Bestow Curse

Necromancy
Level: Clr 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Description

Other Information


Pros:
  • Permanent
  • Difficult to remove. Only 5 spells will remove the curse, and three are high level (7th, 9th, 9th)
  • Caster can create their own curse

    Cons:
  • No real disadvantages.

    Tricks/Combos:
  • Reach Spell: the low level of this spell makes the +2 spell levels tolerable, especially for clerics.

    Overall:
    Bestow Curse is a great, versatile attack spell. All three of the default curses are very strong, and the fact that you can create your own curse makes it even more potent. For arcane casters it's an okay choice, but there are many other good 4th level choices - Black Tentacles, Polymorph, Charm Monster, etc. But for clerics, who get it as a 3rd-level spell, it's amazing. It's about the same as Deafness/Blindness in terms of value.

    Recommended for Clerics?
    Yes. Probably tied with Blindness/Deafness as the best 3rd level offensive spell. With just the default curses, you have a huge range of versatility - it's almost a save-or-die spell.

    Recommended for Sorcerers?
    No. There are better choices for non-damaging spells that neutralize a target, such as Charm Monster or Enervation.

    Recommended for Wizards as an initial spell choice?
    No. There are better choices for non-damaging spells that neutralize a target, such as Charm Monster or Enervation.

    Recommended as a scroll?
    Yes. The ability to invent a custom curse, and the permanent duration make this a powerful intimidation tool.
  • Bear's Endurance, Mass

    Transmutation
    Level: Clr 6, Drd 6, Sor/Wiz 6
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close
    Target: One creature/level, no two of which can be more than 30 ft. apart
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes
    Description

    Other Information
    Same as Bear's Endurance but affects multiple people. Minimum minutes duration/number of targets is 11 (12 for sorcerers).

    Pros:
  • Provides actual increase in hit points (not temporary hit points).
  • Multiple bonuses: hit points, Fortitude saves, Constitution checks.

    Cons:
  • The duration is awkward - it lasts longer than you need for a single fight, but not long enough that it can really be used except immediately prior to a fight.

    Tricks/Combos:
  • Eberron: Useful for "healing" Warforged characters, since it's a Constitution bonus, not an actual healing spell.

    Overall:
    Probably the most generally useful of all the "animal buff" spells, since it's useful to any class, and it provides skill check and saving throw bonuses. Unlike the other animal buff spells, should be pre-cast to have the best effect. If cast in battle, the temporary boost in hit points is fairly minor, and an actual Cure Moderate Wounds spell will usually heal more hit points and more importantly, not go away once the duration ends. Also, it's unlikely every desired target will be within range during combat, where as pre-combat you can gather up and then cast. A very good pre-cast spell for any physical tank or frontline fighter.

    Recommended for Clerics?
    No. The extra hit points (minimum 22) is always useful, but the +2 Fortitude bonus, while useful, isn't spectacular by 11th level. It's an okay choice, but unless you actually have 11 or so targets that will benefit from this spell, there is likely other 6th level spells that are better. If you really need Bear's Endurance, use a wand or scrolls rather than waste a 6th-level spell slot.
    Special: If you are a summoner and are summoning a large number of minions, then this spell could be very good.

    Recommended for Druids?
    No. The extra hit points (minimum 22) is always useful, but the +2 Fortitude bonus, while useful, isn't spectacular by 11th level. It's an okay choice, but unless you actually have 11 or so targets that will benefit from this spell, there is likely other 6th level spells that are better. If you really need Bear's Endurance, use a wand or scrolls rather than waste a 6th-level spell slot.
    Special: If you are a summoner and are summoning a large number of minions, then this spell could be very good.

    Recommended for Sorcerers?
    No. Better spells available, and your limited spell selection means this spell just isn't good enough. If you really want it, take the lower level Bear's Endurance and cast it multiple times instead - that's why you have all the spell slots, after all.

    Recommended for Wizards?
    No. The extra hit points (minimum 22) is always useful, but the +2 Fortitude bonus, while useful, isn't spectacular by 11th level. It's an okay choice, but unless you actually have 11 or so targets that will benefit from this spell, there is likely other 6th level spells that are better. If you really need Bear's Endurance, use a wand or scrolls rather than waste a 6th-level spell slot.
    Special: If you are a summoner and are summoning a large number of minions, then this spell could be very good.

