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RoboEmperor
2018-03-20, 02:16 PM
Special Thanks goes to Anthrowhale for practically making the entire list by himself!

(F) - Focus Component
(M) - Costly Material Component
Order: Direct combat buff -> Noncombat buff -> Situational buff -> Racist buff -> Misc Buff
Format: Duration, AoE, Range, Summary

0
Resistance - 1min, touch, +1 to all saves.

1
Nerveskitter - immediate 1 round, close, +5 bonus to initiative.
Combat Readiness - 1min/level, touch, +1-6 insight bonus to initiative. Can't be flanked.
Mighty Wallop - 1min/level, touch, increase weapon damage of bludgeon weapons by one size category
Babau Slime - 1min/level, touch, creature attacking the target with a natural weapon, unarmed strike, or touch takes 1d8 acid damage.
Bloodwind - 1round, close, Natural weapons and unarmed strike becomes 20ft range
Mage Armor (F) - 1hour/level, touch, +4 AC
Protection from X - 1min/level, touch, supresses charm/dominate, +2 deflection AC and +2 resistance save against x creatures
Magic Weapon - 1min/level, touch, +1 enhancement bonus to weapon.

Enlarge Person - 1min/level, Close, increase size category by 1
Reduce Person - 1min/level, Close, decrease size category by 1

Not Yet Sorted
Aberrate: 10 minutes/level aberration type & natural armor up to+5
Drug Resistance: hour/level immune to addiction
Ebon Eyes: 10 minutes/level see in magical darkness
Ectoplasmic Armor: hour/level up to armor+9 vs. incorporeal
Endure Elements: 24 hours ok [-50,140] F
Extract Drug: permanent drug
Eyes of the Avoral: 10 minutes/level Spot+8
Ghostly Reload: Hour or expended full iteratives crossbow
Horrible Taste: hour/level nauseatingly poisonous
Ironguts: 10 minutes/level Fort+5 vs. poison
Jump: Minute/level up to +30 to jump
Low-light Vision: hour/level
Protection from Possession: 10 minutes/level, immune to mental commands
Remove Scent: 10 minutes/level immune to scent
Resist Planar Alignment: 10 minutes/level reduce penalties for wrong plane
Sea Legs: hour/level full movement on ship
Secret Weapon: 10 minutes/level Sleight of Hand +20 to hide weapon
Shieldbearer: round/level animated shield
Speed Swim: Minute/level swim 30'
Spontaneous Search: 1 round, search everything in 20' radius
Wings of the Sea: minute/level, swim+30'
Weapon Shift: minute/level morphing weapon

2
Heroics - 10min/level, touch, grants a fighter bonus feat on the creature touched.
Bull's Strength (and the like) - 1min/level, touch, +4 enhancement bonus to STR (and the like)
Resist Energy - 10min/level, touch, 10-30 energy resistance
Animalistic Power - 1min/level, touch, +2 enhancement bonus to STR, DEX, CON.

Invisibility - 1min/level, touch, invisibility
Spider Climb - 10min/level, touch, gain climb speed 20ft
Dark Vision - 1hour/level, touch, dark vision 60ft
Attune Form - 1min/level, 1creature/levels within 20ft of you, negates harmful effects of the plane.

Lesser Construct Essence - 1min/level, touch, living construct gains construct traits.
Wings of Air - 1min/level, touch, improves flight maneuverability by 2 grades

Not Yet Sorted
Adrenalin Surge: round/level allied summoned Str+4
Augment familiar: round/level Str/Dex/Con+4, DR 5/magic, saves+2
Augment truefriend: minute/level Str/Dex/Con+2
Blur: minute/level 20% miss
Channel the Mishtai: 1 minute, random buff
Create Magic Tatoo: 24 hours, chosen buff
Essence of the Dragon: minute/level, gain dragon type
Fins to Feet: hour/level swim->land speed
Fortify Metal or Stone: hour/level double hardness/hitpoints
Frost Weapon: round/level weapon+1d6(cold)
Fuse Arms: 10 minutes/level, Str+4 per pair of arms lost
Ghost Touch Armor: minute/level armor is ghost touch
Halaster's light step: minute/level don't touch ground.
Insight of Good Fortune: minute/level until discharged best of two rolls
Investiture of the Spined Devil: minute/level 3 1d6 ranged attacks/round
Jaws of the Moray: minute/level bite+attach
Kuo-Toa Skin: hour/level escape artist+8
Levitate: minute/level minor fly
Lively step: 12 hours party speed+10 as long you only move.
Lucky Streak: minute/level luck rerolls at +2.
Legion's Magic Weapon: round/level party's weapons enhance+1
Mechanus Mind: minute/level save vs. mind-affecting at +4
Mountains Stance: minute/level avoid being moved.
Protection from Arrows: hour/level DR 10/magic vs. arrows to 100hp.
Quick Potion: hour/level potion
Returning Weapon: minute/level thrown weapon returns.
Share Talents: 10 minutes/level skills+2
Snake's Swiftness: Ally bonus attack
Sonic Weapon: minute/level 1d6 sonic damage
Soul Boon: 1 minute +5 essentia
Swim: 10 minutes/level swim 30'
Tern's Persistence: 24 hours, extra endurance

3
Girallon's Blessing - 10min/level, touch, gain 2 more arms, 4 claw attacks, and rend. Really, really awesome buff.
Arms of Plenty - 1round/level, touch, gain 2 arms and 2 claw attacks in addition to your normal full attack. Stacks with Girallon's Blessing but not with itself.
Haste - 1round/level, close, attack one more time at full BAB with one weapon during a full attack, +1 to attack and dodge ac, +30 speed for all movement.
Fly (F) - 1min/level, touch, gain fly speed 60ft.
Greater Magic Weapon - 1hour/level, close, +1-5 enhancement bonus to weapon.
Greater Mighty Wallop - touch, increase weapon damage of bludgeon weapons by 1-5 size categories, or at colossal
Investiture of the Bearded Devil - 1min/level, touch, +2d8 damage after a melee attack once per round.
Spiderskin - 10min/level, touch, +1-5 enhancement bonus to natural ac.
Greater Mage Armor - 1hour/level, touch, +6 armor ac. SpC removed material component.
Adept Spirit - 1hour/level or until discharged, touch, +1 insight to caster level, +2 insight bonus to will saves, constitution checks, intelligence checks, and intelligence based skill checks.
Protection from Energy - 10min/level, touch, absorb 12-120 energy damage.
Flame Arrow - 10min/level, close, +1d6 fire damage on fifty projectiles
Displacement - 1round/level, touch, 50% miss chance
Magic Circle against x - 10min/level, touch/10ft radius, same as protection from evil
Keen Edge - 10min/level, close, double threat range of slashing weapons
Weapon of Impact - 10min/level, touch, double threat range of bludgeon weapons.

Invisibility Sphere - 1min/level, 10ft radius around creature touched, touch, grants invisibility in an area.
Telepathic Bond, Lesser - 10min/level, 30ft, communicate telepathically with one creature
Tongues - 10min/level, touch, speak and listen to any language
Waterbreathing - 2hour/level, touch, breathe underwater

Antidragon Aura - 1min/level, close, 1creature/2levels within 30ft, +2-5 luck ac and saves against dragons

