What spells do you enjoy?

Thanks, mmadsen! Now that I think about it, that's the only new spell I've had published since 3E started. Maybe I should try to do something about that...

Johnathan
 

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I've always been fond of the Sleep spell. It's a staple of myth and legend, and within the game it's pretty powerful, but it has to be used wisely. If you catch one or two guys with it, they're out of the fight. If you're not so sneaky, and you try to use it against too many enemies at once, your victims get woken immediately by their comrades.

I just don't like the extremely arbitrary hit-die limits. Doesn't the Fort Save handle that? If the spell's too powerful, give Save bonuses for resisting in combat, etc.

Anyway, to tie a few thoughts together, I really like the Swarm Form visual, and I'd love to see a mass polymorph that could turn the town guards into a flock of birds -- but that had some easy/sensible counter, like waking up victims of Sleep.
 

I have always favored the Necromancy school (just the non-combat spells though). I particularly like Clone, Animate Dead, and Gentle Repose..

These spells are just so good at portraying the "mad scientist" type character who likes to mess around with what he should not
Animate Dead and all its variants are useful for making insane (or "exccentric") necromancers who animate the dead for weird purposes, like if a necromancer is so delusional he believes the undead he creates are really brought back to life.
Necromancer: Say, Aunt Edna, you sure are quiet tonight.
Zombie: Uuugghhh...
Necromancer: You sure tell the funniest stories...

You can portray these necromancers as evil, humorous, or tragic.

I like Clone because it always gives the players fear that the necromancer they killed will just come backfrom the deep sleep once again.

For similar reasons, I like Create Crawling Claw, Bogun, Unseen Servant, Simulacrum, Minor and Major Creation[/I] , because they allow you to create things instead of destroying them.

I also like Continual Flame as the spell that lets you create the easiest magical item.
 

Re: Land Womb

I've been handing out spells from BoEM I & II and Magic of Faerun as rewards.

Excellent idea. This points out a "problem" of sorts with most RPG magic systems: if you have a complete list of all known spells (from the get-go), how exciting and "magical" will they seem?

The coolest so far is Land Womb from Magic of Faerun.

Ooh, I like that one.
 

In another thread, Jovah pointed out a great spell: Mark of Justice. The idea's simple enough, but it has all the elements of a great spell; it's a contingent curse. If you break the rules set for you by the spellcaster, you're cursed.

I don't see why it has to be a 5th-level Cleric spell, but that's another story.
 

I have always favored the Necromancy school (just the non-combat spells though).

Even the combat spells from the Necromancy school have some good flavor though. I'd much rather have the evil Wizard cast Spectral Hand, Ghoul Touch, and Chill Touch than Magic Missile, Magic Missile, Magic Missile.
 

I love Mage Hand. Incredibly versatile, and yet only a cantrip. And one nasty tactic I discovered: combined with a Ranseur - Ready a Mage Hand, Disarm AoO your charging opponent then whisk his longsword away.
 

I'm sure everyone has their favorite spells they choose for their spellcasting character, generally for their effectiveness, but what spells do you just plain enjoy? Which ones feel "magical' to you? Which ones do you tend to give NPC spellcasters?

It seems that most players enjoy spells primarily from a powergaming perspective -- whatever has the most bang per buck. What spells do you use because you can "afford" them, and what spells do you use even though you have "better" options?

Most everyone takes Shield and Magic Missile, for instance, but they're not exactly "fun" spells. Would you take them if they were third level?
 

Malin Genie said:
I love Mage Hand. Incredibly versatile, and yet only a cantrip. And one nasty tactic I discovered: combined with a Ranseur - Ready a Mage Hand, Disarm AoO your charging opponent then whisk his longsword away.

Ranseur = 15 pounds.
Mage Hand = 5 pounds weight limit.

Greg
 

Hypnotism.
Planar Binding spells.
Charm Person.
Bestow Curse.
Dream.
Dismissal.
Hallow/Unhallow.
Whispering Wind.
Dimension Door.
I love your list, LostSoul. I especially like the Planar Binding spells, and I wish the Summon Monster spells worked at least a bit more like Planar Binding.
 

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