Results 1 to 30 of 37
-
2009-08-05, 06:59 PM (ISO 8601)
- Join Date
- Apr 2009
- Gender
[3.5] Spells useful well past their own level
I accidentally posted this in the Homebrew forum, so I'm moving it here. Here's the entire so far:
Also, while I did say SRD was preferred, since anything else would have to be DM-approved, I'm also much more familiar with the SRD spells than I am with other spells, so suggestions from outside SRD might actually be more useful to me.
Also, I'm not looking for cheesy brokenness or anything - I just want spells that are still going to be useful despite my level when I get them.
Finally, for those not interested in reading up on my entire Cerebremancer, the noteworthy things are that you can get in on 3/1 in spellcasting and/or manifesting (one 2nd level power/spell, plus 1st level spell/power), you lose 3 levels of the lower-level class during the class, and the capstone allows you to gain to have dual-progression any time your "dominant" side gets progressed by a PrC (in my case, every time I gain a bonus as if progressing in Psion, I gain the equivalent bonus to Sorcerer, after Cerebremancer 10).Last edited by DragoonWraith; 2009-08-06 at 01:07 PM.
-
2009-08-05, 07:10 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- Finland
- Gender
Re: [3.5] Spells useful well past their own level
The good news is, almost the best control spells last after their level and are relatively Caster Level-independent. A quick list of the low-level ones:
-Grease: Reflex-saves are things monsters fail even on high levels, and even if they don't, it's still a balance-check to move. Also bonuses to escaping grapple, greasing warrior's weapon to make 'em drop it, etc. Incredible
-Glitterdust: Area-effect Will-save Or Be Blind. Also reveals invisibles. Very, very handy as Will-saves tend to be relatively low on many points even later on.
-Web: Even if they save they're screwed!
-Ray of Enfeeblement: Blasting some Str away is very, very handy and it has NO SAVE. People collapse under their equipment, attack and damage take a plunging nosedive, etc.
-True Strike: Yeah, hitting with your rays & al. is nice.
-Protection from X (this you have): Handy bonuses, immunity to mind control (note that that part of the spell works regardless of alignment!)
-Alter Self: All movement modes, Natural Armor and such in one spell. 10 min/level. Only prob is, it's a bit TOO good.
-Magic Missile: It only comes onto its own on higher levels, but unstoppable Force damage is incredibly useful on many occasions.
-Scorching Ray: Best damage-spell per level.
-Mirror Image: Still the best defense aside from Greater Mirror Image (level 4) forever.
-Color Spray: Always at least 1 round on a failed save. Of course, it does nothing on a successful save which sucks, but it's a level 1 Will-save targetting spell.
-Nerveskitter [SC]: Level 1 spell that boosts your initiative! Incredible!
-Wings of Cover [RoTD]: Second-level SORC-ONLY spell that protects you from one ANYTHING. Superb.
-Lesser Celerity [PHBII]: Not broken unlike its higher level cousins, but being able to move out of harm's way as an immediate action ROCKS.
-Benign Transposition [SC]: Level 1 "switch places with an ally". Superb!
-Baleful Transposition [SC]: Level 2, can be used on an opponent (with a Will-save)!
That's it off the top of my head - very handy low-level spells that last all game are plenty.Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.
-
2009-08-05, 07:29 PM (ISO 8601)
- Join Date
- May 2009
Re: [3.5] Spells useful well past their own level
Whoever said spellcaster's aren't ganked because they get 4 caster levels is sorely mistaken. Sure, they'll be better than a random fighter or paladin, but not anywhere close to a full CL caster.
Also, anything that doesn't allow a save is gold. Fogs are amazing in general, as well.Last edited by sofawall; 2009-08-05 at 07:30 PM.
-
2009-08-05, 07:30 PM (ISO 8601)
- Join Date
- Apr 2009
- Gender
Re: [3.5] Spells useful well past their own level
Awesome, thanks Eldariel.
Aye, but is there any reason not to just use Psionic Grease? I'm going to end up with a lot more Power Points and Powers Known than I am Spells per Day or Known.
Definitely plan on it.
Heh, wasn't there something where it had to be cast with walls near each other or something?
Already have it.
Gonna need it, too, with 8 Dex....
Yup.
Heh, I hesitate about taking that...
