Useless arcane or divine spells


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VirgilCaine said:
Besides, they could just rent a wand of lightning bolt. Why didn't I think of that?
An eternal wand of lightning bolt would be ideal. You could rent it by the day and not worry about how much the customer uses it.
 

Voadam said:
I had forgotten about gust of wind, yes, truly a weak spell, might be worth a cantrip so you can blow out a candle dramatically though.

On the contrary. Unless I'm mistaken, it'll disperse any of the fog or cloud spells without the pesky chance of failure involved in a dispel check, albeit only in a line-shaped area of effect (which isn't so bad in a dungegon, actually). Similar effect on swarms.

That's absolutely worth a 2nd-level spell. As a lower-level spell it would really trivialize those categories of threats. Mind you, it's not worth preparing, but sign me up to pay 150 gp for the scroll once I have the wealth that goes with, oh, 5th level or so.
 
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hero4hire said:
And, IMHO an average of 15 to 16 extra HP at higher levels is negligable.
20 hitpoints THAT YOU HAVE TO GET HEALED BEFORE THE SPELL EXPIRES ANYWAY are, I daresay, more useless.

Not to mention the fact that they don't stack with items that increase constitution.

Or the fact that you can empower false life if you really want to, which bumps it up to 16-30 extra hitpoints.
 

Gwarok said:
Move Earth, Raise/lower water. Freaking retarded spells. Perhaps come in handy once a career.

Useful if you're in any sort of large-scale war situation, or just want to set up (or remove) an ambush site.

Not useful for dungeoneering, true, but great if you're running your own stronghold.
 


hey, I remember that Dramij's instant death spell article... there was a whole bunch of them. From what I remember, one spell instantly chopped off one the hands of the mage who cast it (hard to see any situation where that one would be useful... well, maybe if you had a cursed ring on that hand), another that allowed the mage to magically locate his own hands (but it required both hands to cast it, so if your mage is missing a hand, he can't cast it, nyuck nyuck), and a summons spell that magically brought a squad of policemen with an arrest warrant to get the mage (often because he was suspected of killing some guy named Dramij...), and so on...
 

David Howery said:
hey, I remember that Dramij's instant death spell article... there was a whole bunch of them. From what I remember, one spell instantly chopped off one the hands of the mage who cast it (hard to see any situation where that one would be useful... well, maybe if you had a cursed ring on that hand), another that allowed the mage to magically locate his own hands (but it required both hands to cast it, so if your mage is missing a hand, he can't cast it, nyuck nyuck), and a summons spell that magically brought a squad of policemen with an arrest warrant to get the mage (often because he was suspected of killing some guy named Dramij...), and so on...
Not to forget the spell that detected fire. Range : Touch.....
 

Gwarok said:
Move Earth, Raise/lower water. Freaking retarded spells. Perhaps come in handy once a career.
Very useful in construction. Move earth to excavate the foundation, raise/lower water to lower the water table, etc.
 

glass said:
Apparently except for the rule that hp from Bear's Endurance go away when the duration expires.


glass.


LOL nope I knew that one too...I guess having an opinion of the rules makes me ignorant of them then?

NICE
 

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