Not Yet Sorted
Air Breathing: hour/level party can breath air.
Alter Fortune: Immediate action reroll anything.
Animate Weapon: Concentration + 1 round, weapon attacks. Lame, except that you get the special abilities and damage of the weapon.
Anticipate Teleportation: 24 hour teleport delay.
Augment object: day/level double hardness/hp.
Avoid Planar effects: minute/level party avoids planar effects
Crown of Clarity: hour/level listen/spot+2 + discharge for+8
Crown of Might: hour/level Str+2(enhance) + discharge for+8
Crown of Protection: hour/level AC+1(deflect)/Save+2(resist) + discharge for+4
Crown of the Grave: hour/level command undead 1/minute + discharge for turn/rebuke+4
Crown of Veils: hour/level disguies/hide+2 +discharge for +8
Deeper Darkvision: hour/level 90' darkvision
Diamondsteel: round/level armor grants DR/adamantine of AC/2
Disobedience: hour/level disobey mental commands at will
Dragonblood affinity: minute/level dragonblood subject gets +2 to everything
Earthen Grace: minute/level earth&stone does nonlethal damage
Elation: round/level party Str/Dex+2(morale), move+5'
Energy Aegis: 1 round Immediate action resist 20 <energy>
Enhance familiar: hour/level AC/attack/damage/save+2
Flexform: minute/level squeeze without penalty, escape artist/tumble+10
Fortify Familiar: hour/level NA+2, 25% fortification, 2d8 temp hp
Ghost Lantern: 10 minutes/level party-only light source.
Hamatula barbs: 10 minutes/level 1d8 retributive
Heroism: 10 minutes/level attack/save/skill+2(morale)
Incorporeal Enhancement: 24 hours incorporeal undead gain attack/AC/hp/Turn resistance
Investiture of the Chain Devil: minute/level reach+5
Mass Jump: Party jump+30(enhance)
Mass Mage Armor: hour/level party mage armor.
Nezram's amethyst aura: 10 minutes/level immune poison/disease
Nondetection: hour/level hard to divine.
Protection from Dessication: 10 minutes/level resist dessication damage
Rage: round/level party rages as barbarian
Regal Procession: 2 hours/level party has mounts
Resist Taint: 10 minutes/level save+4 vs. taint
Sense of the dragon: minute/level 30' blindsense
Shadow Phase: round/level mundane attacks 50% miss, magic attacks 20% miss
Mass Snake's Swiftness: allies get extra attack
Sudden Aegis: 1 round DR 10/adamantine as immediate action
Undulant Innards: round/level Fortification 100%
Walk the Mountain's Path: 10 minutes/level climb speed = land speed, jump/balance+10
Weapon of Energy: round/level add energy damage to weapon.

4
Polymorph - 1min/level, touch, turn into a monster
Mystic Surge - 1round, close, next spell +2 save DC and +1 CL.
Ice Shield (CF) - 1min/level, touch, target gains 15/- damage reduction but 50% vulnerability to fire. Requires Coldfire (250gp). Technically not a material component.
Greater Invisibility - 1round/level, touch, invisibility doesn't end even after attacking
Stoneskin (M) - 10min/level, touch, DR 10/adamantine until 10-150 hp blocked.
Greater Resistance - 24 hours, touch, +3 resistance bonus on saves.
Battle Hymn - 1round/level, all allies within 30ft, reroll 1 will save a round.
Investiture of the Amnizu - 1min/level, close, grants a touch attack that does 1d4 int damage.
Investiture of the Steel Devil - 1min/level, close, +3 profane to attack and AC.
Investiture of the Harvester Devil - 1min/level, close, melee attacks cause infernal wounds (1d6 damage every round until death)
Investiture of the Erinyes - 1min/level, close, lets target cause creatures to approach him and perform no actions until until they succeed a will save.

Ethereal mount - 1hour/level, creates a Phantom Steed for every 2 caster levels.
Darsson's Potion (XP) - 1hour/level, touch, turn water into a potion
Superior Darkvision - 1hour/level, touch, Darkvision without limit
Dark Vision (Mass) - 1hour/level, 10ft radius, 1hour/level, touch, dark vision 60ft
Attune Form - 24hours, 1creature/3levels, touch, negates harmful effects of the plane.

Resist Energy(Mass) - 10min/level, close, 1creature/level, 10min/level, touch, 10-30 energy resistance.
Nezram's Emerald Energy Shield - immune to deafness and language dependent mind-affecting spells. Sonic Resistance +10 and +4 saves against sonic spells.
Otiluke's Suppressive Field - 10min/level, 20ft aura around you, suppresses a school or subtype of spells, must pass caster level check to overcome.
Anticipate Teleport (F) - 1hour/level, touch, 5ft/level, Delay incoming teleport by 1 round
Glacial Ward - 1min/level, touch, gives fire resistance 18.

Dweomer of Transference - 1round/level, close, psionic ally becomes immune to all targeting spells
Mass Enlarge Person - 1min/level, 1humanoid/level within 30ft of each other, Close, increase size category by 1
Mass Reduce Person - 1min/level, 1humanoid/level within 30ft of each other, Close, decrease size category by 1
Greater Wings of Air - 1min/level, touch, improves flight maneuverability by 2 grades
Ghost Bane Weapon - 1hour/level, touch, adds Ghost Bane to a weapon.
Iron Bones (F) - 10min/level, touch, corporeal undead gains +6 natural armor.

Open Least Chakra - 24hours, touch, opens body parts for soulmelds.

5
Indomitability - 1min/level or until discharged, touch, stops death by damage once.
Greater Dimension Door - 1round/2levels, touch, as many creatures you can touch, as a move action teleport 25ft+5ft/2levels
Draconic Might - 1min/level, touch, +4 enhancement bonus to STR, CON, CHA, and natural armor, and immunity to paralyze and sleep.
Investiture of the Orthon - 1min/level, close, 1d6 + 1-15 sonic damage to attackers, can create a 20ft dimensional anchor aura for 1 round as an immediate action.
Sakkratar's Triple Strike - 1round, close, 1creature/level within 30ft of each other, two more attacks during full attack
Greater Legion's Magic Weapon - 1min/level, 20ft radius burst, close, greater magic weapon in an AoE.
Mass Fire Shield - 1round/level, close, as many creatures within 30ft of each other, 1d6 + 1-15 cold or fire damage to attackers, immuntiy to ice or fire.
Touch of Admantine - 1min/level, touch, weapon becomes adamantine
Toxic Weapon - 1hour or discharge, touch, 1d10 con damage and an additional 1d10 con damage 1min later.
Mass Fly 1min/level, 1creature/level within 30 ft of each other, close, gain fly speed 60ft.
Mailed Might of the Magelords (M): 1min/level, touch, +8 armor ac, 5/magic DR, immune to level 2 or lower force spells.
Investiture of the Narzugon - 1min/level, close, 20ft gaze attack that immobilizes for 1 round
Lesser Ironguard - 1round/level, touch, nonmagical metal passes through you.

Extract Gift (M) - Permanent, 1 willing creature, bonus to ability score or skill check at a cost similar to a magic item.
Telepathic Bond - 10min/level, 1creature/3levels within 30ft, communicate telepathically with each other.

Anticold Sphere - 10min/level, 10ft aura, everyone inside is immune to cold.
Antifire Sphere - 10min/level, 10ft aura, everyone inside is immune to fire.
Xorn Movement - 1round/level, touch, Earth Glide
Mass Surefooted Stride - 1min/level, 1creature/level within 30ft of each other, close, ignore difficult terrain
Transformation of the Deeps - 1hour/level, 1creature/3levels, touch, breathe water, immune to natural effects underwater, darkvision 60ft
Planar Tolerance - 1hour/level, immediate action, 1creature/level within 20ft of you, block negative environment effects while on the planes.

Greater Enlarge Person - 1hour/level, touch, increase size category by 1
Greater Reduce Person - 10min/level, close, decrease size category of a humanoid.
Animal Growth - 1min/level, 1animal/2levels within 30ft of each other, medium, increases size category by one, +8 str +4 con -2 dex +2 natural armor
Vanishing Weapon - 1min/level, touch, dispels summoned creatures on touch with no level cap
Construct Essence - 1min/level, touch, living construct gains more construct traits.

Permanency - Makes spells permanent for an xp cost

6
Starmantle (M) - 1min/level, touch, reflex 15 DC to halve all damage from magical weapons. Mundane weapons are destroyed. Probably won't affect natural weapon?
Superior Resistance - 24 hours, touch, +6 resistance bonus on saves.
Greater Heroism - 1min/level, touch, +4 morale to attack, saves and skills. Immunity to fear. Temp hp = caster level.
Fires of Purity - 1round/level, touch, 1d6 + 1-15 fire damage on melee weapon, creatures hit are caught on fire.
True Seeing: 1min/level, touch, grants True Sight.
Chasing Perfection (M) - 1min/level, touch, +4 enhancement bonus to all ability scores
Mass Bull's Strength (and the like) - 1min/level, close, 1creature/level within 30ft of each other, +4 enhancement bonus to STR (and the like)
Brilliant Blade - 1min/level, close, weapon ignores armor ac only. Not natural ac.
Investiture of the Barbed devil - 1min/level, close, gives improved grappling
Investiture of the Malabranche - 1min/level, close, gives more charge damage
Demonic Blood Infusion - 1hour/level, touch, grants Fiendish template and effectively an outsider for spell effects.