Mm, I should be able to have enough CL to max it, too, eventually.
I think Psionics will cover my damage needs, though.
Yeah, definitely taking that.
Eh, at level 7, I don't feel like that helps much.
Ah, forgot to mention - PbP game where we don't actually have initiative.
Oooh, something Sorcerers can do that Wizards can't?! Awesome.
Aye, good choice.
Definitely taking this. Should synergize well with Summon Monster, thanks to having expendable meatshields around.
Even better!
Sweet, thanks a lot!Last edited by DragoonWraith; 2009-08-06 at 01:07 PM.
-
2009-08-05, 07:39 PM (ISO 8601)
- Join Date
- Apr 2009
- Location
- Elemental Plane of Paper
- Gender
Re: [3.5] Spells useful well past their own level
Don't forget these:
Silent Image/Minor Image - I absolutely love illusion spells. They're just so open-ended and useful. It doesn't even matter that much if your save DC isn't high, because enemies don't get a save unless they interact with it, meaning they waste their actions. And if you're up against a mindless enemy, they're auto-screwed.
Obscuring Mist - Blocking vision, no save. Pop it on a group of archers stops them pretty quickly. Ready an action to use it when your opponent starts casting can waste their entire turn.
Enlarge/Reduce Person - You can't get this with psionics (besides psychic warrior) so these are great buffs to have. Reduce the rogue for free, stacks-with-everything hide bonus, Enlarge the fighter for awesome reach. These spells are just generally great.
Magic Aura - Not sure if you can get this with psionics but it can be useful sometimes.
Mount - Horse trading scams, enough said. And also a nice meatshield when you're feeling particularly cruel.
Detect Thoughts - Good for some RP purposes, though the low DC might be annoying.
See Invisibility - Always nice to have.
Gust of Wind - Useful if you've nothing else to fill the slot, though scrolls of this might be better. It's for the rare occasions when enemies use cloud spells on you.
Blur - Great defensive buff.
Invisibility - Again, good for obvious reasons.
Knock - Put the rogue out of a job.
Rope Trick - Sleep soundly in any environment.Rogue Handbook | Warmage Rebuild | Diablo's Assassin | Revised Classes
Potpourri Creation Contest II Winner: Desert Martial Adept Substitution Levels
Potpourri Creation Contest III Best Characterization: Edward the Sly's Lucky Spells
Prestige Class Contest XXI Submission: Child of the Seelie Court
-
2009-08-05, 07:57 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Seattle, WA
- Gender
Re: [3.5] Spells useful well past their own level
Don't forget about Ray of Clumsiness. Its Ray of Enfeeblements less dexterous cousin. For some reason they put it in Transmutation instead of Necromancy like RoE, but its still VERY good. Empower it, and RoE for big mean debuffs.
Also, if you really like Ray of Enfeeblement, check out Complete Mage's Escalating Enfeeblement. Its 2nd level, and is exactly like Ray of Enfeeblement EXCEPT when used against a target that is already Fatigued/Exhausted/Enfeebled. Then its 1d10+(1/2) CL max 5. Hit your foe with Ray of Exhaustion followed by Escalating Enfeeblement to stack on 1d10 +11 points of Str penalty. Empower Escalating Enfeeblement (with a Lesser Rod) for even more penalty! Your 8 str wizard could probably beat a hill giant in an arm wrestling match at that point!
-
2009-08-05, 08:25 PM (ISO 8601)
- Join Date
- May 2004
- Location
- Enterprise, Alabama
- Gender
Re: [3.5] Spells useful well past their own level
Yes, Webs one flaw.
Summon Monster spells if you summon Fiendish (too bad no spiders are celestial) Spiders. They can use Web (net like attack) 7/day (which means 7 times), up to one sixe larger.
Touch attack, they hit entangled (possibly stuck to floor since webs are sticky but DMs adjuration required). Still pretty nice.
-
2009-08-05, 08:52 PM (ISO 8601)
- Join Date
- Apr 2008
- Location
- USA
- Gender
-
2009-08-05, 09:13 PM (ISO 8601)
- Join Date
- Apr 2009
- Gender
Re: [3.5] Spells useful well past their own level
Hehe, this is very entertaining. I may very well do this.
