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TalonOfAnathrax
2019-09-09, 02:47 PM
What are the Sorcerer/Wizard spell that last several rounds and attack repeatedly? In this post, I will try to make a list.

It's generally considered better to kill or incapacitate an enemy now rather than wear it down over multiple rounds. Therefore, most of these spells don't see a lot of use. However I found myself wanting a list of them when I tried to make a spellcaster who could spend very few spell slots per fight (lasting all day gets hard sometimes, especially when the rest of the party are Warlocks/Dragonfire Adepts/Dragon Shamans/Martial Adepts whose insane stamina lets them push to finish a dungeon in a day).
These spells are also often thematic for Gishes : you call yourself a mystic Knight and you fight with a sharp piece of metal? A true Gish fights with a Thunderlance and a Repelling Shield, not boring pieces of metal! He rides a Phantom Steed and wears Greater Luminous Armor! Stride into battle and duel your enemies blow for blow!
And then of course he uses one or two of the spell slots he's been saving to stock up on defensive buffs and utility/mobility spells, because what's the point of beating the meatshields at their own game if you can't be awesome while doing it?

The best of these spells don't require an action at all : once you cast them, they keep attacking every turn, dealing damage and relevant status effects. This means that you can spend your actions on other things like defensive buffs, Reserve Feat use, and magic item activation.

DISCLAIMER : This sort of focus is its own theme, really. It's great for games with low-Tier classes and low optimization games : if you want to play a wizard/Sorcerer in a party of rangers and monks, you risk overshadowing them unless you stick to area control or a suboptimal focus.
This theme also works very well with Abjurant Champion. It fits the theme, and it makes you tough enough to play melee with the meatshields without dying to the first full attack to get past your Abrupt Jaunt/Repelling Shield/Mirror Image.
Many of the spells listed here are also perfect for Rogues. Not all of them work well with Sneak Attack, but things like Cloud of Knives and Evard's Menacing Tentacles definitely do!


Note that using these spells to fight doesn't have to make you useless. I've found that metamagic feats like Fell Drain, Born of Three Thunders or Coercive Spell work very well with these, allowing you to repeatedly stick penalties on enemies.

Obviously, many of these spells are amazing when combined with effects that add flat bonuses to damage (as they allow you to get an awful lot of attacks per round) : Sneak Attack, Dragonfire Inspiration, Warmage's Edge... Bloodstar shines here because you can access it easily enough, but it does allow a Fort save.

THE SPELLS (all are Sorcerer/Wizard spells) :