Interplanar Telepathic Bond - 10min/level, 1creature/3levels within 30ft of each other, communicate telepathically across planes.
Shalantha's Delicate Disk (M) - Permanent, touch, create spell storing disk of 5th level or lower.
Mass Reflective Disguise - 12hours, close, 1creature/level within 30ft of each other, will save instead of disguise check.

Greater Anticipate Teleport - 1hour/level, touch, 5ft/level, Delay incoming teleport by 3 rounds
Aura of Evasion - 1min/level, 10ft radius, give evasion against breathe weapons only
Cloak of the Sea - 1hour/level, touch, Blur + Freedom of Movement + Water Breathing underwater.

Ecoplasmic Enhancement - 24 hours, one incorpreal undead/level, close, +1 deflection ac, +1 enhancement attack, 1d8 temp hit points, and +2 turn resistance for every 3 caster levels.
Hardening - Permanent, touch, object gains 1 hardness for every 2 caster levels
Mass Lesser Construct Essence - 1min/level, close, 1creature/level within 30ft of each other, living constructs gain construct traits.

Greater Channel the Mishtai - 1hour, touch, share a body with a mishtai.

7
Energy Immunity - 24hours, touch, immune to a type of energy damage.
Ironguard (F) - 1round/level, touch, nonmagical and magical metal passes through you.
Antimagic Ray (M) - 1round/level, ray, close, target can't use magic but is also unaffected by magic.
Energy Absorption - 1hour/level or until discharged, touch, gains 10 resistance to all energy types, can expend to block one energy attack and absorb half damage as health.ecks, intelligence checks, and intelligence based skill checks.
Investiture of the Ice Devil - 1min/level, close, +1d6 cold damage with melee attacks and must make a will save or be slowed for 3 rounds.
Mass Adept Spirit - 1hour/level or until discharged, 1creature/level, close, +1 insight to caster level, +2 insight bonus to will saves, constitution checks, int checks, and int based skill checks.
Statue - 1hour/level, touch, turn into a statue and back as a free action. 8 hardness but note that as an object you have no AC.
Mass Animalistic Power - 1min/level, 1creature/level within 30ft of each other, close, +2 to STR, DEX, and CON.
Arrow of Bone (M) - 1hour/level, touch, +4 to attack and damage for 1 projectile, Fort Save or Die, 3d6 + 1-20 damage if saved.

Mass Invisibility - 1min/level, any number of creatures within 180ft of each other, long, turns targets invisible as long as they don't attack and stay within 180ft of each other.

Planar Bubble - 10min/level, touch, creates a 10ft aura that emulates the native environment of the creature. Can be abused with a 10:1 time plane.

Hide From Dragons - 10min/level, 1creature/2levels, touch, completely undetectable by any means from dragons. Breaks after attack.

Open Lesser Chakra - 24hours, touch, opens body parts for soulmelds.

8
Polymorph Any Object - Double Cast for permanent duration. Uses for this spell is limitless.
Mind Blank - 24 hours, close, immunity to mind-affecting spells and divination.
Superior Invisibility - 1min/level, touch, completely undetectable except by True Seeing, does not break when attacking.
Protection from Spells (M)(F) - 10min/level, 1creature/4levels, touch, +8 resistance bonus to spells and SLAs.
Investiture of the Horned Devil - 1min/level, close, after landing a melee attack victim must make a will save or be stunned for 1 round.

Embrace the Dark Chaos (XP) - Instantaneous, touch, combo with Shun the Dark Chaos to retrain feats, including racial feats.
Shun the Dark Chaos (XP) - Instantaneous, touch, combo with Embrace the Dark Chaos to retrain feats, including racial feats.
Axiomatic Creature (XP) - Permanent, Touch, grants Smite Chaos and Linked Minds.

Golem Immunity - 1min/level, touch, construct gains a Golem's Magic Immunity (Ex).

9
Wish - Cast successively to grant a creature a +1-5 instantaneous inherent bonus to one or all ability scores.
Elminster's Effulgent Epuration - 1round/level, close, immunity to all spells that target.
Foresight - 10min/level, touch, never flat-footed or surprised.
Investiture of the Pit Fiend - 1min/level, close, grants natural attacks, at-will fort save for 2str damage, and at-will will save for fear.
Investiture of the Hellfire Engine - 1min/level, close, Iron Body Spell, is Cold Iron for overcoming DR, 8d10 breath weapon every 1d4 rounds.

Greater Construct Essence - 1min/level, touch, living construct becomes a true construct

Srinshee's Spell Shift - 1round/level, personal, add metamagic to ally spellcaster's spells by spending an additional spell slot equal to the modified spell level.
Open Greater Chakra - 24hours, touch, opens body parts for soulmelds.

Khedrac
2018-03-20, 03:02 PM
Don't forget Energy Resistance (mass) and Polymorph.
Darkvision (mass) can also be useful.

Edit: Also Inivisibility - it's not a combat buff like greater, but with the right buffs a group can bypass whole sectors of a structure by not having to fight everything.

RoboEmperor
2018-03-20, 03:09 PM
Don't forget Energy Resistance (mass) and Polymorph.
Darkvision (mass) can also be useful.

Edit: Also Inivisibility - it's not a combat buff like greater, but with the right buffs a group can bypass whole sectors of a structure by not having to fight everything.

I can't believe I didn't include polymorph!

I'll add all the spells you mentioned and their non-mass versions to the list.

BowStreetRunner
2018-03-20, 05:35 PM
Combat Readiness is pretty good for a 1st level buff. (Drow of the Underdark)

Selene Sparks
2018-03-20, 05:45 PM
You can cast nerveskitter on others. If you have some metamagic reduction, you can even Chain it to buff the entire party. Greater Ironguard is pretty nice, but Starmantle is often more efficient and is also touch range. Also, of course, Polymorph Any Object and Wish both deserve mention, for being broken as heck.

I do feel it's worth noting that you can turn even personal buffs to party buffs with Spellguard of Silverymoon, and if you have Magic of the Land you can apply that effect to any spell you can cast.

RoboEmperor
2018-03-20, 05:51 PM
I do feel it's worth noting that you can turn even personal buffs to party buffs with Spellguard of Silverymoon, and if you have Magic of the Land you can apply that effect to any spell you can cast.

Not what I'm looking for.

ericgrau
2018-03-20, 09:21 PM
1: Enlarge person and protection from X aren't that great. They're nice on scrolls. While we're at it add scrolls of endure elementslasopifm, jump lasopifm, magic weapon and reduce person (rogues).
2: Spider climb lasopifm.
3: Scroll of tongues lasopifm, scroll of displacement, flame arrow, scroll of water breathinglasopifm
5: telepathic bond technically, seeminglasopifm
, animal growth technically (combo with charm monsters?), permanency. Can't believe you missed something as major as permanency. (1) Super nifty options, (2) I've been dispelled twice in a decade of D&D, (3) even if your DM does get dispel happy you can bait enemy casters into wasting their time, (4) xp is a river and (5) CL boosters.
6: With that duration greater heroism is kinda meh, especially compared to a mass buff. Maybe lasopifm.
it to only use at dungeon entrances. Veillasopifm
7: statue (hard to pull off super well, but also hard to ever be bad),
9: foresight grants spidey sense, etherealnesslasopifm

lasopifm: leave a slot open, prep in 15 min

Now I want to build a wizard around lasopifm. Most related spells aren't common enough to give the build anything to do on most days, but adding in some spontaneous divination, utility scrolls, other utility magic items, limited wish to imitate spells and the like could make it work.