Yeah, will see. But heh, I'm not worried about the Fiendish/Celestial bit - I speak Celestial, Abyssal, and Infernal (and Common), and in this campaign world, there are no gods or demons (hence no Divine magic). Pretty sure there's no other planes, at least for all the world knows. I shouldn't be able to do what I do. But summoning of "celestial" creatures freaks people out as much as "fiendish" ones, so I'm not worried about alignment issues for that. Plus the DM has already stated that all alignment restrictions are ignored (Paladins don't fall, Lawful Bards and Chaotic Monks are A-OK, etc). So that should be totally fine, even though I'll never be a Malconvoker (a shame, because Deceitful Bargaining would be cool and Fiendish Legion would be amazing).
Heh, yes.Last edited by DragoonWraith; 2009-08-06 at 01:07 PM.
-
2009-08-05, 09:17 PM (ISO 8601)
- Join Date
- Aug 2008
-
2009-08-05, 09:24 PM (ISO 8601)
- Join Date
- Jan 2009
- Gender
Re: [3.5] Spells useful well past their own level
Glitterdust is an extremely useful 2nd level spell.... useful well beyond it's level..... it actually scales better than Web does IMO.
Evard's Black Tentacles scales well, as does Solid Fog, Dimension Door.... but those are 4th level spells so actually not relevant for a while.
Hum..... Grease scales pretty well. Invisability does too if your spells are mostly non-blasty. Fly is obviously always awesome.Fire Emblem Optimizer and Game Balancer (apparently) in the Playground
A note on using my Fire Emblem rules:
Spoiler
I'm mostly retired from Fire Emblem PbPs, and indeed the PbPs in general at present. So if you wish to use my character creation rules, I would appreciate a PM, but feel free to start the game before I respond, as it might be a while.
Originally Posted by Kallisti
-
2009-08-05, 09:53 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Seattle, WA
- Gender
Re: [3.5] Spells useful well past their own level
Correct. RoEnfeeblement doesn't stack with Escalating Enfeeblement. But EE does stack with Ray of Exhaustion. Thats where the real power comes in. 2 average damage isn't much for HP, but its huge for ability scores. And Empowered, the gap becomes even more. The same Lesser Rod of Empower you used for Ray of Enfeeblement works just the same with Escalating Enfeeblement.
Its a minor increase over RoE, but against the right targets, its WELL worth it.
-
2009-08-05, 09:57 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Fl
Re: [3.5] Spells useful well past their own level
You may want to get some runestaffs (Magic Item compendium, also covered in a web preview for the book) to add to your spells known as a sorc.
Last edited by deuxhero; 2009-08-05 at 10:01 PM.
-
2009-08-05, 10:10 PM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: [3.5] Spells useful well past their own level
Since you have a lot of "spell slots" to burn through, I'd use some for morning buffs for yourself and other party members.
- Heroism: +2 to attack rolls, saves, and skill checks. Everyone can benefit from this. And it's a morale bonus so it stacks with almost everything else.
- Greater Magic Weapon: Because your party should always add damage enchantments to their weapons and stay with +1.
- Energy Resistance, Protection from Energy: Get both and pick two different energy types for extra protection. Or even just one of these 2 spells is still good. I'd say cold, fire or electricity since those tend to do the most damage.
- False Life: Casters love more HP. This is about as good as +2 con in that regard. Don't forget to empower it when you get to a higher level, if you have the empower spell feat.
- Magic Circle against Evil: Your. Meatshield. Cannot. Be. Dominated. (or confused, charmed, etc.)
- Stoneskin: DR 10/adamantine.
I think I'll stop at 4th level. I'm not too familiar with psionics but I imagine you'd want to use their buffs too. Basically blow all your extra spells/powers into morning buffs, but make sure you still have enough for in-combat spells/powers.Last edited by ericgrau; 2009-08-05 at 10:15 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
-
2009-08-05, 10:39 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Seattle, WA
- Gender
Re: [3.5] Spells useful well past their own level
Wait what? That is NOT correct. Circle (and the base spell, Prot vs Evil) ONLY supress ongoing command. Confusion is not control. Its just random action. Only Mind Blank can protect against Confusion and Insanity. If an Umber Hulk gives your fighter the ol' evil eye, it doesn't matter if he has Circle or not...hes gonna flip out. The +2 on all saves WOULD be relevant to resist the Confusion effect, provided the origionator of the effect was evil.
