| JDawg75 |
I'm looking for advice on spells. What are some great level 1 - 3 spells that can be cast on a tank to help him tank?
I am specifically looking for spells without a save that inhibit movement, or debuff the enemy. For example Spike Growth affects anyone walking through it, and saving only prevents it from being even worse. Archon's Aura gives a good effect even on a failed save. Entangle, however, can avoid the entire effect if they save, so it's not one I would pick.
Divine or arcane spells are fine, it doesn't matter. Any ideas?
J
| TxSam88 |
Haste - one of the most important spells to cast on allies.
also, you ask 2 different things. you ask what to cast on your tank, but then request it being things you cast on the enemy.
As for debuffs etc - I have found them to be worthless in the long terms of the game. much better to cast spells on allies to buff them and never risk a failed save.
| Java Man |
Buffs for a tank from 1st to 3rd level: shield other, barkskin, protection from evil, fly, ashen path (in combination with fog cloud, obscuring mist etc), resist energy (circumstantial), clay skin.
Debuffs/ battlefield modifications: create pit, assorted clouds, wind wall, entangle/stone call (making d8fficult terrain has value), deja vu,summons (for adding flank providing obstacles).
| Mysterious Stranger |
For spell to cast on allies Heroism is one of the better ones. It only gives a +2 bonus, but it applies to attack rolls, saves and skill checks. Skill checks include things like acrobatics, climb, perception, sense motive, stealth and swim. The bonus to saves makes the character a better tank. It also remains useful at higher levels. Heroism cast by a 12th level caster last for 2 hours.
| Marcella |
Bull's Strength, Cat's Grace, and Bear's Endurance are obvious buffs for a tank, if (s)he doesn't already have that enhancement bonus.
If you want a movement advantage, cast Feather Step (from a wand/scroll/potion?) when a fight looks likely, then cast Stone Call if a foe appears. A more (or would it be less?) pedestrian solution is to buy a mount. Or summon one: horses from Summon Mount come with saddles, but dire bats (Large-sized flyers from SM3 or SNA3) don't. A mount may make one move action without hindering its rider's full attacks (or ranged attacks or casting).
If the tank himself is casting, Haunting Mists and Barrow Haze create (pseudo-)fogs that only the caster can see through; everyone else has to treat the poor visibility as difficult terrain. If you are not the tank, you can still cast either and direct the tank (via Message?) where to go.
I am a big fan of Winter's Grasp cast with a Rime metamagic rod. If the tank has cold resistance 6, (s)he will move at half-speed within that area instead of quarter-speed. Other rime spells can entangle too. Put the tank on a Floating Disk ahead of time, and you can move him around at your own movement speed regardless of terrain, though there is a range restriction.