RoboEmperor
2018-03-20, 09:43 PM
1: Enlarge person and protection from X aren't that great. They're nice on scrolls. While we're at it add scrolls of endure elements / lasopifm, jump / lasopifm, magic weapon and reduce person (rogues).
2: Spider climb / lasopifm.
3: Scroll of tongues / lasopifm, scroll of displacement, flame arrow, scroll of water breathing / lasopifm
5: telepathic bond technically, seeming lasopifm, animal growth technically (combo with charm monsters?), permanency. Can't believe you missed something as major as permanency. (1) Super nifty options, (2) I've been dispelled twice in a decade of D&D, (3) even if your DM does get dispel happy you can bait enemy casters into wasting their time, (4) xp is a river and (5) CL boosters.
6: With that duration greater heroism is kinda meh, especially compared to a mass buff. Maybe lasopifm it to only use at dungeon entrances. Veil lasopifm
7: statue (hard to pull off super well, but also hard to ever be bad),
9: foresight grants spidey sense, etherealness lasopifm

lasopifm: leave a slot open, prep in 15 min

Now I want to build a wizard around lasopifm. Most related spells aren't common enough to give the build anything to do on most days, but adding in some spontaneous divination, utility scrolls, other utility magic items, limited wish to imitate spells and the like could make it work.

Enlarge Person is the best 1st level buff in the game. Increased weapon damage, str damage, and most importantly reach allows mundanes to one shot everything or allow spellcasters to use the longspear as an upgrade to the crossbow.

Permanency sucks. Every DM is dispel happy, but then again there are a lot of gishes at our table.

Greater Heroism is awesome. There are very, very few things that can boost your attack and saves. As a morale bonus it stacks with everything.

Foresight is... well technically you can cast on others but it's you who get the spider sense for that guy, so it's not really a buff. More like a status spell?

And you should put your definition of lasopifm at the top of your post not at the middle!

ericgrau
2018-03-20, 10:16 PM
Enlarge Person is the best 1st level buff in the game. Increased weapon damage, str damage, and most importantly reach allows mundanes to one shot everything or allow spellcasters to use the longspear as an upgrade to the crossbow.
Also increases enemy damage by around 20% on average. Net gain is pretty small. Add in the casting time and it's worse than spending that round on most anything else. Scroll for low level pre-combat buffing rounds until you get better buffs, and that's about it.


Permanency sucks. Every DM is dispel happy, but then again there are a lot of gishes at our table.
Then use it to bait the DM if you aren't already with hour/level buffs. Making enemy casters lose the first round of combat to maybe or maybe not lose your buff is the best buff of all. Xp is a river so you'll get it right back in no time. Also find caster level boosters. But with multiple gishes I suspect you already have hour/levels and on multiple people and don't need more bait.



Greater Heroism is awesome. There are very, very few things that can boost your attack and saves. As a morale bonus it stacks with everything.
Again the cost of 1 round negates the benefits because of how much you could otherwise do in that round. Would much rather Evard's black tentacles or sleet storm or solid fog or resilient sphere, even on a gish. That's why I said to wait to prepare it for a dungeon entrance, maybe extended.



Foresight is... well technically you can cast on others but it's you who get the spider sense for that guy, so it's not really a buff. More like a status spell?
Good point, forgot that bit. Probably still useful but not worth the bookkeeping.



And you should put your definition of lasopifm at the top of your post not at the middle!
Edit-cleaned up.

RoboEmperor
2018-03-21, 01:30 AM
Didn't know statue had a combat application! I thought it was a lame disguise spell.

I don't think Enlarge Person's casting time is an issue. Early game spell slots are your bottleneck not casting time. And if there are no archers reach can eliminate the defense penalty.

For a 6th level spell yeah greater heroism is lackluster, but it's still a buff and one the few higher level buffs sor/wiz has so it does has its uses. With extend spell though I think prebuffing is an option, which is what you suggested.

ericgrau
2018-03-21, 11:27 AM
I don't think Enlarge Person's casting time is an issue. Early game spell slots are your bottleneck not casting time. And if there are no archers reach can eliminate the defense penalty.

Reach will only help defense temporarily and only if you don't attack first. Most melee are better off attacking ASAP. The issue is that even magic missile will do significantly more net damage once we subtract off the drawback of extra enemy damage and/or fewer rounds that you're able to attack. Heck, the light crossbow is a serious contender. It's ~27%-~20%=~7% net boost or about equal to +1 damage, made slightly better than that by the fact that the melee has a little more HP. But at low level even he is in serious danger.



For a 6th level spell yeah greater heroism is lackluster, but it's still a buff and one the few higher level buffs sor/wiz has so it does has its uses. With extend spell though I think prebuffing is an option, which is what you suggested.
Oh for some reason I was thinking it was 4th level when I was making comparisons. Maybe the "+4" was stuck in my head. That... doesn't speak well to its usefulness. It's a bit high level to extend until the campaign is nearing an end, but maybe if you know the dungeon will be brief. Or once you get 8s and have a bajillion great spells to choose from you say sure, stick it in a 6th just in case I get a buffing round or a short dungeon. And if not then no big loss.

Tried to look up a couple buffs to get back on track but they weren't sor/wiz and I gtg, sorry.

Uncle Pine
2018-03-21, 01:39 PM
9th-level: Mind Rape.

It's also worth noting that any Personal spell can become castable on others if you buy a spellblade of it.

RoboEmperor
2018-03-21, 04:49 PM
Tried to look up a couple buffs to get back on track but they weren't sor/wiz

Yeah, there really isn't that much sor/wiz buff spells. This list might be finished!


9th-level: Mind Rape.

That's not a buff.


It's also worth noting that any Personal spell can become castable on others if you buy a spellblade of it.

It is worth noting. Didn't know that item existed. But it's not what I'm looking for in this thread.

Anthrowhale
2018-03-21, 05:00 PM
Wish should count here: you can give people inherent bonuses with it.

Xethik
2018-03-21, 05:01 PM
Draconic Might was great on my War Weaver in a campaign without access to standard magic items, but I imagine it would still be pretty good at level in a normal game. I don't think you'd end up keeping it around, though.

Anthrowhale
2018-03-21, 05:37 PM
After a review of 9th level spells, there is:

Astral Projection: Make allies immune to death (... and travel the planes)
Elminster's Effulgent Epuration: ally immune to many spells for round/level
Foresight (combined with Telepathic bond): Ally immune to surprise & never flat-footed.
Open Greater Chakra: alt-magic incarnum benefits for nonincarnum allies.
Srinshee's Spell Shift: Aid option adds metamagic Empower/Enlarge/Extend/Maximize/Widen to ally's spells
Wish: Inherent bonuses

RoboEmperor
2018-03-21, 07:05 PM
Wish should count here: you can give people inherent bonuses with it.

Oh I forgot about that part of wish! Ok wish will be added.


Draconic Might was great on my War Weaver in a campaign without access to standard magic items, but I imagine it would still be pretty good at level in a normal game. I don't think you'd end up keeping it around, though.

That is a fantastic spell! I can remove Spiderskin as my 6th level spell known and Bull's Strength as a 2nd level spell known and Eagle's Splendor! Amazing! 4 Spells in one!


After a review of 9th level spells, there is:

Astral Projection: Make allies immune to death (... and travel the planes)
Elminster's Effulgent Epuration: ally immune to many spells for round/level
Foresight (combined with Telepathic bond): Ally immune to surprise & never flat-footed.
Open Greater Chakra: alt-magic incarnum benefits for nonincarnum allies.
Srinshee's Spell Shift: Aid option adds metamagic Empower/Enlarge/Extend/Maximize/Widen to ally's spells
Wish: Inherent bonuses

Astral Projection: Not really a buff... and DMs will bring in the silver sword to one shot all of you if you use it! XD. At least my DM does. Is this a buff? It duplicates items like scrolls as well. I don't think it's a buff though.
Elminster's Effulgent Epuration: Alright! If I'm reading this right, it absorbs your_caster_level number of spells right? This makes you practically immune to all targeting spells!
Foresight: I guess I'll add it since several people recommended it. I'll add telepathic bond too
Open Greater Chakra: Not what I'm looking for, but I guess it counts
Srinshee's Spell Shift: Personal, so not castable on others.

Braininthejar2
2018-03-21, 07:17 PM
against enemies with poor resistances, mass fireshield might make them hurt themselves more than they hurt your party.

RoboEmperor
2018-03-21, 07:19 PM
against enemies with poor resistances, mass fireshield might make them hurt themselves more than they hurt your party.

Didn't know such a spell existed!

