| Serisan |
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2nd level: Zone of Truth, Locate Object, Blindness/Deafness, False Life, Create Pit, Communal Protection from X,
3rd level: Meld into Stone, Bestow Curse, Sleet Storm, Stinking Cloud, Displacement, Fireball, Lightning Bolt, Fly, Water Breathing, Spiked Pit, Divination (Fated Champion only), Mad Monkeys, Communal Resist Energy, Greater Thunderstomp,
4th level: Death Ward, Dismissal, Dimensional Anchor, Restoration, Black Tentacles, Enervation, Divination, Acid Pit, Communal Tongues, Named Bullet, Wall of Blindness/Deafness, Legend Lore
5th level: Break Enchantment, Breath of Life, Raise Dead, Scrying, Wall of Stone, Teleport, Wall of Force, Magic Jar, Baleful Polymorph, Telekinesis, Mass Ghostbane Dirge, Hungry Pit, Communal Air Walk,
6th level: Find the Path, Heal, Harm, Wall of Iron, Contingency, Sirocco, Greater Named Bullet,
Super bonus 7th level (Fated Champion only): Vision (situationally)
Markov Spiked Chain
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I'm curious if anyone else has Spell Kenning experience to share. I'm particularly looking at good spells to store, either in Spell Storing armor, weapons, rings, or (Cracked) Purple Prism Ioun Stones. So 1st and 3rd level spells, mostly.
I'm a fan of Frigid Touch in spell storing armor to shut down full attacks.
I've seen big swings from: Resist Energy(Communal), Fly, Invisibility Purge, Daylight, Magic Circle Against (X).
And pondering putting basic buffs into Cracked Purple Prisms: Fallback Strategy, Shield, Enlarge Person. Maybe long-duration buffs like Endure Elements you can cast the night before (w/optional Lesser Extend Rod.)
Does anyone have good clutch Spell Kenning stories, or plans for stored, keened spells?
Grandlounge
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A few I like.
Anything permanent when you did not use it that day. A Secret Page, an explosive rune or a continual flame from the clerics list. This may save you from casting daylight one day.
On cracked purple prisms I love divine favored and shield of faith for cleric combat buffs. True strike for a once a day trip. Enlarge person, reduce person or long arm as you like
| DominusMegadeus |
*passes save* Its a great spell, who doesn't love 100% accurate information?
I-
But-
You-
Screw it. You drive a hard bargain, but you've sold me, Abadar.
| Kobold Commando |
Expanded Spell Kenning adds even more choices
Spellstaff is always worth considering. Being able to bank a high level spell for tomorrow is always a nice luxury. Transport via Plants is as close as you can get to teleport without error, though you need a lot of tree feather tokens to make it reliable.
Awaken and Liveoak are both ways to make reasonably cheap and semi-capable longterm guards.Stonetell is a great scouting spell, especially in stone structures, which adventurers tend to spend a lot of time inside.
| Guru-Meditation |
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I made myself a list for the spells that can be used with it, as i am currently playing a Skald. I cleaned it up somewhat by removing duplicates and a few utter useless trash spells who have better in every way spells on the same level.
The list is CRB-only, as i consider it undefined that it would also include all POSSIBLE non-standart spells, as well as clearly secret spells or restricted to secret society X spells.
IMPORTANT! - I left out those spells that my Skald already regularly knew. So check for some classics that are not on the Kenning-list, as they were on the normal Bard Spells Known list of my char.
Dump:
General Spell-Lines for Spell Kenning
Cure [Light, Moderate, Serious, Heavy, Light Mass, Moderate Mass] Wounds: Cures damage.
Inflict [Light, Moderate, Serious, Heavy, Light Mass, Moderate Mass] Wounds: Deals damage.
Summon Monster [I - VI]: Summons extraplanar creature to fight for you.
Beast Shape [-, -, I – IV]: You take the form and some of the powers of an animal.
