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CALLING ALL SPELLCASTERS....spell versatility

mirivor

First Post
Alright, here is the deal. I am playing a Halfling Druid 3/Wizard 3/Arcane Hierophant 6. I am needing to refine my spell selection, with my vision of Jordan(the aforementioned Druid) being one of a character that would end up with the most versatile spells available. Speaking in a general sense, his Druid spells are the healing/defensive spells and his Wizard slots are the opposite. This is not hard and fast, mind. So, I am looking for input on any spell presented in an official 3.5 source. (No Mongoose, Green Ronin, Etc.). Give me the spell/spells of your choice and a short dissertation on what makes them great... maybe if we get enough input, this can eventually be a sticky thread for those looking for such info :) . Versatility is key! I will give a few examples of my favorites:

Name - Darkbolt

Source - FRCS

Level - 5???

Short Overview: Produces a # of damaging bolts (2D8 damage) based on caster level.

Reason - The bolts can be hocked all at once (range touch attack, no save), at a single or multiple target/s, or cast as a free action once each round for the duration of the spell. That free action is key. This opens up my remaining rounds for spellcasting or other actions.


Name - Explosive Cascade

Source - Magic of Faerun

Level: 4th

Short Overview: A # of successively adjacent squares (based on caster level) are subjected to a miniature fireball effect, dealing damage in a 5 Ft radius to a max of 10D6.

Reason - In my opinion this spell is so much better than fireball, especially in a big party. The
ability to determine where the explosions erupt, with damage equal to the standard evocation spells, is well worth the extra level.


Name - Otiluke's Resilient Sphere

Source - Player's Handbook

Level: 4th

Short Overview: Creates a globe of force around one target that is nearly impenetrable.

Reason: I have always had a soft spot for this spell. The fact that it can be extreme offense (encase your enemy), extreme defense (encase your friend), or just a barrier makes it one of the 1st spells that I pick up as an arcane caster.

Of course, I don't need all of that info, but if you feel like giving it...... At least the name and source, anyway ;) .
 
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Orb of Force (Sorcerer/Wizard 4, Warmage 4) - Complete Arcane

Reason: 1d6/level (maximum 10d6). Show me something that has resistance to force ;) Oh, and it has medium range, allows no save or spell resistance, but it requires a ranged touch attack.

Really, all the orb spells are excellent for taking down those pesky magic-immune creatures like golems and others with high spell resistances.
 

Second on Orb of Force. Excellent spell.

My suggestion: Shrink Item

Why: Lets you shrink non-magical items (2cu ft, max) to 1/2000th original size and volume, and you can opt to make the shrunken item clothlike. Perfect for making a poor-man's Heward's Handy Haversack. Works on all kinds of things: weapons, rations, burning fires. Can be made Permanent, which allows the caster to repeatedly shrink or unshrink the spell's subject. No one EVER confiscates your little cloth weapons. Never run out of food, water, or environment-specific gear (cold-weather gear, spelunking gear, lanterns, etc.). Thieves never take obviously fake gemstones and gold made of cloth... Has only V,S components, so its cheap.

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