r2d2go
2013-05-10, 12:04 AM
So, I've been making a list of spells that my Cleric/PrC Paladin might want to use with Battle Blessing, because being able to shoot lasers out of your eyes while beating people up makes being a gish way more fun. And buffs make it easier not to die when I dump stated Con at request of my DM. Here's what I have, anything else that's good, or anything on here that's bad?
1st Level:
Resurgence: Free save! Makes getting debuffed a lot less concerning.
Bless Weapon: +1 weapon, treated as good and confirms crits. Nice bonus vrs the only creatures I'll fight - evil. Works even better with a scimitar.
Faith Healing: Like a maximized Cure Light Wounds on those of the same faith.
Rhino's Rush: Double charge damage for a round. Already swift, but still boss. Thanks to StreamoftheSky, below.
2nd Level:
Awaken Sin: 1d6/level nonlethal, stun, if KO, 1d6 wis damage, will negates. Pretty awesome damage (Even if it's nonlethal) and a decent debuff.
Benediction: +2 stacking luck bonus to saves, can reroll an attack, save or skill roll before seeing if it fails by ending spell. 100 minutes, can only be cast on allies. This is a pretty awesome buff in my opinion, even if it's only at the start of combat it's decent insurance against critical failure, probably lasts multiple encounters, and stacks.
Call Mount: Calls your mount, as the class ability, 1 hr/level. At my caster level, it's pretty nice for keeping a mount up all day, especially with all my mounted combat feats. Plus, leaping off a cliff and landing on a newly-summoned mount is awesome.
Conduit of Life: +2d10+level to next healing special ability or +3d8+level to next healing spell. Nice boost to healing compared to CMW, for in battle. Especially when quickened.
Crown of Smiting: +2 damage to one hit per minute for 1 hour/level, can expend for +8 damage to one hit. Basically a boost to damage fore when you think it matters. It's a lot better when you start multiplying your damage with Spirited Charge and a lance.
Curse of the Brute: +1/level to a physical stat, -1/level to Cha+Int, touch, fort negates. Wait, what? This can completely neutralize a caster (who have crappy fort saves) with a touch. Oh yeah, I'm a gish, so I can do this while I'm beating my way around. Oh, and it's battle blessed, so I can do it while I'm full attacking his guards.
Righteous Fury (Miniatures Handbook): x2 damage to first attack on a charge, 1 round per level. Yay for more damage multipliers! And for 1 round per level!
Righteous Fury (Magic of Faerun): 1d4 Temp HP/level, +2 natural armor, +2 enchantment str/dex, +2 sacred to Fort. Mostly here for the temp HP - it starts out weaker than, say, Conduit of Life. Actually, it stays there until 9th caster level. But it's still nice to get some THP before the fight, and it has other little buffs.
Turn Anathema: Turn chosen opposing alignment subtype as undead (can only turn, not destroy or rebuke), 10 min/level. I have a ton of turning attempts from high Cha, so this is nice. COWER, FOOLS!
3rd Level:
Diefic Bastion: +2 sacred AC, and bonus effect based on diety. If it's a good effect, this is a great spell (50% fortification against someone who has 18-20 critical is nice)
Earth Hammer: +1 size, Cold Iron for DR purposes if dwarf. Thanks to Keld Denar, below.
Find the Gap: Ignore Armor, Shield and Natural Armor for 1 attack/round, 1 round/level. As StreamoftheSky says, worse than wraithstrike but less like to get DM hammered.
Heal Mount: As Heal, but only for your mount. Make your mount the tank with this - a 5th level spell's healing but at 3rd level. And quickened!
Righteous Fury(AGAIN?!?!): +4 SACRED bonus to Str and Con, Temp hit points. Thanks to Keld Denar, below.
Undead Bane Weapon: Bane weapon vrs undead, 1 hr/level. Bane is pretty good, if you happen to be fighting undead who aren't easy to turn...
4th Level:
Holy Sword: +5 Holy Weapon and continuous Magic Circle vrs Evil, 1 round/level. Oh yeah!
Revenance: Resurrect for 1 minute/level, then they die. Still good, especially for getting someone up for Revivify or something.
Irresistible Force: Freedom of Movement, +10 to Bull Rush and Trip, only 5 feet of movement needed for a charge, 1 round/level.
Righteous Aura: +4 sacred to Cha. On death, explode, hitting all within 20 for 2d6/level (max 20d6) damage to nongood, healing that much to good, double damage to undead. The second one is awesome for grenades/healing. A use for that gray bag of tricks, finally! Though that might bend your code of conduct.