Anthrowhale
2018-03-21, 08:04 PM
Srinshee's Spell Shift: Personal, so not castable on others.
You cast it on yourself but the effect is to give allies access to 6 bonus spontaneous metamagic feats.

RoboEmperor
2018-03-21, 08:20 PM
You cast it on yourself but the effect is to give allies access to 6 bonus spontaneous metamagic feats.

Yeah ok sure why not. Though technically not a buff, and honestly it's quite terrible IMO but sure why not. As a cohort from leadership it is probably amazing.

Braininthejar2
2018-03-21, 08:25 PM
Silver sword only hits the string in the astral. Once you're on a specific plane in a temporary body, the string is no longer visible.

Still, you better have someone on guard, ready to wake you up when the DM sends the villains after your physical bodies.

Ramza00
2018-03-21, 08:32 PM
Blood Wind (Wiz / Sorc 1), swift action casting so it gives your wizard something to do with its swift actions, your ally or yourself can use a full round action to use its natural weapons as ranged attacks.

Benign Transposition (Wiz / Sorc 1), standard action casting, two allies switch position.

The awesome thing about these two spells is they make two superb wands for 750 gp each. Furthermore they are great spells to give your familiar if your familiar can use wands, which can buff characters, animal companions, minions, summon monsters, etc.

Anthrowhale
2018-03-21, 08:41 PM
At level 9, there is also:
Investiture of the Pit Fiend seems kinda meh. I guess divine-power-for-other-people might help out a Monk significantly.
Investiture of the Hellfire Engine. This seems to be Ironbody for everyone.

At level 8, there is:

Axiomatic Creature. This makes a single casting of Foresight an area effect for allies.
Embrace+Shun the Dark Chaos. A classic, but the XP costs will eat you alive unless you have a trick.
Protection from spells is technically not obsoleted by Superior Resistance although it's pretty meh.
Investiture of the Horned Devil is a minor melee buff.
Golem Immunity looks like a real winner in the right party: spell resistance infinity if your allies happen to be constructs + damage heals you.

RoboEmperor
2018-03-21, 08:41 PM
Blood Wind (Wiz / Sorc 1), swift action casting so it gives your wizard something to do with its swift actions, your ally or yourself can use a full round action to use its natural weapons as ranged attacks.

I can't believe I forgot about this. This is really embarassing...


Benign Transposition (Wiz / Sorc 1), standard action casting, two allies switch position.

Not a buff. I'm not debating how good it is, because it is really good, but it's not a buff.

Anthrowhale
2018-03-21, 09:19 PM
At level 7, there is:

Open Lesser Chakra: More incarnum stuff. On the upside, it lasts 24 hours.
Planar Bubble: an amazing buff for creatures that come from the right plane or if you have pets from the right plane
Glacial Ward: Energy Immunity is a much better spell generally.
Hide From Dragons: A remarkably specific spell
Investiture of the Ice Devil: The on-hit slow effect is potentially nice at high levels where it nerfs enemy full attack.
Mass Invisibility: In every party I've been in, everyone has access to invisibility individually at high level...
Mass Adept Spirit: A remarkably minor bonus for spellcasters...
Mass Animalistic Power: A remarkably minor enhancement bonus to physical stats...
Arrow of Bone: Super cheap arrows of death for an archer.
Energy Absorption: Heal on energy damage once.

RoboEmperor
2018-03-21, 10:20 PM
Hide From Dragons: A remarkably specific spell

Hide from Dragons + Maximized Shivering Touch anyone? XD

You sir are an encyclopedia!

ericgrau
2018-03-21, 11:16 PM
Hide From Dragons: A remarkably specific spell
Reminds me of antidragon aura (level 3). Which is actually a mass buff not a personal emanation. Hey, dragons are hard and they're in the name of the game. They aren't usually random encounters, so that may give you a chance to prepare these spells in expectation of one. This spell is min/level and only gives a small AC & save bonus, but it's a mass buff rather than an individual buff. That makes a *huge* difference in its power. Entire party gets +3 or +4 on their AC & saves vs a dragon. Extend it before entering a dragon's lair, or by the time you fight a strong dragon you might be able to quicken it. Even as a round 1 buff it's not terrible.


Hide from Dragons + Maximized Shivering Touch anyone? XD
You don't even need anything as broken as shivering touch. You have unlimited buff rounds against dragons. This seems defensive for, well at most 3 seconds, but it is pretty borked when used offensively.

Also while I was looking at it I found one of the best buffs: anticipate teleport (level 3) and greater anticipate teleport (level 6). Royally screws over anyone teleporting near the buffed person as they lose 1 or 3 rounds. 24 hour duration, 5'/level radius. I wonder why I don't see this spell more often. Seems like every party should have someone walking around with it.

Then I started looking for other antis in spell compendium and found antimagic ray, level 7. It's supposed to be an attack spell, but it looks like one of the strongest buffs I've ever seen. It acts as a selective antimagic field, affecting only the creature and not his gear. That's every non-caster's dream. You do lose all other buffs and have to be careful all your utility gear works indirectly, but overall it looks amazing.

Also found for level 6 in spell compendium:

Cloak of the Sea: Hour/level underwater campaign preset buff package. Water breathing, freedom of movement (removes underwater attack roll penalties too), blur, immune to nonlethal damage. Strangely missing a swim speed, but there's a 2nd level buff for that.
Mass reflective disguise: 12 hours, all purpose disguise

Anthrowhale
2018-03-22, 07:05 AM
Another 9th level spell: Greater Construct Essence. It removes the living construct subtype providing many immunities.

Edit: and a 3rd level spell: Greater Mighty Wallop. Applied to a greatclub or minotaur greathammer, this spell increases damage/hit by 20.

Xethik
2018-03-22, 09:35 AM
Reminds me of antidragon aura (level 3). Which is actually a mass buff not a personal emanation. Hey, dragons are hard and they're in the name of the game. They aren't usually random encounters, so that may give you a chance to prepare these spells in expectation of one. This spell is min/level and only gives a small AC & save bonus, but it's a mass buff rather than an individual buff. That makes a *huge* difference in its power. Entire party gets +3 or +4 on their AC & saves vs a dragon. Extend it before entering a dragon's lair, or by the time you fight a strong dragon you might be able to quicken it. Even as a round 1 buff it's not terrible.

Not a buff you cast on others, but on the subtopic of antidragon spells, there is Aura of Evasion. Affects all allies within 10' and gives Evasion against Breath Weapons. I'd like to say there's some easier way than a 6th level spell with a costly material component to accomplish this, but it's the way I know of.

RoboEmperor
2018-03-22, 11:00 AM
Auras are acceptable. The goal is sor/wiz spells that can buff others instead of yourself, and auras buff others.

ericgrau
2018-03-22, 11:03 AM
Auras are acceptable. The goal is sor/wiz spells that can buff others instead of yourself, and auras buff others.
And antidragon aura isn't actually an aura, but yeah. The fluff for the seeming contradiction is that everyone in the party gets a 1 inch aura.


Not a buff you cast on others, but on the subtopic of antidragon spells, there is Aura of Evasion. Affects all allies within 10' and gives Evasion against Breath Weapons. I'd like to say there's some easier way than a 6th level spell with a costly material component to accomplish this, but it's the way I know of.
I saw that and read through it as it seemed like something that potential should be added to the list, but it sucked too hard. It's 10' radius and min/level. So... if you waste a turn and a 6th level spell, and tightly cluster to increase the effectiveness of the dragon's breath weapon, you might also decrease its effectiveness a little.

Maybe if you cast hide from dragons, already cast multiple buffs and are running out of ideas. But I'm betting there are better spells to prep even against a dragon... like mass energy resistance or protection from energy. Or a dozen other random buffs not even specifically related to dragons.

RoboEmperor
2018-03-22, 11:15 AM
I wish there was a way to let other people edit this list. Oh well.

I'll make the list prettier later, as in correctly label which spells have foci or material components, and separate them into direct combat buffs, situational buffs, noncombat buffs, and miscellaneous, and order them from good to bad.

ericgrau
2018-03-22, 11:19 AM
Thanks. I know it's a lot to ask but you may want to look them up too when organizing. For example it looks like many of these descriptions are missing duration which is a big deal on buffs. Cloak of the sea includes blur which would be a so-so level 2 spell tacked onto a grab bag package. But hour/level blur makes the buff worth it all by itself. The spell is an automatic choice for going underwater. Plus its other abilities of course.

