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<blockquote data-quote="Crunchy Frog" data-source="post: 3855760" data-attributes="member: 11823"><p>Since you have plenty of higher-level slots, your slots with 5th (or even 6th) level spells or lower can (effectively) be given away like candy. This means that any slots with 5th/6th level spells or lower should primarily be filled with spells that either:</p><p>- Can be cast as a swift/immediate action,</p><p>- Are cast on an ally outside of combat and last for a long time, or</p><p>- Are only used outside of combat (divinations et. al.)</p><p></p><p>Any healing spell is good. In particular the Vigor series are great for outside of combat use. The divination spells are things you should choose on a by-case basis. As far as the other spells go, here's what I could find out of the PH:</p><p>L2: Resist Energy, Shield Other</p><p>L3: Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Greater Magic Weapon, Protection from Energy</p><p>L4: Air Walk, Freedom of Movement, Spell Immunity</p><p>L6: Heroes’ Feast (immunity to poison & fear and +1 to hit for 12 hours)</p><p></p><p>From the Spell Compendium:</p><p>L1: Blood Wind, Conviction (+4 Morale bonus to saves for 170 minutes), Ebon Eyes, Faith Healing, Healthful Rest, Horrible Taste (lots of creatures have bite attacks, and nauseated = can't attack), Ironguts, Low-Light Vision, Sign, Lesser Vigor</p><p>L2: Close Wounds, Cloud Wings, Divine Insight, Fuse Arms, Healing Lorecall, Quick March, Scent, Lesser Spell Immunity, Stabilize</p><p>L3: Bottle of Smoke, Mass Conviction, Girallon’s Blessing, Grace, Hamatula Barbs, Knight’s Move, Mantle of Chaos/Evil/Good/Law, Mass Resist Energy, Vigor, Mass Lesser Vigor, Weapon of Impact</p><p>L4: Contingent Energy Resistance, Greater Resistance, Undead Bane Weapon</p><p>L5: Triadspell, Greater Vigor</p><p>L6: Energy Immunity, Superior Resistance, Vigorous Circle</p></blockquote><p></p>
[QUOTE="Crunchy Frog, post: 3855760, member: 11823"] Since you have plenty of higher-level slots, your slots with 5th (or even 6th) level spells or lower can (effectively) be given away like candy. This means that any slots with 5th/6th level spells or lower should primarily be filled with spells that either: - Can be cast as a swift/immediate action, - Are cast on an ally outside of combat and last for a long time, or - Are only used outside of combat (divinations et. al.) Any healing spell is good. In particular the Vigor series are great for outside of combat use. The divination spells are things you should choose on a by-case basis. As far as the other spells go, here's what I could find out of the PH: L2: Resist Energy, Shield Other L3: Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Greater Magic Weapon, Protection from Energy L4: Air Walk, Freedom of Movement, Spell Immunity L6: Heroes’ Feast (immunity to poison & fear and +1 to hit for 12 hours) From the Spell Compendium: L1: Blood Wind, Conviction (+4 Morale bonus to saves for 170 minutes), Ebon Eyes, Faith Healing, Healthful Rest, Horrible Taste (lots of creatures have bite attacks, and nauseated = can't attack), Ironguts, Low-Light Vision, Sign, Lesser Vigor L2: Close Wounds, Cloud Wings, Divine Insight, Fuse Arms, Healing Lorecall, Quick March, Scent, Lesser Spell Immunity, Stabilize L3: Bottle of Smoke, Mass Conviction, Girallon’s Blessing, Grace, Hamatula Barbs, Knight’s Move, Mantle of Chaos/Evil/Good/Law, Mass Resist Energy, Vigor, Mass Lesser Vigor, Weapon of Impact L4: Contingent Energy Resistance, Greater Resistance, Undead Bane Weapon L5: Triadspell, Greater Vigor L6: Energy Immunity, Superior Resistance, Vigorous Circle [/QUOTE]
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