Also, maybe Sword of the Arcane Order would count for this? In that case, low-level wizard spells will be going up, like Wraithstrike and Heartache. Man, heartache is ridiculous - helpless for a round. Good thing it's a standard action... oh wait now it's swift. Might be a reason it's 3.0 and not 3.5
Thanks to all the people who respond below for suggesting spells!
1st Level:
Resurgence: Free save! Makes getting debuffed a lot less concerning.
Bless Weapon: +1 weapon, treated as good and confirms crits. Nice bonus vrs the only creatures I'll fight - evil. Works even better with a scimitar.
Faith Healing: Like a maximized Cure Light Wounds on those of the same faith.
Rhino's Rush: Double charge damage for a round. Already swift, but still boss. Thanks to StreamoftheSky, below.
2nd Level:
Awaken Sin: 1d6/level nonlethal, stun, if KO, 1d6 wis damage, will negates. Pretty awesome damage (Even if it's nonlethal) and a decent debuff.
Benediction: +2 stacking luck bonus to saves, can reroll an attack, save or skill roll before seeing if it fails by ending spell. 100 minutes, can only be cast on allies. This is a pretty awesome buff in my opinion, even if it's only at the start of combat it's decent insurance against critical failure, probably lasts multiple encounters, and stacks.
Call Mount: Calls your mount, as the class ability, 1 hr/level. At my caster level, it's pretty nice for keeping a mount up all day, especially with all my mounted combat feats. Plus, leaping off a cliff and landing on a newly-summoned mount is awesome.
Conduit of Life: +2d10+level to next healing special ability or +3d8+level to next healing spell. Nice boost to healing compared to CMW, for in battle. Especially when quickened.
Crown of Smiting: +2 damage to one hit per minute for 1 hour/level, can expend for +8 damage to one hit. Basically a boost to damage fore when you think it matters. It's a lot better when you start multiplying your damage with Spirited Charge and a lance.
Curse of the Brute: +1/level to a physical stat, -1/level to Cha+Int, touch, fort negates. Wait, what? This can completely neutralize a caster (who have crappy fort saves) with a touch. Oh yeah, I'm a gish, so I can do this while I'm beating my way around. Oh, and it's battle blessed, so I can do it while I'm full attacking his guards.
Righteous Fury (Miniatures Handbook): x2 damage to first attack on a charge, 1 round per level. Yay for more damage multipliers! And for 1 round per level!
Righteous Fury (Magic of Faerun): 1d4 Temp HP/level, +2 natural armor, +2 enchantment str/dex, +2 sacred to Fort. Mostly here for the temp HP - it starts out weaker than, say, Conduit of Life. Actually, it stays there until 9th caster level. But it's still nice to get some THP before the fight, and it has other little buffs.
Turn Anathema: Turn chosen opposing alignment subtype as undead (can only turn, not destroy or rebuke), 10 min/level. I have a ton of turning attempts from high Cha, so this is nice. COWER, FOOLS!
3rd Level:
Diefic Bastion: +2 sacred AC, and bonus effect based on diety. If it's a good effect, this is a great spell (50% fortification against someone who has 18-20 critical is nice)
Earth Hammer: +1 size, Cold Iron for DR purposes if dwarf. Thanks to Keld Denar, below.
Find the Gap: Ignore Armor, Shield and Natural Armor for 1 attack/round, 1 round/level. As StreamoftheSky says, worse than wraithstrike but less like to get DM hammered.
Heal Mount: As Heal, but only for your mount. Make your mount the tank with this - a 5th level spell's healing but at 3rd level. And quickened!
Righteous Fury(AGAIN?!?!): +4 SACRED bonus to Str and Con, Temp hit points. Thanks to Keld Denar, below.
Undead Bane Weapon: Bane weapon vrs undead, 1 hr/level. Bane is pretty good, if you happen to be fighting undead who aren't easy to turn...
4th Level:
Holy Sword: +5 Holy Weapon and continuous Magic Circle vrs Evil, 1 round/level. Oh yeah!
Revenance: Resurrect for 1 minute/level, then they die. Still good, especially for getting someone up for Revivify or something.
Irresistible Force: Freedom of Movement, +10 to Bull Rush and Trip, only 5 feet of movement needed for a charge, 1 round/level.
Righteous Aura: +4 sacred to Cha. On death, explode, hitting all within 20 for 2d6/level (max 20d6) damage to nongood, healing that much to good, double damage to undead. The second one is awesome for grenades/healing. A use for that gray bag of tricks, finally! Though that might bend your code of conduct.
Also, maybe Sword of the Arcane Order would count for this? In that case, low-level wizard spells will be going up, like Wraithstrike and Heartache. Man, heartache is ridiculous - helpless for a round. Good thing it's a standard action... oh wait now it's swift. Might be a reason it's 3.0 and not 3.5
Thanks to all the people who respond below for suggesting spells!