Or there's radius, #targets, etc.

BowStreetRunner
2018-03-22, 12:52 PM
I wish there was a way to let other people edit this list. Oh well.

I'll make the list prettier later, as in correctly label which spells have foci or material components, and separate them into direct combat buffs, situational buffs, noncombat buffs, and miscellaneous, and order them from good to bad.

If someones else is particularly ambitious they could always edit the list for you in their reply, then all you would need to do is copy and paste it into your original post. (And no, I am NOT volunteering! :smallwink:)

RoboEmperor
2018-03-22, 05:26 PM
Thanks. I know it's a lot to ask but you may want to look them up too when organizing. For example it looks like many of these descriptions are missing duration which is a big deal on buffs. Cloak of the sea includes blur which would be a so-so level 2 spell tacked onto a grab bag package. But hour/level blur makes the buff worth it all by itself. The spell is an automatic choice for going underwater. Plus its other abilities of course.

Or there's radius, #targets, etc.

I am looking them up (but I admit I got lazy at the end and just added the antidragon stuff).

Ok so you want me to add duration? ok. I'll make a note whether it's round/level, min/level, 10min/level, or hour/level, with a short description on what it does, and range.

Anthrowhale
2018-03-23, 08:42 AM
Other 6th level spells:

Mass {Burrow, Lesser Construct Essence, Darkvision} Mostly lame since if these matters characters will get them on their own by this level.

Aura of Evasion: 10' radius evasion vs. breath weapon. Minute/level and rather specialized.
Brilliant Blade: Minute/level weapon ignores armor. Lame compared to the touch attack granting spells of much lower level.
Greater Channel the Mishtai: One of a menu of benefits for an hour.
Chasing Perfection: Bull's Strength + Cat's Grace + Bear's Endurance.
Cloak of the Sea: Blur + Freedom of Movement + Water Breathing, but only underwater for hour/level
Demonic Blood Infusion: Gain Fiendish template and turn chaotic evil for hour/level
Ecoplasmic Enhancement: Giant 24 hour buff if allies happen to be incorporeal undead.
Eyes of the Oracle: cast before combat to get an extra readied action in combat.
Fires of Purity: Round/level melee attacks deal +15 fire damage
Hardening: Permanent increase to hardness. This is a great spell when monsters go for sunder tactics, which can be devastating at high levels.
Investiture of the Barbed devil: minute/level improved grappling.
Investiture of the Malabranche: minute/level improve charge.
Interplanar Telepathic Bond: 10 minutes/level with usefulness highly varying dependent on tactics.
Shalantha's Delicate Disk: Make a potion, but cheaper, up to 5th level spells, and works for fireball. Traps based on this could do ludicrous damage and you can use this heavily in downtime.
True Seeing: Let the fighter see the battlefield for minute/level.

RoboEmperor
2018-03-23, 10:06 AM
I thought Statue + Hardening would be an awesome combo but... the spell's area is too small to use on creatures turned into a statue. T_T

I'll add the spells to the list once I finish organizing the spells that's already on the list.

edit: Eyes of the oracle is Personal so doesn't qualify for the list.

RoboEmperor
2018-03-24, 10:42 AM
Holy ****, how did I never notice Investiture of the Orthon? It is a freaking amazing spell!!!
1. It's a Fire Shield castable on others, except it does SONIC DAMAGE!
2. For the entire duration, you can create an aura of dimensional anchor for 1 round by using an immediate action. So if you use it on a creature that doesn't use immediate or swift actions, that is a 20ft aura that lasts 1min/level of dimensional anchor!
3. It's perfect for my sorcerer. Because of the 100% success chance of Surge of Fortune + High CHA for planar binding, I can swap out dimensional anchor for Investiture of the Orthon because I only need a few minutes for planar binding, not days.
4. I can cast this while inside my gargantuan animated object. Unlike Dimensional Anchor, I don't need to exit to get a line of effect and therefore exposing myself to danger.

I blame Investiture of the pit fiend. That spell is so terrible it made me assume all investiture spells are horribad.

On a side note, halfway through the list

Also Burrow is not on the sor/wiz list.

ericgrau
2018-03-24, 11:06 AM
What prevents someone from walking outside the radius of that spell and then teleporting away on the same turn?

RoboEmperor
2018-03-24, 11:29 AM
What prevents someone from walking outside the radius of that spell and then teleporting away on the same turn?

Something else. Positioning? Grapple? Another Spell?

Dimensional Anchor isn't fail proof either. It has to bypass SR, where as this spell doesn't. It says Spell Resistance:(harmless), and it's affecting the area to disrupt the teleport, not the creature, so this aura is a SR:NO effect. Fire Shield also has no SR entry so the sonic shield is also SR:NO.

Anthrowhale
2018-03-24, 12:45 PM
It's good that you are checking. Here's a level 5 list:

Planar Tolerance: hour/level necessary party buff for some planes.
Greater Reduce Person: 10 minutes/level tiny scout. Smaller is possible---a Hengeyokai[Monkey] can become diminutive.
Sakkratar's Triple Strike: 1 round party double haste for melee attacks.
Mass Surefooted Stride: Minute/level party buff for difficult terrain (but why do you walk?)
Touch of Admantine: Minute/level weapon counts as adamantine.
Toxic Weapon: For 1 hour first strike with weapon is poisonous
Transformation of the Deeps: Hour/level party breaths water, immune to pressure & environmental cold, darkvision 60'
Vanishing Weapon: Minute/level weapon dispels summoned creatures on hit with _no_level_cap_.
Xorn Movement: Round/level move through earth/stone.
Greater Enlarge Person: Hour/level humanoid +1 size.
Extract Gift: Permanent enhancement bonuses to stats and competence to skills at a price.
Fabricate: A really nice spell in a primitive campaign where the party wizard is the party craftsman.
Mass Fly: minute/level party can fly
Indomitability: minute/level one attack on creature that drops negated.
Investiture of the Narzugon: minute/level paralyzing gaze attack for 1 round as a standard action (lame)
Lesser Ironguard: round/level creature immune to metal
Greater Legion's Magic Weapon: minute/level all party's held weapons enhanced.
Mailed Might of the Magelords: minute/level AC+8 & negate L2- force effects & DR 5/magic
Anti{Cold,Fire} Sphere: 10 minutes/level 10' radius {Cold,Fire} immunity
Animal Growth: minute/level party's animals gain a size

RoboEmperor
2018-03-27, 02:30 AM
Goddamn that took forever, but I finally finished.

The only reason I actually followed through with my empty promise was because this forum has been very good to me, and some people in this thread took a lot of their time looking up spells for me.

I might've missed a costly material component or focus here or there, and I forgot to check whether the spell is actually on the sor/wiz list, so i will be doing an additional proofreading pass later. LATER.

Hopefully the list is now bookmark worthy.

ericgrau
2018-03-27, 08:52 PM
Ooh neato. I have a subscription for future reference.

Don't feel obligated to do a bunch of work on a game though. I think some people will find it and get use out of it, but others will not notice it or use something else. And it's all for fun. Do such things cuz you're bored.

Hmm, actually I know. If you plop a link in your sig it'll get a lot more users. I still get random PMs about mine.

Quertus
2018-03-27, 09:31 PM
I do feel it's worth noting that you can turn even personal buffs to party buffs with Spellguard of Silverymoon, and if you have Magic of the Land you can apply that effect to any spell you can cast.

Or with a Ring of Spell Storing, or numerous other ways.


Not what I'm looking for.

Why not?

Coventry
2018-03-27, 10:14 PM
... limited wish to imitate spells and the like ...

Limited Wish belongs on the list, as it allows a wizard to access the buff spells of up to 5th level from any other caster class. Cherry picking from the Cleric list: Righteous Might, Divine Favor, Bless, Prayer ... and those are just the beginning. All of them are concentrated in a single Sorcerer/Wizard spell.

Wish is already on the list due to the inherent bonuses, but it does the the same thing as Limited Wish for spells up to 7th level.

