SageSTL
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On another recent thread, Marc Radle 81 asked for feedback regarding the Spell Compendium. I personally love the book, and I noticed a number individuals providing their favorites spells from the book. Given the size of the book and diversity of spells therein, I'm sure I've missed some of the best, or most useful, spells. What are the spells that the community thinks fall in into that category? What are your favorites?
I suppose I'm not necessarily looking for the "powergamer" spells, but rather folks' thoughts on those spells that are different from those in the PHB, or fill niches for specific classes. Although- I'd be interested to hear if there are spells that have seem especially powerful as well, I suppose. :)
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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Defenstrating Sphere.
Is it practical? No. Is it fun? Yes.
We were in an arena that had a field of antimagic around it 60' in the air. I checked with the DM and he let me ready an action to cast Alter Self (one Avarial coming up) once I was past the magic.
I then ordered the sphere to run me over. Took the damage and shot into the air. I rolled and was shot... 80 feet into the air, right through the antimagic.
Good times.
| PlotyJ |
Although- I'd be interested to hear if there are spells that have seem especially powerful as well, I suppose. :)
Wraith strike
If you have a fighter/sorcerer with a two handed weapon and power attack, he can cast wraith strike as a swift(imediate?) action and maximise his power attack!
| Sean, Minister of KtSP |
All the Prismatic spells, Black Blade of Disaster, Righteous Wrath of the Faithful, Assay Spell Resistance, Tri-Spell, Sheltered Vitality, Fell the Greatest Foe.
These are all wonderful spell that I use for the different classes I play.
I really dislike Assay Spell Resistance. It's too meta (it's a spell that overtly works the game mechanics in a way "visible" to the characters -- i.e. it makes in game characters aware game mechanics, a huge nono for me), plus it's a super-nerfer in the hands of the players. I'll tell you, the DM doesn't like having his stuff nerfed any more than the players do.
Assay Spell Resistance (along with Power Word Pain and a couple other spells) are why I've ruled that spells from SC can only be used after case by case approveal, and be prepared to have me say "NO."
| Burrito Al Pastor |
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Oh, let's see.
For wizards...
Caltrops is the best cantrip in the game, ever, period.
Stick has shenanigans potential.
Blades of Fire is great for duskblades.
Orbs are great, of course.
Hail of Stone is probably the lowest-level damaging burst.
1st-level divination spells are full of fun things for rogue/wizards.
Blood Wind has shenanigans potential.
Spirit Worm seems suspiciously powerful to me.
Ebon Eyes is good.
Swift Expiditious Retreat is good - perhaps better than the full version (for retreating, at least).
Nerveskitter is fantastic.
Greater Mage Hand is cute.
Ray of Clumsiness is fantastic. (It's Ray of Enfeeblement, but for Dex.)
Ray of Stupidity can be absurdly powerful in the right situations. It does 1d4+1 intelligence damage, which may not sound all that fantastic, until you remember how many monsters have intelligence scores of 3 or less.
Combust is fantastic.
Scorch and Snowball Swarm are nice, particularly for those of us who remember Aganazzar and Snilioc.
Belker Claws is really freaking powerful.
Chain Missile is a lot of fun.
Sound Lance can be very useful.
And so on, and so on...
| Chris P |
Ray of Clumsiness is fantastic. (It's Ray of Enfeeblement, but for Dex.)
I forgot about this one. My current wizard has it and its great. Doing a 9 point penalty to Dex is awesome. It makes them easier to hit and more likely to fail Reflex saves. In my opinion its way more beneficial than Ray of Enfeeblement.