0-Level Kenning Spells
Create Water: Creates 2 gallons/level of pure water.
Detect Poison: Detects poison in one creature or small object.
Know Direction: You discern north.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Summon Instrument: Summons one musical instrument.
1st-Level Kenning Spells
Alarm: Wards an area for 2 hours/level.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage.
Endure Elements: Exist comfortably in hot or cold regions.
Enlarge Person: Humanoid creature doubles in size.
Floating Disk: Creates 3-ft.-diameter disk that holds 100 lbs./level.
Grease: Makes 10-ft. square or one object slippery.
Magic MouthM: Objects speaks once when triggered.
Obscure Object: Masks object against scrying.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus.
Reduce Person: Humanoid creature halves in size.
Remove Fear: Suppresses fear or gives +4 on saves against fear.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers 1d6/level electricity.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
2nd-Level Kenning Spells
AuguryMF: Learns whether an action will be good or bad.
Blur: Attacks miss subject 20% of the time.
ConsecrateM: Fills area with positive energy, weakening undead.
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain +1 caster level plus.
Delay Poison: Stops poison from harming target for 1 hour/level.
DesecrateM: Fills area with negative energy.
Detect Thoughts: Allows “listening” to surface thoughts.
Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyzes one subject.
Glitterdust: Blinds creatures, outlines invisible creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Make Whole: Repairs an object.
Phantom TrapM: Makes item seem trapped.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores points of damage/attack from energy type.
Restoration, Lesser: Dispels ability penalty or 1d4 ability damage.
Rope Trick: Creatures hide in extradimensional space.
Scorching Ray: 4d6 fire damage, + 1 ray/four levels (max 3).
Shield OtherF: You take half of subject's damage.
Spider Climb: Grants ability to walk on walls and ceilings.
Status: Monitors condition, position of allies.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tongues: Speak and understand any language.
Whispering Wind: Sends a short message 1 mile/level.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Kenning Spells
Animate DeadM: Creates undead skeletons and zombies.
Arcane LockM: Magically locks a portal or chest.
Arcane Sight: Magical auras become visible to you.
Bestow Curse: Curse the subject.
Command Undead: Undead creature obeys your commands.
Contagion: Infects subject with chosen disease.
Continual FlameM: Makes a permanent, heatless light.
Create Food and Water: Feeds three humans (or one horse)/level.
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Deeper Darkness: Object sheds supernatural shadow, 60-ft. radius.
Displacement: Attacks miss subject 50% of the time.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Fear: Subjects within cone flee for 1 round/level.
Fireball: 1d6 damage per level, 20-ft. radius.
Fly: Subject flies at speed of 60 ft.
Fog Cloud: Fog obscures vision.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Glibness: You gain +20 bonus on Bluff checks.
Gust of Wind: Blows away or knocks down smaller creatures.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Lightning Bolt: Electricity deals 1d6/level damage.
Magic Circle against Chaos/Evil/Good/Law: As Protection spells.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels.
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of energy damage.
Remove Blindness/Deafness: Cures normal or magical ailment.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
See Invisibility: Reveals invisible creatures or objects.
Shrink Item: Object shrinks to one-sixteenth size.
Speak with Animals: You can communicate with animals.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Vampiric Touch: 1d6 damage per two levels; caster gains temp hp.
Water Breathing: Subjects can breathe underwater.
4th-Level Kenning Spells
Air Walk: Subject treads on air as if solid.
Black Tentacles: Tentacles grapple all within a 20-ft. spread.
Break Enchantment: Frees subjects from effects.
Control Water: Raises or lowers bodies of water.
Detect Scrying: Alerts you to magical eavesdropping.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
DivinationM: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Elemental Body I: Turns you into a Small elemental.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Attackers take damage; you're protected from element.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spells.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass.
Legend LoreMF: You learn tales about a person, place, or thing.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Neutralize Poison: Immunizes subject against poison.