RoboEmperor
2018-03-28, 01:13 AM
Why not?

Defeats the purpose of the list. Why do you need a list of sor/wiz buffs castable on others when every buff spell is castable on others with items? This list is for sor/wiz buffers who don't want to use to items, or want to know which buffs don't need items.

Items are unavailable for lots of reasons. Not going by WBL, campaign doesn't have a metropolis until the high levels, you have other things to buy, etc. etc.


Limited Wish belongs on the list, as it allows a wizard to access the buff spells of up to 5th level from any other caster class. Cherry picking from the Cleric list: Righteous Might, Divine Favor, Bless, Prayer ... and those are just the beginning. All of them are concentrated in a single Sorcerer/Wizard spell.

Wish is already on the list due to the inherent bonuses, but it does the the same thing as Limited Wish for spells up to 7th level.

Alright fine. I guess if a person wants to spend 300xp on a 1round/level buff, I guess that's his choice not mine.

I'm pretty sure you can't duplicate personal range spells on others even with limited wish.

radthemad4
2018-03-28, 06:12 AM
Heroics
(Spell Compendium, p. 113)
Sorc/Wiz 2nd level

Grants a fighter bonus feat to a touched creature for 10 minutes/level that the creature qualifies for. Martial Study and Stance are fighter bonus feats.

RoboEmperor
2018-03-28, 06:18 AM
Heroics
(Spell Compendium, p. 113)
Sorc/Wiz 2nd level

Grants a fighter bonus feat to a touched creature for 10 minutes/level that the creature qualifies for. Martial Study and Stance are fighter bonus feats.

How did I not notice this spell before? Wow! Give power attack and shocktrooper (but not leap attack) to monsters with pounce! And improved initiative!

radthemad4
2018-03-28, 06:50 AM
Babau Slime
(Spell Compendium, p. 22)
Sorc/Wiz 1st level

Can be used on touched creatures and lasts a minute per level. A creature that strikes a slime-protected subject with an unarmed strike, a touch attack (including a touch spell), or a natural weapon takes 1d8 points of acid damage. Any creature in a grapple with the target of babau slime takes 1d8 points of acid damage at the beginning of its turn.

Invisibility Sphere (http://www.d20srd.org/srd/spells/invisibilitySphere.htm)?

ericgrau
2018-03-28, 10:18 AM
Alright fine. I guess if a person wants to spend 300xp on a 1round/level buff, I guess that's his choice not mine.

You shouldn't normally. But let's say you need water breathing in a surprise dungeon water pool or some such extremely limited use buff and you didn't prepare it. Eat 300 xp to overcome a major campaign obstacle? Okey dokey.

... or anything else in the world you might need besides a buff. Which isn't a reason to put limited wish on this list so much as a reason to prepare it. And therefore also have it available for buffs when needed.

Elkad
2018-03-28, 10:46 AM
Also while I was looking at it I found one of the best buffs: anticipate teleport (level 3) and greater anticipate teleport (level 6). Royally screws over anyone teleporting near the buffed person as they lose 1 or 3 rounds. 24 hour duration, 5'/level radius. I wonder why I don't see this spell more often. Seems like every party should have someone walking around with it.

It's a great defensive buff, but remember it squashes your own party's teleports as well.
So it depends on your party.

I was in a campaign where the DM solved every maneuverability problem of his bad guys by giving them all short-range teleportation.
As soon as Anticipate was an option, I memorized a couple every day. Which annoyed him greatly.

In a game where everyone in the party has Anklets and Blink and Abrupt Jaunt? It may hurt more than it helps. You can work around it somewhat (by making sure you land outside the covered area) of course.

RoboEmperor
2018-03-28, 11:00 AM
You shouldn't normally. But let's say you need water breathing in a surprise dungeon water pool or some such extremely limited use buff and you didn't prepare it. Eat 300 xp to overcome a major campaign obstacle? Okey dokey.

... or anything else in the world you might need besides a buff. Which isn't a reason to put limited wish on this list so much as a reason to prepare it. And therefore also have it available for buffs when needed.

Yeah you're right. I'm looking for buffs not limited wish. Sure it can replicate cleric spells but still those are cleric spells not sor/wiz.

Limited wish is removed. I just added it because I thought several ppl said it should be added to the list.

RoboEmperor
2018-03-28, 02:01 PM
Babau Slime
(Spell Compendium, p. 22)
Sorc/Wiz 1st level

Can be used on touched creatures and lasts a minute per level. A creature that strikes a slime-protected subject with an unarmed strike, a touch attack (including a touch spell), or a natural weapon takes 1d8 points of acid damage. Any creature in a grapple with the target of babau slime takes 1d8 points of acid damage at the beginning of its turn.

Invisibility Sphere (http://www.d20srd.org/srd/spells/invisibilitySphere.htm)?

I'd like to just say both spells you suggested (Heroics, Babau Slime) drastically improved my sorcerer build :)

I can't believe I missed all these spells when reading the SpC. I must be blind. Good thing I'm not a book keeper of any kind as a job.

Invisibility sphere has been added to the list.

I'm glad I made the effort to help make this list. So helpful!

radthemad4
2018-03-29, 12:01 PM
Heh, glad to help. :smallbiggrin:

I'll post more if anything else comes to mind.

Anthrowhale
2018-03-30, 08:21 PM
Level 4 spells:

Otiluke's Suppressive Field: 10 minute/level 20' radius school-specific spell resistance
Mass {Reduce,Enlarge} Person: Party changes size for minute/level
Repair Critical Damage: For the construct party.
Greater Resistance: 24 hours save+3.
Superior Darkvision: hour/level darkvision infinity
Greater Wings of Air: Minute/level maneuverability+2
Attune Form: 24 hours party plane protection
Battle Hymn: round/level allies reroll will save
Darsson's Potion: Hour/level potion made in 1 round
Dweomer of Transference: round/level immunity to spells (!) for psionic creatures
Ethereal mount: hour/level mounts for whole party
Ghost Bane Weapon: hour/level ghost bane property
Ice Shield: minute/level DR 15/-
Investiture of the Amnizu: minute/level touch 1d4 int damage
Investiture of the Erinyes: minute/level mind-affecting SoL
Investiture of the Harvester Devil: minute/level bleeding wounds.
Investiture of the Steel Devil: minute/level AC/attack+3 or more
Iron Bones: 10 minute/level undead NA+6.
Mystic Surge: Ally's caster level+1 for 1 spell
Nezram's Emerald Energy Shield: minute/level deafness, language-dependent+mind-affecting, Sonic resist 10
Antidragon Aura: minute/level party has AC/saves+5(luck) vs all dragon attacks.

Dimers
2018-03-30, 10:00 PM
How did I not notice this spell before? Wow! Give power attack and shocktrooper (but not leap attack) to monsters with pounce! And improved initiative!

Improved Toughness, Knockback from RoS, Brutal Strike from PH2. Improved Unarmed Strike also opens some interesting possibilities if you're stacking castings.

RoboEmperor
2018-04-02, 04:51 PM
The new spells have been added.

Ice Shield is really nice! It's a free stoneskin. I wonder why I never heard of it before. I think I can replace Repair Critical Damage on my sorcerer with this, after all, Animated Objects are virtually immune to all energy damage.

I overlooked Investiture of the Steel Devil because I saw that spell when I wasn't interested in boosting AC and attack. +3 to attack that stacks with everything is no laughing matter.

Repair Critical Damage has been rejected because it's a heal not a buff.
Antidragon Aura is a level 3 spell in the SpC and already on the list.

Investiture of the Amnizu sounds good, but 2.5 int damage a round is too low. 4 standard actions to do 10 int damage so it's faster to kill things by hp damage than through this ability.

edit: Oh I see why Ice Shield isn't mentioned. It has a cold fire requirement, which is essentially a 50gp material component, so it's no different than stoneskin except with fire vulnerability added.

Anthrowhale
2018-04-02, 05:09 PM
The new spells have been added.
Ice Shield is really nice! It's a free stoneskin. I wonder why I never heard of it before. I think I can replace Repair Critical Damage on my sorcerer with this, after all, Animated Objects are virtually immune to all energy damage.

