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Some spell questions
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5097635" data-attributes="member: 35909"><p>Good analysis. So yeah, eventually it's better to switch to chain shirt. Just to add a few things:</p><p>One reason why 2 level 1 mage armors is better than an extended level 2 version is in case you get it dispelled by an enemy.</p><p>Also, look into Eternal Wands from Magic Item Compendium. 2/day uses and never runs out, instead of 50 charges to use as you like. For a CL 1 level 1 spell, it's 820 gp. 2 hours will cover many dungeon trips, and you can always buy more (or get a higher CL, if your DM allows that; it's not entirely clear if you're allowed to do that with eternal wands).</p><p></p><p></p><p></p><p>Acid Splash in particular is nice because it has no SR allowed. In other words, the perfect wand spell.</p><p></p><p></p><p></p><p>There's a level 1 spell in Spell Compendium (SpC), I think it's called corrosive grasp. Deals d8 acid damage with each melee touch, and gives you up to one touch per CL to use over several rounds, maximum 10. You CAN full attack with it as far as I know.</p><p></p><p></p><p></p><p>Also check out Guided Shot from SpC. Swift action and lasts for a round, lets you ignore concealment and cover (as long as it's not ful concealment or cover), and take no penalty for range increments.</p><p></p><p>Other SpC spells of use (from Sorc/Wiz list):</p><p></p><p>Level 1</p><p>Sniper's Shot: Swift. No range limit on next ranged SA</p><p>Golem Strike: Swift. SA constructs for a round</p><p>Critical Strike: Swift. In melee for 1 round, gain +1d6 damage, doubled crit range, and +4 to confirm crits against a flanked or flatfooted foe.</p><p>Insightful Feint: Swift. +10 on next bluff check to feint in combat. Also makes the next fient one action quicker (move instead of standard, or free action if you have Imp. Feint).</p><p>Arrow Mind: Immediate, sizable min/level duration. Threaten nearby squares with your bow, and don't provoke for shooting it. You'd need to use a bow (elf?)...well they reference bows a lot, but the text makes it sound like any projectile weapon works. Not sure it's helpful, if I were making a Rogue I'd want to use it with the Opportunist ability.</p><p>(and that was all just the divination school!)</p><p></p><p>Distract Assailant: Swift, foe is flatfooted for 1 round.</p><p>Shock And Awe: Swift. Flatfooted enemies get -10 on their iniative roll. Used in a surprise round, keeps the SA goodness coming.</p><p>Ebon Eyes: See in magical darkness! Cause you know...darkness means miss chance which means no SA normally.</p><p>Nerveskitter: Immediate, cast as you roll iniative. +5 on your initative roll.</p><p>Persistent Blade: Sort of like Spiritual Weapon, except: lower level; does terrible damage; but most importantly...the foe it attacks is always treated as flanked by melee attackers, and aside from SR, there is NO way to resist this.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5097635, member: 35909"] Good analysis. So yeah, eventually it's better to switch to chain shirt. Just to add a few things: One reason why 2 level 1 mage armors is better than an extended level 2 version is in case you get it dispelled by an enemy. Also, look into Eternal Wands from Magic Item Compendium. 2/day uses and never runs out, instead of 50 charges to use as you like. For a CL 1 level 1 spell, it's 820 gp. 2 hours will cover many dungeon trips, and you can always buy more (or get a higher CL, if your DM allows that; it's not entirely clear if you're allowed to do that with eternal wands). Acid Splash in particular is nice because it has no SR allowed. In other words, the perfect wand spell. There's a level 1 spell in Spell Compendium (SpC), I think it's called corrosive grasp. Deals d8 acid damage with each melee touch, and gives you up to one touch per CL to use over several rounds, maximum 10. You CAN full attack with it as far as I know. Also check out Guided Shot from SpC. Swift action and lasts for a round, lets you ignore concealment and cover (as long as it's not ful concealment or cover), and take no penalty for range increments. Other SpC spells of use (from Sorc/Wiz list): Level 1 Sniper's Shot: Swift. No range limit on next ranged SA Golem Strike: Swift. SA constructs for a round Critical Strike: Swift. In melee for 1 round, gain +1d6 damage, doubled crit range, and +4 to confirm crits against a flanked or flatfooted foe. Insightful Feint: Swift. +10 on next bluff check to feint in combat. Also makes the next fient one action quicker (move instead of standard, or free action if you have Imp. Feint). Arrow Mind: Immediate, sizable min/level duration. Threaten nearby squares with your bow, and don't provoke for shooting it. You'd need to use a bow (elf?)...well they reference bows a lot, but the text makes it sound like any projectile weapon works. Not sure it's helpful, if I were making a Rogue I'd want to use it with the Opportunist ability. (and that was all just the divination school!) Distract Assailant: Swift, foe is flatfooted for 1 round. Shock And Awe: Swift. Flatfooted enemies get -10 on their iniative roll. Used in a surprise round, keeps the SA goodness coming. Ebon Eyes: See in magical darkness! Cause you know...darkness means miss chance which means no SA normally. Nerveskitter: Immediate, cast as you roll iniative. +5 on your initative roll. Persistent Blade: Sort of like Spiritual Weapon, except: lower level; does terrible damage; but most importantly...the foe it attacks is always treated as flanked by melee attackers, and aside from SR, there is NO way to resist this. [/QUOTE]
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