Overlooked, underappreciated, spells and powers

KarinsDad

Adventurer
The "Overlooked, underappreciated, magic items" thread got me thinking about underappreciated spells and powers.

I'll start off with the psionic power Ego Whip:

Ego Whip
Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; see text
Power Resistance: Yes
Power Points: 3

Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round.

Augment: For every 4 additional power points you spend, this power’s Charisma damage increases by 1d4 points and its save DC increases by 2.

It is relatively easy to have a DC 14 or higher with this at third level where many opponents only have +0 to +3 to saves (except Divine types and Monks) and Cha <= 12 (and often <= 10).

Casting it twice at 7th level on some opponents will sometimes cause them to fall comotose and often be dazed after the first casting. Since Charisma is often a dump stat, this is very useful against PCs and NPCs who do that.

But the real power comes in at higher levels when it can be Empowered or Maximized. 2D4 Empowered for 9 PP with a save DC of 16+ (or 2D4 Maximized for 11 PP or 2D4 Empowered Maximized for 13 PP) is fairly nice and can sometimes take out an opponent with one casting without a save, two castings even if two saves are made.

Not only is it a fairly good anti-Rogue, anti-Barbarian, and anti-Fighter power, but it is also a fairly good anti-Sorcerer and anti-Bard power (and a limited Psion in league with Necromancer anti-Cleric and anti-Paladin power) due to it doing half damage on a save.

Granted, it has power resistance, but that can often be overcome and for some opponents (like the main targets of most Fighters, Rogues, and Barbarians) not even an issue.


PS. The 8th level NPC re-occuring Psion Villain in our game took out the 5th level PC Barbarian by casting the 7 PP version of it twice two weeks ago. After the Cleric got the Barbarian back up (in 3 rounds) with Lesser Restoration, the Psion took him right back out the very next round with a third use of it.
 

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The joke going around in my current Sunday game is "Animate Rope is broken" because the party sorceror is getting so much use out of it. Last session she used it to disable a simple trap (by animating the rope used to trigger it), allowed a fighter to reach an enemy by tying a rope on a wall for him to climb, ruined an NPC's escape plan by untying the rope he was planning on climbing away on, and recovered a rowboat for the party to use to cross a flooded river by tying the rope to the bow and pulling it to the party. Incredibly useful.
 

Grease.

If you don't make a DC10 balance check you can't move. If you make the check you move at half speed. If you stay in the area you make reflex saves or fall down. If you fail the check by 5 or more you fall prone. Very rarely do I see a character in our campaigns have ranks in Balance that isn't a rogue.
You can also use it to grease a weapon/item and if they fail the first reflex save they need to make another reflex save every round or drop the weapon/item.
 

stone shape. 3rd level spell, incredibly versatile. All you need is some clay and a little bit of craft skill and you can make practically any shape out of stone.
 

Magical vestments. Did you know Magic vestments on shields and armour stack?

Air walk. Did you know that Air walk lasts 10 min/level?

Prayer. Did you know that Prayer gives bigger penalties than Waves of Fatigue (arcane 5th level spell).

Searing Light. Did you know that Searing Light damage is untyped? Did you know that Searing Light breaks the recommended dice caps for divine spells?

Produce Flame. Did you know that Produce Flame scales far better than Magic Missile? Did you know that with increased # of attacks, your damage output with produce flame also increases.

Poison. Did you know that the save DC for this spell scales with your caster level unlike other spells.

Did you know that Plane Shift can be used offensively as a save or die spell? Will save or be sent to the elemental plane of fire or nine hells or the abyss.
 
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You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).

An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

Actually, you can...

And it gets better (I think). I'm heading into a heavily anti-undead campaign, so how's this gem: +1 armor of Ghost Ward (Libris Mortis, cheaper but more limited Ghost Touch). Then hit it with a Magic Vestment, and suddenly you have ghost armor. Do it with a shield, too.


I'm a big fan of a Transdimensional Web. Amazing how a lot of incorporeals have really bad strength scores. Web is near-overpowered as it is anyway.

And never forget Prestidigitation.
 


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