Going all Mindbiner-er-y....

LeifVignirsson

First Post
So I am about to head back into the party with my old character who was an Enchanter bent on taking minds (he has a chip on his shoulder from the party for being... not quite so cooperative, that is a whole different story unto itself) to the point where I have taken the Mindbender prestige class. I am heading back this Saturday to scare the c**p out of the group and take charge as the leader but I want to see if anyone can think of any spells that I might be missing or are in desperate need of. I can cast up to 4th level spells (18 INT and the bonuses give me a total of 5 spells that I can have in my book at 4th level, 7 at third, so on and so on) and have the 18 CHA to boot.

Any thoughts or ideas? I have the basic Enchantment stuff down; Charm Person, Hold Person, Charm Monster, Suggestion, Crushing Despair (using that on our "constable" whenever he tries to enforce the laws... what can I say, I really have a chip on my shoulder with this character) and whatnot, but what am I missing? Your help is greatly appreciated, as always! Thanks in advance!

EDIT: Oh yeah, duh! I have restrictions in Illusion and Necromancy... Necro was forced upon me, I am not as thrilled about it as I should be... But then that is what a Mindbender is for. If I want a Necromancer, I can just take one!

1st level spells
Alarm
Animate Rope
Charm Person
Comprehend Languages
Enlarge Person
Grease
Mage Armor
Magic Weapon
Mount
Sleep
Summon Monster I
Tenser's Floating Disk
True Strike

2nd level spells
Alter Self
Bull's Strength
Continual Flame
Daze Monster
Eagle's Splendor
Fog Cloud
Locate Object
Owl's Wisdom
See Invisibility
Summon Monster II
Summon Swarm
Touch of Idiocy
Web

3rd level spells
Dispel Magic
Fireball
Fly
Hold Person
Lightning Bolt
Slow
Suggestion
Summon Monster III
Tongues

4th level spells
Charm Monster
Confusion
Crushing Despair
Remove Curse
Scrying
Stoneskin
Summon Monster IV

Not that anyone cares, but the Summons area is a bit tetchy for this character and all magic users in this game. Essentially, magic is broken so in order to summon something, one must know 1) which area is the most magically charged to DO the summons and 2) which plane I will be pulling said creatures from... Just for everyone to keep in mind. Thanks again!
 
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Well, if you have access to any books outside the core rules, there are a few nice spells.

Some good spells from the PHB you are missing:

1st - Identify, Magic Missile;
2nd - Glitterdust, Tasha's Hideous Laughter, Scorching Ray, Rope Trick;
3rd - Haste;
4th - Dimension Door, Polymorph. (How can one miss those two spells, anyways? ;))

Bye
Thanee
 

Following up on Thanee's points: Don't over-do the "enchantment thing". There are lots of opponents that'll just ruin your day. (You act as if your fellow PCs will be your only opponents. What a nice comrade-in-arms you will be....)

Like that Necromancer you said you could "just take". Did we mention he's undead, and so immune to your mind-bender-ness? ;)
 




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