a permanent Dominate Monster effect that isn’t Mind-Affecting as a 7th-level spell.[/spoiler]

Lords of Madness:[spoiler]
Invoke Magic (Evocation, Sor/Wiz 9) - Allows you to cast a 4th-level spell inside an area of an AMF, dead magic area, etc.  The 4th-level spell you are almost certainly looking to cast in this circumstance is Dimension Door, but there are some other 4th-level spells that are potentially useful to cast in this manner, too.[/spoiler]

Drow of the Underdark:[spoiler]
Bebilith Blessing (Transmutation [Chaos, Evil], Cleric 5) - At the time this spell comes online, poison immunity isn’t quite that prevalent.  As such, this is a pretty awesome spell for 2 levels, and isn’t bad after that given that a creature affected can pick up a second pair of claws.

Engulfing Terror (Conjuration (Creation), Druid 3, Sor/Wiz 3) - Even among the typical awesomeness present in 3rd-level Sorcerer/Wizard spells, this one is just scary powerful.  Gelatinous Cubes are deadly if they engulf you, so just throw this into the middle of a pack of enemies, and just watch 2 or 3 of them get taken out of the fight instantly.  Remember to avoid it afterwards, though.

Shadow Double (Illusion (Shadow), Assassin 1, Hexblade 2, Sor/Wiz 2) - A favorite spell among gishes, no doubt.  No Somatic component, and attacks with a modifier of your BAB + your casting ability modifier.  On a hit, it does 1 point of Strength damage, and it can flank, although it’s pretty fragile.

Yochlol Blessing (Transmutation [Chaotic, Evil], Cleric 4) - I’ve seen enough h... oh, wait.  In spite of the requirement that this spell be cast by a Drow, this spell is just plain awesome.  Cast it on a beatstick in order to supplement his usual attack routine with eight natural weapons.  Yes, eight.  It’s amazing how much better than Divine Power this is.[/spoiler]
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Mooncrow October 26, 2011, 09:46:33 PM
Demoncall also works nicely with an archivist's Dark Knowledge.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: PlzBreakMyCampaign October 27, 2011, 08:24:29 PM
I'm not sure if I want to add rokugan, kalamar, dragonlance, and other "officially licensed" products
no, no, yes, and yes to dungeon and drag magazines but there is little else that is legal (those diablo books are all I can think of at the moment)
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: zook1shoe October 27, 2011, 08:44:13 PM
Thanks. I own a hard copy of the Diablorie, didn't know there were others

Call of Cthulhu d20? d20 Modern?
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: Caelic October 27, 2011, 08:46:56 PM
No Algid Enhancement on the Frostburn list?  Combined with a way to grant the Cold subtype, it's an amazingly efficient buff.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: CantripN October 27, 2011, 09:05:06 PM
No Algid Enhancement on the Frostburn list?  Combined with a way to grant the Cold subtype, it's an amazingly efficient buff.

Especially if one uses something like a Thunderlance for a weapon - the lack of an Enhancement Bonus to Attack and Damage hurts, which you can't otherwise get on Weapon-like spells. Not to mention, it's an uncapped spell, so it can be STRONG.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 28, 2011, 04:10:14 AM
I'm not sure if I want to add rokugan, kalamar, dragonlance, and other "officially licensed" products
no, no, yes, and yes to dungeon and drag magazines but there is little else that is legal (those diablo books are all I can think of at the moment)

kalamar should be yes, at least the licensed products only. i have a link itemizing them if you want.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: X-Codes October 28, 2011, 01:22:25 PM
No Algid Enhancement on the Frostburn list?  Combined with a way to grant the Cold subtype, it's an amazingly efficient buff.

Especially if one uses something like a Thunderlance for a weapon - the lack of an Enhancement Bonus to Attack and Damage hurts, which you can't otherwise get on Weapon-like spells. Not to mention, it's an uncapped spell, so it can be STRONG.
It's an uncapped spell...?

...

It's an uncapped spell!  I missed that.
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: zook1shoe October 28, 2011, 02:24:21 PM
I'm not sure if I want to add rokugan, kalamar, dragonlance, and other "officially licensed" products
no, no, yes, and yes to dungeon and drag magazines but there is little else that is legal (those diablo books are all I can think of at the moment)

kalamar should be yes, at least the licensed products only. i have a link itemizing them if you want.

Ok... I hate how the campaign setting was printed... No color!
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: PlzBreakMyCampaign October 28, 2011, 08:05:17 PM
I'm not sure if I want to add rokugan, kalamar, dragonlance, and other "officially licensed" products
no, no, yes, and yes to dungeon and drag magazines but there is little else that is legal (those diablo books are all I can think of at the moment)

kalamar should be yes, at least the licensed products only. i have a link itemizing them if you want.
not valid anymore.
Call of Cthulhu d20? d20 Modern?
no and no. Keep in mind when I say no I mean it isn't first or second party, so do those after the legal sources.

Here's the full list (http://brilliantgameologists.com/boards/index.php?topic=10871.msg371678#msg371678)
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: nijineko October 28, 2011, 08:26:11 PM
I'm not sure if I want to add rokugan, kalamar, dragonlance, and other "officially licensed" products
no, no, yes, and yes to dungeon and drag magazines but there is little else that is legal (those diablo books are all I can think of at the moment)

kalamar should be yes, at least the licensed products only. i have a link itemizing them if you want.
not valid anymore.
Call of Cthulhu d20? d20 Modern?
no and no. Keep in mind when I say no I mean it isn't first or second party, so do those after the legal sources.

Here's the full list (http://brilliantgameologists.com/boards/index.php?topic=10871.msg371678#msg371678)

the licensed products are still valid, same as every other licensed product. the newer non-licensed products are not valid, of course.

here is the the list of all kalamar products, licensed ones are in itallics (http://www.kenzerco.com/forums/showthread.php?t=47463)
: Re: The beginnings of a complete list of good/Great/AWESOME spells from all sources.
: zook1shoe October 29, 2011, 12:37:58 AM
I'm not sure if I want to add rokugan, kalamar, dragonlance, and other "officially licensed" products
no, no, yes, and yes to dungeon and drag magazines but there is little else that is legal (those diablo books are all I can think of at the moment)

kalamar should be yes, at least the licensed products only. i have a link itemizing them if you want.
not valid anymore.
Call of Cthulhu d20? d20 Modern?
no and no. Keep in mind when I say no I mean it isn't first or second party, so do those after the legal sources.

Here's the full list (http://brilliantgameologists.com/boards/index.php?topic=10871.msg371678#msg371678)

Why not CoC? It's made by WotC and has a section in it to adapt its weird rules to DnD

Also all of the spells have their source(s) listed

Thanks for the link Nijineko