Phantasmal Killer: Fearsome illusion kills.
Planar Ally, LesserM: Services of a 6 HD extraplanar creature.
Resilient Sphere: Force globe protects but traps one subject.
RestorationM: Restores level and ability score drains.
Secure Shelter: Creates sturdy cottage.
Sending: Delivers short message anywhere, instantly.
Speak with Plants: You can talk to plants and plant creatures.
Spell Immunity: Subject is immune to one spell per 4 levels.
StoneskinM: Grants DR 10/adamantine.
Solid Fog: Blocks vision and slows movement.
Wall of Fire: Deals fire damage out to 10 ft.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.
Zone of Silence: Keeps eavesdroppers from overhearing you.
5th-Level Kenning Spells
AtonementFM: Removes burden and reverses alignment change.
Baleful Polymorph: Turns subject into harmless animal.
Blight: Withers one plant or deals damage to plant creature.
Breath of Life: Restores life to recently slain creatures.
Cloudkill: Kills lesser creatures, 6+ HD take Con damage.
CommuneM: Deity answers one yes-or-no question/level.
Cone of Cold: 1d6/level cold damage.
Contact Other Plane: Lets you ask question of extraplanar entity.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Dispel Magic, Greater: Can affect multiple targets.
Disrupting Weapon: Melee weapon destroys undead.
Elemental Body II: Turns you into a Medium elemental.
FabricateM: Transforms raw materials into finished items.
False VisionM: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Flame Strike: Smites foes with divine fire (1d6/level damage).
HallowM: Designates location as holy.
Insect Plague: Wasp swarms attack creatures.
Mage's Faithful Hound: Phantom dog can guard a location.
Magic JarF: Enables possession of another creature.
Major Creation: As minor creation, plus stone and metal.
Mark of Justice: Designates action that triggers curse on subject.
Overland Flight: You fly at a speed of 40 ft. and can hustle.
Passwall: Creates passage through wood or stone wall.
PermanencyM: Makes certain spells permanent.
Persistent Image: As major image, but no concentration.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less.
Plane ShiftF: As many as 8 subjects travel to another plane.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Raise DeadM: Restores life to subject as long as one day/level ago.
Righteous Might: Your size increases and you gain bonuses.
Secret ChestF: Hides chest on Ethereal Plane; you retrieve it at will.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Spell Resistance: Subject gains SR 12 + level.
Telekinesis: Moves object, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles per level.
True SeeingM: Lets you see all things as they really are.
UnhallowM: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped
Wall of Force: Wall is immune to damage.
6th-Level Kenning Spells
Acid Fog: Fog deals acid damage.
Analyze DweomerF: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Antimagic Field: Negates magic within 10 ft.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Circle of DeathM: Kills 1d4/level HD of creatures.
ContingencyF: Sets trigger condition for another spell.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Disintegrate: Reduces one creature or object to dust.
Elemental Body III: Turns you into a Large elemental.
Find the Path: Shows most direct way to a location.
Flesh to Stone: Turns subject creature into statue.
ForbiddanceM: Blocks planar travel, damages different alignment.
Form of the Dragon I: Turns you into a Medium dragon.
Freezing Sphere: Freezes water or deals cold damage.
Globe of Invulnerability: As lesser, plus 4th-level spell effects.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level damage, diseases and mental conditions.
Heroes' Feast: Food cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Move Earth: Digs trenches and builds hills.
Permanent Image: Permanent illusion, all senses.
Planar AllyM: As lesser planar ally, but up to 12 HD.
Planar Binding: As lesser planar binding, but up to 12 HD.
Programmed ImageM: As major image, plus triggered by event.
RepulsionF: Creatures can't approach you.
Stone to Flesh: Restores petrified creature.
Undeath to DeathM: Destroys 1d4/level HD of undead (max. 20d4).
Wall of IronM: 30 hp/four levels; can topple onto foes.
Word of Recall: Teleports you back to designated place.