JustinCase
the magical equivalent to the number zero
All options seem fine by me, but I think it needs to be said that the pallisades can be broken. Particularly by the troll. So their positions will help at first, but I think they won't last long.
Either way, I assume Caerth's snare and spike growth spells have been placed in front of the pallisades for maximum effect. Perhaps snare can be cast to the side for when an enemy inevitably tries to get around the blockade?
Flaming sphere is a fun burning bowling ball (although without the force) for hindering the front attacker, thereby blocking the way for the rest of the group.
Furthermore, Caerth has the master air spell, which allows him to fly (good) and attack the eagle's rider up close if needed (and of course wild shape). Mass snake's swiftness allows all allies within a 20 feet radius (range is 190 feet for casting) to make a single attack on Caerth's turn, which can really help (NPC) archers with an additional volley.
I'll cast magic fang on Screech when the enemy is in sight (but not yet within reach), because that only lasts 9 minutes. Entangle likewise only lasts 9 minutes, but it would be too much to cast all that before the actual battle, I presume. Giant's wrath, however, makes the three pebbles I picked up earlier magical, and throwing them (a ranged touch attack) transforms them into giant boulders. Seems like a good start for battle.
My spell list:
Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic
Level 1 (5): cure light wounds, entangle, magic fang, obscuring mist, speak with animals
Level 2 (5): flaming sphere,lesser restoration, mass snake’s swiftness, master air, summon swarm
Level 3 (4): giant’s wrath,snare, spike growth, spirit jaws
Level 4 (2): dispel magic, ice storm
Level 5 (1): baleful polymorph
Either way, I assume Caerth's snare and spike growth spells have been placed in front of the pallisades for maximum effect. Perhaps snare can be cast to the side for when an enemy inevitably tries to get around the blockade?
Flaming sphere is a fun burning bowling ball (although without the force) for hindering the front attacker, thereby blocking the way for the rest of the group.

Snare:
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.
(Note from JustinCase: It seems the snare spell does not specify a maximum size of a creature caught in it, so it can potentially take out that troll for a round or two.
)
Spike Growth:
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Spike growth can’t be disabled with the Disable Device skill.
Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).
(Note from JustinCase: This spell severy reduces the speed of many opponents, especially the zombies. That helps a lot in spreading the wave of attackers to a more manageable flow.)
Flaming Sphere:
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
Level: | Rgr 2, Drd 3 |
---|---|
Components: | V, S, DF |
Casting Time: | 3 rounds |
Range: | Touch |
Target: | Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level |
Duration: | Until triggered or broken |
Saving Throw: | None |
Spell Resistance: | No |
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.
(Note from JustinCase: It seems the snare spell does not specify a maximum size of a creature caught in it, so it can potentially take out that troll for a round or two.

Spike Growth:
Level: | Drd 3, Rgr 2 |
---|---|
Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | One 20-ft. square/level |
Duration: | 1 hour/level (D) |
Saving Throw: | Reflex partial |
Spell Resistance: | Yes |
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Spike growth can’t be disabled with the Disable Device skill.
Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).
(Note from JustinCase: This spell severy reduces the speed of many opponents, especially the zombies. That helps a lot in spreading the wave of attackers to a more manageable flow.)
Flaming Sphere:
Level: | Drd 2, Sor/Wiz 2 |
---|---|
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | 5-ft.-diameter sphere |
Duration: | 1 round/level |
Saving Throw: | Reflex negates |
Spell Resistance: | Yes |
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
Furthermore, Caerth has the master air spell, which allows him to fly (good) and attack the eagle's rider up close if needed (and of course wild shape). Mass snake's swiftness allows all allies within a 20 feet radius (range is 190 feet for casting) to make a single attack on Caerth's turn, which can really help (NPC) archers with an additional volley.
I'll cast magic fang on Screech when the enemy is in sight (but not yet within reach), because that only lasts 9 minutes. Entangle likewise only lasts 9 minutes, but it would be too much to cast all that before the actual battle, I presume. Giant's wrath, however, makes the three pebbles I picked up earlier magical, and throwing them (a ranged touch attack) transforms them into giant boulders. Seems like a good start for battle.

My spell list:
Level 0 (6): create water, create water, detect magic, detect poison, purify food and drink, read magic
Level 1 (5): cure light wounds, entangle, magic fang, obscuring mist, speak with animals
Level 2 (5): flaming sphere,
Level 3 (4): giant’s wrath,
Level 4 (2): dispel magic, ice storm
Level 5 (1): baleful polymorph