It's better than stoneskin because magic weapons don't bypass it. Also Hardness is cumulative with DR :-)

But yes, the coldfire component is a significant bother. Taking Maho-Tsukai would potentially provide a way around that, as would Dweomerkeeper.

RoboEmperor
2018-04-02, 06:24 PM
It's better than stoneskin because magic weapons don't bypass it. Also Hardness is cumulative with DR :-)

But yes, the coldfire component is a significant bother. Taking Maho-Tsukai would potentially provide a way around that, as would Dweomerkeeper.

Stoneskin is DR:10/Adamantine, not DR:10/magic.

I'm gonna have to read up on Maho-Tsukai one of these days.

Anthrowhale
2018-04-02, 09:35 PM
Level 3 spells:
Air Breathing: hour/level party can breath air.
Alter Fortune: Immediate action reroll anything.
Animate Weapon: Concentration + 1 round, weapon attacks. Lame, except that you get the special abilities and damage of the weapon.
Anticipate Teleportation: 24 hour teleport delay.
Augment object: day/level double hardness/hp.
Avoid Planar effects: minute/level party avoids planar effects
Crown of Clarity: hour/level listen/spot+2 + discharge for+8
Crown of Might: hour/level Str+2(enhance) + discharge for+8
Crown of Protection: hour/level AC+1(deflect)/Save+2(resist) + discharge for+4
Crown of the Grave: hour/level command undead 1/minute + discharge for turn/rebuke+4
Crown of Veils: hour/level disguies/hide+2 +discharge for +8
Deeper Darkvision: hour/level 90' darkvision
Diamondsteel: round/level armor grants DR/adamantine of AC/2
Disobedience: hour/level disobey mental commands at will
Dragonblood affinity: minute/level dragonblood subject gets +2 to everything
Earthen Grace: minute/level earth&stone does nonlethal damage
Elation: round/level party Str/Dex+2(morale), move+5'
Energy Aegis: 1 round Immediate action resist 20 <energy>
Enhance familiar: hour/level AC/attack/damage/save+2
Flexform: minute/level squeeze without penalty, escape artist/tumble+10
Fortify Familiar: hour/level NA+2, 25% fortification, 2d8 temp hp
Ghost Lantern: 10 minutes/level party-only light source.
Hamatula barbs: 10 minutes/level 1d8 retributive
Heroism: 10 minutes/level attack/save/skill+2(morale)
Incorporeal Enhancement: 24 hours incorporeal undead gain attack/AC/hp/Turn resistance
Investiture of the Chain Devil: minute/level reach+5
Mass Jump: Party jump+30(enhance)
Mass Mage Armor: hour/level party mage armor.
Nezram's amethyst aura: 10 minutes/level immune poison/disease
Nondetection: hour/level hard to divine.
Protection from Dessication: 10 minutes/level resist dessication damage
Rage: round/level party rages as barbarian
Regal Procession: 2 hours/level party has mounts
Resist Taint: 10 minutes/level save+4 vs. taint
Sense of the dragon: minute/level 30' blindsense
Shadow Phase: round/level mundane attacks 50% miss, magic attacks 20% miss
Mass Snake's Swiftness: allies get extra attack
Sudden Aegis: 1 round DR 10/adamantine as immediate action
Undulant Innards: round/level Fortification 100%
Walk the Mountain's Path: 10 minutes/level climb speed = land speed, jump/balance+10
Weapon of Energy: round/level add energy damage to weapon.

Anthrowhale
2018-04-06, 09:33 PM
Level 2 spells:

Adrenalin Surge: round/level allied summoned Str+4
Augment familiar: round/level Str/Dex/Con+4, DR 5/magic, saves+2
Augment truefriend: minute/level Str/Dex/Con+2
Blur: minute/level 20% miss
Channel the Mishtai: 1 minute, random buff
Create Magic Tatoo: 24 hours, chosen buff
Essence of the Dragon: minute/level, gain dragon type
Fins to Feet: hour/level swim->land speed
Fortify Metal or Stone: hour/level double hardness/hitpoints
Frost Weapon: round/level weapon+1d6(cold)
Fuse Arms: 10 minutes/level, Str+4 per pair of arms lost
Ghost Touch Armor: minute/level armor is ghost touch
Halaster's light step: minute/level don't touch ground.
Insight of Good Fortune: minute/level until discharged best of two rolls
Investiture of the Spined Devil: minute/level 3 1d6 ranged attacks/round
Jaws of the Moray: minute/level bite+attach
Kuo-Toa Skin: hour/level escape artist+8
Levitate: minute/level minor fly
Lively step: 12 hours party speed+10 as long you only move.
Lucky Streak: minute/level luck rerolls at +2.
Legion's Magic Weapon: round/level party's weapons enhance+1
Mechanus Mind: minute/level save vs. mind-affecting at +4
Mountains Stance: minute/level avoid being moved.
Protection from Arrows: hour/level DR 10/magic vs. arrows to 100hp.
Quick Potion: hour/level potion
Returning Weapon: minute/level thrown weapon returns.
Share Talents: 10 minutes/level skills+2
Snake's Swiftness: Ally bonus attack
Sonic Weapon: minute/level 1d6 sonic damage
Soul Boon: 1 minute +5 essentia
Swim: 10 minutes/level swim 30'
Tern's Persistence: 24 hours, extra endurance

RoboEmperor
2018-04-06, 09:42 PM
So much work to do!!!

>.<

XD

It's gonna take a bit for me to check and add all these spells. Been busy with life, but I will get to it! Don't you worry!

Feantar
2018-04-07, 06:37 AM
Wish - Cast successively to grant a creature a +1-5 instantaneous insight bonus to one or all ability scores.
Correction: the bonus is inherent not insight.

RoboEmperor
2018-04-07, 09:45 AM
Correction: the bonus is inherent not insight.

Thank you. I've corrected it.

Anthrowhale
2018-04-07, 03:15 PM
..and level1 spells (finally).

Aberrate: 10 minutes/level aberration type & natural armor up to+5
Drug Resistance: hour/level immune to addiction
Ebon Eyes: 10 minutes/level see in magical darkness
Ectoplasmic Armor: hour/level up to armor+9 vs. incorporeal
Endure Elements: 24 hours ok [-50,140] F
Extract Drug: permanent drug
Eyes of the Avoral: 10 minutes/level Spot+8
Ghostly Reload: Hour or expended full iteratives crossbow
Horrible Taste: hour/level nauseatingly poisonous
Ironguts: 10 minutes/level Fort+5 vs. poison
Jump: Minute/level up to +30 to jump
Low-light Vision: hour/level
Protection from Possession: 10 minutes/level, immune to mental commands
Remove Scent: 10 minutes/level immune to scent
Resist Planar Alignment: 10 minutes/level reduce penalties for wrong plane
Sea Legs: hour/level full movement on ship
Secret Weapon: 10 minutes/level Sleight of Hand +20 to hide weapon
Shieldbearer: round/level animated shield
Speed Swim: Minute/level swim 30'
Spontaneous Search: 1 round, search everything in 20' radius
Wings of the Sea: minute/level, swim+30'
Weapon Shift: minute/level morphing weapon

Anthrowhale
2018-04-07, 03:18 PM
And of course at level 0 there is only:

Resistance: 1 minute saves+1

Thurbane
2018-04-07, 04:02 PM
Nothing to add the moment, just wanted to say I've bookmarked this as a very useful resource. Thank you. :smallsmile:

RoboEmperor
2018-04-07, 05:32 PM
Nothing to add the moment, just wanted to say I've bookmarked this as a very useful resource. Thank you. :smallsmile:

Thank Anthrowhale, he basically made the entire list. I'm just the editor. I should put that in the 1st post.

Anthrowhale
2018-04-07, 10:26 PM
Thank Anthrowhale, he basically made the entire list. I'm just the editor. I should put that in the 1st post.

It was your idea and don't underestimate the value of editing---you've caught several mistakes.

RoboEmperor
2018-04-28, 08:48 PM
Life is too demanding for me to spend time on this list, but I did add the spells under not yet sorted in spoilers.

I have formed a much better opinion on Investiture of the Hellfire Engine. It's Iron Body that's castable on others. Iron Body is crap because it's personal and no spellcaster would ever want 50% ASF, but when castable on allies, it is amazing!