-
2009-08-05, 10:46 PM (ISO 8601)
- Join Date
- Aug 2008
Re: [3.5] Spells useful well past their own level
-
2009-08-05, 11:27 PM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: [3.5] Spells useful well past their own level
Last edited by ericgrau; 2009-08-05 at 11:27 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
-
2009-08-05, 11:38 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Grad. School
- Gender
Re: [3.5] Spells useful well past their own level
Doesn't work on charm because charm doesn't grant ongoing control.
-
2009-08-05, 11:42 PM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: [3.5] Spells useful well past their own level
Then, praytell, which enchantment (charm) spells are included?? It specifically mentions that category.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)
-
2009-08-06, 01:45 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Seattle, WA
- Gender
Re: [3.5] Spells useful well past their own level
Dominate and Magic Jar...and....all similar spell-like and SUs concerning possession/domination.
I think that's about it, and it doesn't actually STOP you from getting Dominated...just getting commands while Dominated. I've seen DMs rule that a Prot Evil cast on someone after they've been given a command, will continue trying to carry out that last command to the best of their ability. Technically, they aren't recieving any new commands, and thus aren't exercising ongoing mental control. It does hedge out Magic Jar though.
And charm doesn't work because it doesn't give you the ability to command another being any more than you would command an ally or friend. You are merely asking them. They don't have to comply with your request if its completely out of character. Since there is no "control" ala Dominate, Prot Evil argueably doesn't work. Its kinda a greyish area thats best for the DM to establish before hand.
-
2009-08-06, 08:54 AM (ISO 8601)
- Join Date
- Apr 2009
- Gender
Re: [3.5] Spells useful well past their own level
Thanks everyone for your continued suggestions!
Good call, will look into those. Might be hard to come by unless I start taking item creation feats myself...
Originally Posted by Protection from Evil
There are only 6 enchantment (charm) effects in Core: Charm Animal, Charm Person, Charm Monster, Mass Charm Monster, Enthrall, and Symbol of Persuasion. None of them give you direct control, but somehow enchantment (charm) effects are specifically included. I think it counts.Last edited by DragoonWraith; 2009-08-06 at 01:06 PM.
-
2009-08-06, 09:12 AM (ISO 8601)
- Join Date
- Dec 2008
-
2009-08-06, 10:01 AM (ISO 8601)
- Join Date
- Apr 2008
- Gender
Re: [3.5] Spells useful well past their own level
Also, living spells are a type of 3.5 monster.
-
2009-08-06, 10:03 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Seattle, WA
- Gender
Re: [3.5] Spells useful well past their own level
Pssst, you missed something...
Originally Posted by ProtectionFromEvil
Is it a Enchantment (charm)? Or is it an Enchantment (compulsion)? Or is it a possession effect?
AND
Does it grant the caster ongoing control over the subject?
Now look at this:
Originally Posted by CharmPerson
Contrast to Dominate Person
Originally Posted by DominatePerson
-
2009-08-06, 10:55 AM (ISO 8601)
- Join Date
- Apr 2009
- Gender
Re: [3.5] Spells useful well past their own level
First, I would not say that Enchantment (Compulsion), Enchantment (Charm), or a possession effect is an exclusive list. It says including those things, it does not say that it is only those things.
Second, the English is not definitive - it could be saying that enchantment (charm) effects are included, and also enchantment (compulsion) effects "that control the target" are also included. The secondary clause is not necessarily modifying both (technically, there should be a comma before the 'and' if that is the case, but that technicality is very often ignored), and I would read "exercise mental control over the creature (including enchantment (charm) effects" as including Charms, even if it doesn't necessarily fit the previous description.
Further, you could easily argue that Charm Person does grant some measure of control - namely control over another person's emotions and disposition. It's not straight-up mind-control, but Protection from Evil does not explicitly require that.
I certainly see your argument, but do not think it is so cut and dry by RAW.Last edited by DragoonWraith; 2009-08-06 at 01:06 PM.
-
2009-08-06, 12:25 PM (ISO 8601)
- Join Date
- Nov 2008
Re: [3.5] Spells useful well past their own level
What? No.
This: "enchantment (charm) effects are included, and also enchantment (compulsion) effects "that control the target" are also included."
Is written like this: "Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects, and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person)."