Persistent Blade (1) : Force dagger attacks on its own for 1 round/level, but relies on your BaB and half your Int/Cha modifier. Terrible damage, but can be a flanking buddy or carry Metamagic rider effects.
Thunderhead (1) : Lightning deals 1 damage/round to target.
Cloud of Knives (2) : For 1 round/CL, you can launch a dagger within 30ft as a free action. Attack bonus = your CL + key ability modifier. Deals 1d6 +1 per 3 CL (max 1d6+5). Spending 22gp while casting can make these daggers silvered daggers. This spell is amazing because it's Persistable, works with Metamagic riders, and works with Sneak Attack! It really does everything!
Flaming Sphere (2) : For 1 round/CL, a ball of fire rolls around (move action to direct it) dealing 2d6 fire damage (Reflex negates, SR yes).
Desiccating Bubble (2) : Similar to Flame Sphere, but deals 2d4 damage (2d6 to Water creatures or Oozes). Has the advantage of not being fire damage.
Toothed Tentacle (2) : You grow three 30ft-long tentacles from your hand. As a full-round action all 3 can attack at [CL + spellcasting stat mod] for 2d6 damage each. Duration is Concentration (max 1 round/level).
Manyjaws (3) : Summons one pair of invisible force jaws per caster level (max 10) with a fly speed of 40ft. They fly towards their targets upon casting, but as a standard action you can redirect any number of them to change targets. Each one deal 1d6 damage (Reflex half, no SR) each round on your action. Duration = concentration (max 3 rounds). Thankfully there's a skill trick to maintain concentration more easily!
Steeldance (3) : Animates 2 daggers for 1 round/level. On your turn they can attack an adjacent opponent using your CL + key ability modifier as an attack bonus, and dealing 1d4 + key ability modifier damage. The weapons can bypass DR/magic.
Evard's Menacing Tentacles (3) : For 1 round/level, your grow 2 tentacles with a 10ft reach. Each round as a free action you can direct them to attack, using your BaB and Str score and dealing 1d8+Str mod bludgeoning damage. Each tentacle threatens 10ft and can make 1 attack of opportunity per round. They count as natural weapons and can be buffed accordingly.
Defenestrating Sphere (4) : Not only is this spell a very fun one, but it's also situationally amazing! Basically it's a Flaming Sphere that deals 3d6 damage and bull rushes whoever it hits. IT automatically bull rushes people out windows if it can.
Stone Sphere (4) : This is Flaming Sphere, but it deals 1d6 damage per 2 caster levels (max 5d6) and it isn't fire damage. Oh, and you can break the stone sphere if you can deal 500 damage to an AC 5 creature.
Thunderlance (4) : For 1 round/level, you gain a lance for force and a reach of 20ft with it. You can use it one or 2-handed, and its base damage is 3d6. Your Str mod is replaced by your key ability modifier. A Thunderlance automatically attempts to dispel any force effects upon the target of your attacks. Thunderlance doesn't attack on its own : ou have to use it like a weapon.
Energy Spheres (4) : Creates 5 spheres, each corresponding to an energy type. They last up to 1 round/level or until used. As a standard action you can direct one or more spheres to attack (30 ft range) : each one deals 5 damage per 5 caster levels (Reflex Half for each sphere, SR yes). If you take an attack that causes energy damage, you can use the appropriate sphere and negate 5 damage per 5 caster levels.
Bloodstar (4) : The big weakness of a spellcaster who uses these kind of spells is targets with DR or Regeneration. Bloodstar fixes that : for 1 round/level, a creature must make a Fort save (SR yes) whenever damaged or take 1 Con damage. Whether or not you can designate a new target as a standard action is debatable (what does "initially" mean, here?)
Dancing Chains (4) : One chain per level grows by 15ft and is animated for 1 minute/level, attacking with the caster's ranged attack bonus (they also use it on grapple checks). This is a D&D 3.0 spell that hasn't been reprinted since the BoVD.
Sword of Deception (4) : A flying blade of force attacks your enemies automatically for 1 round/level (SR yes, no save). Its BaB is equal to your CL, and whenever it hits your opponents takes a -2 to its next save (max -5 total). 1d8 damage.
Lord of the Sky (5) : For 1 minute/level you can fly and use a swift action lightning attack dealing [your CL] damage. You can also use a Lightning Bolt, but that ends the spell.
Streamers (5) : This spell from Shining South (3.0) is rather broken, but it's also amazing. The streamers follow your opponent and attack for 5d10 damage each whenever it does anything. Fantastic for interrupting spells!
Gutsnake (5) : A giant Constrictor snake grows from your stomach. It fights on its own, it has a 10ft reach, and you can't move much while it grapples an opponent. You also gain a Climb speed of 20ft, and can use the snake's bonuses to Balance and Climb.
Dancing Blade (5) : A weapon fights on its own, attacking with your CL + your key ability modifier + any enhancement bonuses it has. Can be amazing if you have an excellent weapon to animate, I suppose.
