Leiracal
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Shoot. Was hoping to get SOMETHING out of that.
Well, since this thread (despite never receiving an answer) is the #2 Google result for "fochlucan lyrist spells" (where the first result is the Wizards page), I might as well share what I ended up with.
You can see the Google Doc here.
Level 1:
Scholar's Touch (Races of Destiny): Our home city has a huge library.
Cultural Adaptation (PF Humans of Golarion): Worth more in our roleplay sessions than the mechanical +2 it provides. I hear "You're not from around here" a lot.
Combined Talent (Complete Mage): For all those skill checks one player can ace but everyone needs to succeed.
Immediate Assistance (Complete Mage): A cheap reroll for skills.
Play Instrument (PF UM): Thematic flavor in case other instruments are needed.
Level 2:
Allegro (Ultimate Magic): We use 3.5 Haste, so free haste during a song is great, and Archaeologist's Luck counts as bard song for this purpose.
Alter Self (PF CRB): Mostly for disguise shenanigans, see Create Fetch.
Dimension Leap (Magic of Eberron): A cheap teleport that doesn't require line of sight to the destination.
Sonorous Hum (Spell Compendium): handles the concentration for higher-level spells.
Level 3:
Alter Fortune (PHB II): Allows reroll of any dice roll. Has an XP cost but we ignore those. Ergoe, priceless.
Arcane Concordance (PF APG): The only way my character gets metamagic on his spells... free to boot!
Create Fetch (Complete Scoundrel): Combine with Alter Self and a hat of disguise, and you can mentally command a real physical humanoid with any appearance you want. I should have thrown Ventriloquism into the mix as well.
Jester's Jaunt (PF APG): Tap the bruiser and teleport them to their opponent. Have fun full-attacking the first round!
Level 4:
Celerity (PHB II): Time Stop shenanigans.
Orb of Force (Spell Compendium): My one "This guy needs damaged RIGHT NOW" spell.
Ruin Delver's Fortune (Spell Compendium): Immediate CHA to any save or 4d8+CHA HP right before an attack.
Voice of the Dragon (Spell Compendium): Social-skill swiss army knife: +10 to Bluff/Diplomacy/Intimidate and one Suggestion.
Level 5:
Bard's Escape (PF APG): Tried a few "teleport the party into perfect position in the first round" spells, and this was the most versatile.
Mislead (PF CRB): Sublime Chords get 4th and 5th spells on the same level, so why get Greater Invisibility when you can get GI+Major Image in one spell?
Telekinesis (PF CRB): One of my previously listed highly-versatile spells.
Undying Vigor of Dragonlords (Dragon Magic): My "this druid magic isn't cutting it" healing spell: 5d6 + 1d6 per additional spell level sacrificed.
Level 6:
Brilliant Inspiration (PF APG): Target rerolls ALL d20 ROLLS, taking the better, until they get a natural 20. My party will love me.
Gemjump (Spell Compendium): The most versatile "teleport my party back to base, or the entrance of this dungeon, or to the throne room now that someone's familiar has thrown this gem in there" spell I found.
Heaven's Trumpet (Book of Exalted Deeds): Paralyzes foes in 120 feet for 1d4 rounds. My big AoE save-or-lose spell.
Hindsight (Spell Compendium): Mostly picked for thematic effect, though the high detail provided by looking back a short amount of time may prove tactically advantageous.
Level 7:
Arcane Spellsurge (Dragon Magic): Reduces all arcane spell casting time. This makes standard-actions arcane spells a swift action. Since you get one swift action per round, normally this doesn't let you cast more spells per round... but I've got Druid spells too, which are unaffected.
Energy Absorption (Complete Mage): A versatile energy reduction spell that provides 10 points until you choose to fully absorb one attack and heal for half.
Limited Wish (PF CRB): For when I need that one perfect spell. Or a Raise Dead.
Synostodweomer (Spell Compendium): When someone else absolutely, positively, needs to be healed NOW.
Level 8:
Polymorph Any Object (PF CRB): If you can't think of fun things to do with PAO, you're not being creative enough.
Moment of Prescience (PF CRB): Long-lasting spell that you can discharge at that one perfect moment. Adds CASTER LEVEL to one attack/check/save/AC.
Ghostform (Spell Compendium): A bundle of fun abilities that were very thematically appropriate.
Level 9:
Shapechange (PF CRB): Just too much fun to leave out. Sure, Sphere of Destruction is useful in any fight, but this spell is mostly a nod to my completely absent Wild Shape.
Time Stop (PF CRB): See Celerity.