See giant comma. The lack of a comma in the actual quote means that the first two things are modified by the "grant the caster ongoing control over the subject" clause. This is how grammar works.
-
2009-08-06, 12:34 PM (ISO 8601)
- Join Date
- Apr 2009
- Gender
Re: [3.5] Spells useful well past their own level
I don't feel like going through the PHB to find an example, but people drop commas exceedingly often.
Regardless, it doesn't really matter. It's up to the DM one way or the other.
I shouldn't have even engaged in the argument; can we get back to the topic of the thread?Last edited by DragoonWraith; 2009-08-06 at 01:06 PM.
-
2009-08-06, 05:08 PM (ISO 8601)
- Join Date
- Mar 2009
- Location
- The Greyverse
- Gender
Re: [3.5] Spells useful well past their own level
No, that is not how grammer works. Quite the opposite, actually.
First, realise that the entire parenthetical is non-restrictive. "Protection from ____" protects against attempts to exercise mental control over the creature. The parenthetical merely gives two examples. As a rule, parenthetical phrases are non-restrictive. A restrictive clause should not be set off, not by commas, parentheses, or anything else. (See Strunk and White's Elements of Style, page 4.)
Second, Charm spells are a form of control. Indeed, the whole point of there inclusion in the parenthetical as an example of a controlling spell would be lost, if this were not the case. The confusion perhaps arises because the Charm spell description explains that "The spell does not enable you to control the charmed person as if it were an automaton . . . ." That is not the same as "no control at all." To the contrary, you can give it orders, and a charisma check is only necessary if those orders are for something out of character. It's "soft" control, rather than "hard" (automaton) control, but still a form of control: you've messed with the target's perspective, so it regards you as friend rather than foe.
Third, a grammatical construction that gives meaning to all parts of the sentence is to be preferred over one that makes one or more parts nonsensical or of no effect. To say that "Protection from ___" prevents an empty set (charm spells that do not grant on-going control as you are using the term control) makes the first clause of the parenthetical meaningless. Yes, people can make such errors, but the presumption is that the writer did not. That presumption carries the day when a different construction makes the entire sentence meaningful, as we can do here.
Fourth, the giant comma inserted by woodenbandman has no relevance to the question and no business being there. (I.e., the original writer didn't put a comma there because, regardless of the intended meaning, a comma does not belong in that position.) A comma is used with a conjunction when joining two independent clauses. What we have here are two phrases: "enchantment (charm) effects" and "enchantment (compulsion) effects . . ." (Regardless of whether one or both phrases carry the weight of the final restrictive clause.) The only time the woodenbandman comma would be inserted would be in a list of three or more items: "enchantment (charm) effects {Big Comma} enchantment (booyah!) effects {Big Comma}, and echantment (compulsion) effects . . . ."
Fifth, while not strict rule of construction, there is a general preference of interpretation to have a restrictive clause ("that grant the caster ongoing control over the subject") modify the nearest target, and only that target. This rule is applied more strictly in legal interpretation, where it's called the last antecedent rule. Setting off the restrictive clause with a comma is interpreted to mean that the restrictive clause should modify all preceding targets, instead of only the nearest. While not controlling, this rule, too, supports the interpretation that Protection blocks charm spells.
-
2009-08-06, 05:25 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Seattle, WA
- Gender
Re: [3.5] Spells useful well past their own level
Stegyre, in your infinite knowledge of grammer, just curious how you would parse this...
Originally Posted by Complete Warrior pg. 31
Sorry for hijacking, Mr. Dragoonwrath, but it looks like nearly all the spells in the appropriate level range have been identified, and I'm really really curious to see how someone like Stegyre would interpret this.
That ok with you? Otherwise I'll start a new thread.
-
2009-08-06, 05:45 PM (ISO 8601)
- Join Date
- Apr 2009
- Gender
Re: [3.5] Spells useful well past their own level
That's fine; that was a really interesting post and I'm curious about your quoted material.
At the same time, I am also eager to hear any other suggestions, should they exist.
Oh, and does anyone happen to know what Sorcerer-only spells are out there (and what books they're in)? I know of Wings of Cover and Flurry, and about those spells that allow you to simultaneously cast two spells of a lower level (forget the name of those spells, though; there's a normal and a greater version), but I'm curious if there are any others.