Howling Chain (6) : Creates a chain with a 15ft reach (SR yes), which can trip and attack. Any creature struck is Shaken (Will Negates). It can also make multiple AoOs per round, and attacks with a +12 BaB. This spell does area control as well as damage.
Eyebite (6) : Target a foe : if it fails its Fort save (SR yes) it is sickened, panicked or comatose depending on its HD. Each round after the first, spend a move action to target someone else. Not the best spell : the HD limits are rather low considering when you get it.
Bigby's Forceful Hand (6) : Once per round, this defensive spell bull rushes its target. Attack bonus is based on CL, not BaB. It has its own (large) Str score.
Bigby's Grasping Hand (7) : As Bigby's Forceful Hand, but it grapples. I'm not sold on these Bigby spells...
Prismatic Eye (7) : Once per round, this eye shoots a ray (BaB +6) that dulplicates one of the effects of Prismatic Spray (DC is always 19, SR yes). Once all colors are spent, the eye vanishes. Seems amazing, but its attack bonus isn't great and it can be targeted and destroyed rather easily.
Ice Claw (7) : If Bigby's Grasping Hand isn't doing it for you, have the cooler version! It deals a small amount of cold damage, looks different, and has a lower Str score.
Mage's Sword (7) : It attacks on its own based on your CL and deals 4d6+3 force damage (not great for a level 7 spell). However if it fails a CL check against SR, it is dispelled.
Whirlwind of Teeth (7) : This spell from the BoVD (3.0) creates a rather large cylinder that can move 40ft each turn as a free action. Everything within that cylinder takes 1d8/2 caster levels, max 10d8. Nothing stops you from making it dash across the battlefield every turn!
Evil Glare (7) : This spell lets you paralyze a target for 1d8 rounds as a standard action once per round for 1 round/level. No need to actually meet its gaze. However it is a Fear effect, Mind-Affecting, Will negates and SR yes. Not great for a level 7 spell.
Kiss of the Vampire (7) : For 1 round/level, you gain DR 10/magic and can use the following as a standard action : Vampiric Touch, Enervation (as a melee touch attack), Charm Person, or Gaseous Form (self only). You are treated as undead (hard to heal, can be Rebuked, etc) while the spell lasts. Costs 50gp to use, but that's trivial enough at this level. This spell is great if you're trying to conserve spell slots, and it's good defensively if you're not against Clerics!
Sword of Darkness (7) : Like Sword of Deception, but it bestows a negative level on a hit.
Prismatic Bow (8) : A terrible spell, but it exists. You have a +1 longbow that shoots each prismatic ray once. You can pick which, but you can't give it to anyone else. It lasts 1 min/level so it oculd be a pre-combat buff, but is it really worth it? You still have to hit with your arrow, too.
Sphere of Ultimate Destruction (9) : Flaming Sphere is all grown up, and it's a Sphere of Annihilation! Basically this is Disintegrate cast on whoever the sphere touches.
Black Blade of Disaster (9) : The same thing, but as a flying sword instead of a sphere. This makes it easier to exploit, like all other "flying sword" type spells.
Bigby's Crushing Hand (9) : Very unimpressive for a level 9 spell, but not bad per se. It shields you and grapples its target on its own, dealing 2d6+12 damage each round.
Undermaster (9) : For 1 round/level, you can use the following as an SLA 1/round : earth lock, earthquake, excavate, flesh to stone, meld into stone, move earth, reverse gravity, soften earth and stone, statue, stone shape, stone tell, stone to flesh, transmute mud to rock, transmute rock to mud, tunnel swallow, wall of stone, or xorn movement. Somehow Persisting this would be very nice.
Crushing Fist of Spite (9) : This is **** YOU, the spell. A giant fist falls from the heavens, dealing 1d6/level (max 20d6, Reflex Half, SR yes) and attacking each turn. You can move it as a free action, too. However it comes from BoVD and has a Disease Component.
Ensul's Soultheft (9) : This spell takes 1 full round to cast and only lasts 1 round/level. Once per round you can make a touch attack that deals 1d4 Int drain, giving you temporary HP and a new save against any diseases or poisons. If the target reaches 0 it dies and you don't age for that many days (or more if it was a spellcaster or manifester). Targets killing this way are difficult to Raise. This spell is rather terrible in combat, but it's also one of the easiest ways to live forever (it's available to all Wizards or Sorcerers).
Lash of Force (9) : Finally, a level 9 spell that fits the theme and its entirely terrible! It's no Time Stop or Shapechange, but it's still better than what came with previous levels. Gain a 10ft force whip that strikes as an immediate action for 5d6 damage, ignoring concealement and never missing. You can discharge the spell to create a 15d6 30ft line of force that knocks creatures prone (Reflex to avoid being knocked prone).


