ksbsnowowl
2013-04-04, 11:15 PM
At Fiend-blooded levels 2, 4, 6, 8, and 10 (though none take the 10th level, as it doesn't advance casting with its 10th level), which would be character levels 7, 9, 11, and 13 (at the earliest), the fiend-blooded gains an extra spell known of any level they can cast, and the spell must either have the [Fire] descriptor, or be from the schools of enchantment, illusion, or necromancy.
I'm looking at detailing a few fiend-blooded houses for my game that are composed of Beguilers, Dread Necromancers, and Warmages. They will each use the bonus spells known from Fiend-blooded to expand into schools of magic they wouldn't normally have access to. As such, I need some help identifying the best [Fire], Enchantment, Illusion, and Necromancy spells.
Note that the spells added to your list specifically DO NOT have to normally be on your class list. The example includes adding Speak with Dead (cleric 3) to a sorcerer, even though it is normally a divine spell.
A few good options that stuck out at me were Greater Mirror Image (Sor/Wiz 4) and Consumptive Field (Clr 4) and its Greater cousin (Clr 7).
What else would be a good game-changer from these schools?
I'm looking at detailing a few fiend-blooded houses for my game that are composed of Beguilers, Dread Necromancers, and Warmages. They will each use the bonus spells known from Fiend-blooded to expand into schools of magic they wouldn't normally have access to. As such, I need some help identifying the best [Fire], Enchantment, Illusion, and Necromancy spells.
Note that the spells added to your list specifically DO NOT have to normally be on your class list. The example includes adding Speak with Dead (cleric 3) to a sorcerer, even though it is normally a divine spell.
A few good options that stuck out at me were Greater Mirror Image (Sor/Wiz 4) and Consumptive Field (Clr 4) and its Greater cousin (Clr 7).
What else would be a good game-changer from these schools?