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Your favourite non-core spells?
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<blockquote data-quote="Eridanis" data-source="post: 3445477" data-attributes="member: 275"><p>Three spells I use all the time with my wizard:</p><p></p><p>- <em>Quintelemental Blast</em> (5th level, CBoEM): It's a cone effect (not so good), but you can functionally ignore energy resistance, unless it's resistant to all five types. Metamagic with Purify Spell to remove the problem with nuking your party as well as the bad guys. Caps at 15d6. Strictly better than <em>cone of cold</em> at the same level.</p><p></p><p>- <em>Orb of Force</em> (4th level, SC): Force damage with no spell resistance, baby! Caps at 10d6 rather than 15d6, but it's worth it at mid-levels.</p><p></p><p>- <em>Cacophonic Burst</em> (5th level, SC): Fireball with sonic substitution, capping at 15d6.</p><p></p><p>Others worth having on a scroll:</p><p></p><p>- <em>Teleport Tracer</em> (CBoEM): Where'd he go? Cast this spell to find out the destination of the last teleport cast in the area.</p><p></p><p>- <em>Teleport Coordinates Transfer</em> (CBoEM): I've been there, but the sorcerer has not. No problem! Cast this off a scroll, give the other caster your knowledge of the target area, and you'll all (probably) get there safely.</p><p></p><p>Spells I use all the time with my cleric:</p><p></p><p>- <em>Revivify</em> (5th level, SC): If an ally has died within the past round, <em>raise</em> him with no level penalty and at -1 hps. It's a touch spell, so you gotta be able to get there first, unless you also cast a quickened...</p><p></p><p>- <em>Rescue</em> (3rd level, Spells & Spellcraft): Teleport a downed ally (within close range) to your side.</p><p></p><p>- <em>Halo of Shelter</em> (5th level, Book of Hallowed Might): Create a halo around target that absorbs 5 hps of damage per caster level. Like a proactive Cure Critical or Heal.</p><p></p><p>There are many, many others, of course. Part of the fun of the OGL!</p></blockquote><p></p>
[QUOTE="Eridanis, post: 3445477, member: 275"] Three spells I use all the time with my wizard: - [i]Quintelemental Blast[/i] (5th level, CBoEM): It's a cone effect (not so good), but you can functionally ignore energy resistance, unless it's resistant to all five types. Metamagic with Purify Spell to remove the problem with nuking your party as well as the bad guys. Caps at 15d6. Strictly better than [i]cone of cold[/i] at the same level. - [i]Orb of Force[/i] (4th level, SC): Force damage with no spell resistance, baby! Caps at 10d6 rather than 15d6, but it's worth it at mid-levels. - [i]Cacophonic Burst[/i] (5th level, SC): Fireball with sonic substitution, capping at 15d6. Others worth having on a scroll: - [i]Teleport Tracer[/i] (CBoEM): Where'd he go? Cast this spell to find out the destination of the last teleport cast in the area. - [i]Teleport Coordinates Transfer[/i] (CBoEM): I've been there, but the sorcerer has not. No problem! Cast this off a scroll, give the other caster your knowledge of the target area, and you'll all (probably) get there safely. Spells I use all the time with my cleric: - [i]Revivify[/i] (5th level, SC): If an ally has died within the past round, [i]raise[/i] him with no level penalty and at -1 hps. It's a touch spell, so you gotta be able to get there first, unless you also cast a quickened... - [i]Rescue[/i] (3rd level, Spells & Spellcraft): Teleport a downed ally (within close range) to your side. - [i]Halo of Shelter[/i] (5th level, Book of Hallowed Might): Create a halo around target that absorbs 5 hps of damage per caster level. Like a proactive Cure Critical or Heal. There are many, many others, of course. Part of the fun of the OGL! [/QUOTE]
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