METAMAGIC FEATS :

Born of Three Thunders (+0) : Any [electricity] or [sonic] spell that deals damage has its damage split split 50/50 between electricity and sonic damage. Adds Fort save or deafened, plus Reflex save vs being knocked prone. Works with Energy Substitution.
Coercive Spell (+1) : Anyone damaged by your spell takes a -2 to Will saves for 3 rounds
Blistering Spell (+1) : +2 fire damage per spell level, and -2 to attack rolls and checks if the target fails its save. [fire] spells only.
Deafening Spell (+1) : If the spell deals damage to a creature, it is deafened for one round, no save.
Fell Weaken (+1) : Adds a non-cumulative -4 Str to the spell (must deal damage to the target)
Fell Drain (+2) : If the target takes damage, it also takes a negative level that lasts 1 hour/CL. Amazing, especially with metamagic reducers.
Fell Frighten (+2) : Anyone who is damaged by the spell is shaken for one minute. No save, Mind-Affecting.
Fell Animate (+3) : Any creature slain by this spell rises as a zombie underyour control. Can create up to HD*2 in zombies.
Echoing Spell (+3) : Works only for prepared spellcasters and requires Spellcraft 12, but greatly increases your number of spells per day. Once cast, an Echoing Spell returns to your spells prepared one hour later with its caster level lowered by 4. Repeat this until its CL is too low to cast the original spell, at which point it does not return.
Obviously, Persist Spell and Extend Spell remain useful. A Persisted Fell Drain Cloud of Knives is amazing, especially if you can somehow get it at very low levels.


RESERVE FEATS :

Reserve Feats fit the theme, and Fiery Burst is obviously the best of the lot.
Minor Shapeshift is also an amazing Reserve Feat. 10 temporary hit points, renewed as a swift action! The other effects (speed, skill boosts, melee damage boosts...) are just gravy.


This list didn't include any defensive buffs, because all the usual ones remain relevant (Greater Mirror Image, Greater Blink, Sandform, Spell Turning, etc). I personally use Repelling Shield a lot more than usual if you're planning on fighting in relatively close range, but YMMV.

This list did not include spells that create fixed areas dealing regular damage (Haboob, Evard's Black Tentacles and its fire/negative energy variants, Scalding Mud...). While those spells are indeed often amazing, they are limited by the fact that an enemy can simply move or Teleport out of their area. This list also does not include spells that deal damage over time without repeated attack rolls like Melf's Acid Arrow, Belker Claws, Heat Metal or Power Word Pain. All of these spells are very nice, but they don't feel on theme : once you cast them, they're out of your control. You aren't picking targets or rolling attack rolls every round.

Any spells or tricks I missed? Add them in the comments and I'll edit them in here! [B]

Khedrac
2019-09-09, 04:15 PM
Defenestrating Sphere (4)
Black Blade of Disaster (9)
Dessicating Bubble (2)
Sphere of Ultimate Destuction (9)
Stone Sphere (4)

to start with.

Akkristor
2019-09-09, 04:32 PM
From a technical standpoint, all of the Summon spells fall under this category too.

animewatcha
2019-09-09, 06:18 PM
Invisible spell upgrades all these almost for free.

Mr Adventurer
2019-09-10, 02:25 AM
Ghostly Tail (Sorcerer only, 1st, RotD)
Tail Slap (Sorcerer only, 2nd, RotD)

Saintheart
2019-09-10, 03:11 AM
This thread has yet to record the glory of the spell known as T H U N D E R H E A D:

...1 electricity damage per round subject to (separate) Reflex saves, Druid/Sor/Wiz 1, miniature thundercloud follows the target unerringly even if becomes invisible or 'leaves the region'. For ROFLMAO continuous damage, extra hilarity if you Fell Drain it. And yes, Born Of Three Thunders applies to it as well!

Gimli177
2023-11-02, 08:02 PM
I know this is an old post, but I wanted to contribute an idea. Guided spell metamagic. I can't find anywhere that specifies how it interacts with multiple round duration spells. I think it would make sense that the spells just automatically chase down the same target each round. It is a hefty cost but could be interesting if you have 2+ defenestrating spheres chasing down and flinging your opponent each round. What do you think?

Peelee
2023-11-02, 08:11 PM
The Mod on the Silver Mountain: Necromancy spells don't last too many rounds around here.