    Recommended as a scroll?
    Not unless you know you will have 11 targets. A scroll of Mass Bear's Endurance is 1650, which is the same cost as 11 Bear's Endurance scrolls. If you only have ten targets, then you've wasted your money.
  • Bear's Endurance

    Transmutation
    Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes
    Description

    Other Information
    This spell used to give a 1d4+1 bonus, which meant it could be Empowered or Maximized. Now it's a standard +4 bonus.

    Pros:
  • Provides actual increase in hit points (not temporary hit points).
  • Multiple bonuses: hit points, Fortitude saves, Constitution checks.

    Cons:
  • No real disadvantages.

    Tricks/Combos:
  • Eberron: Useful for "healing" Warforged characters, since it's a Constitution bonus, not an actual healing spell.

    Overall:
    Probably the most generally useful of all the "animal buff" spells, since it's useful to any class, and it provides skill check and saving throw bonuses. Unlike the other animal buff spells, Bear's Endurance should be pre-cast to have the best effect. If cast in battle, the temporary boost in hit points is fairly minor, and an actual Cure Moderate Wounds spell will usually heal more hit points and more importantly, not go away once the duration ends. A very good pre-cast spell for any physical tank or frontline fighter.

    Recommended for Clerics?
    Yes. Always a reliable bet, and beneficial to any character. However, pre-cast this spell or don't cast it at all - in the heat of battle, you're usually better off casting Cure Moderate Wounds. It will heal more hit points than the bonus hit points you receive from Bear's Endurance.

    Recommended for Druids?
    Yes. Always a reliable bet, and beneficial to any character. Try to pre-cast this spell, but unlike Clerics, you don't have Cure Moderate Wounds to replace it, so it's still a decent choice to cast in battle for a quick hit point boost.

    Recommended for Rangers?
    Yes. Always a reliable bet, and beneficial to any character. It can give melee-based Rangers those extra hit points so they can stand toe to toe with other primary combatants. Try to pre-cast this spell, but unlike Clerics, you don't have Cure Moderate Wounds to replace it, so it's still a decent choice to cast in battle for a hit point boost.

    Recommended for Sorcerers?
    Yes. Always a reliable bet, and beneficial to any character. Most useful as a pre-cast buff, but since arcane casters have very few ways to heal people, it's also extremely valuable as an emergency healing spell.

    Recommended for Wizards as an initial spell choice?
    Yes. Always a reliable bet, and beneficial to any character. Most useful as a pre-cast buff, but since arcane casters have very few ways to heal people, it's also extremely valuable as an emergency healing spell. It's also useful in every situation, ensuring that the slot used to memorize it won't go to waste.

    Recommended as a scroll?
    Yes. It's low level and thus inexpensive, and if used immediately before a battle, the duration will be sufficient to last the entire battle (3 minutes minimum). However, it's much more useful as a potion, since anyone can drink a potion.
  • Barkskin

    Transmutation
    Level: Drd 2, Rgr 2, Plant 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 10 min./level
    Saving Throw: None
    Spell Resistance: Yes (harmless)
    Description

    Other Information
    Additional +1 bonus per 3 caster levels above 3rd, so caster level/bonus: 3rd (+2), 6th (+3), 9th (+4), 12th (+5). Rangers cannot cast this spell until 8th level, so their minimum bonus is +3.

    Pros:
  • Stacks with target's natural armor bonus.

    Cons:
  • Doesn't stack with other enhancement bonuses to natural armor.

    Tricks/Combos:


  • Overall:
    An okay spell that increases in strength as you advance in level. It has a fairly short duration though, which makes it hard to cast far in advance. It's one of the few early-level spells that Druids/Rangers get to increase their AC, which makes it a decent choice. You may want to instead cast Cat's Grace, though; +4 Dex still generally means +2 AC, in addition to a bonus on initiative, Reflex saves and skill checks, although it has a shorter duration. Cat's Grace wouldn't work when flat-footed, but Barkskin doesn't work against touch attacks, so they're equal there. In fact, unless your armor would make additional Dex useless, I would prepare Cat's Grace instead of Barkskin. Once you reach higher level though (12th minimum), +5 natural AC for a 2nd level spell that lasts 2 hours is a nice use of a low-level slot.

    Keep in mind though, that Barkskin is inferior to Mage Armor in almost every way. Mage Armor lasts longer, is a force effect (works against incorporeal attacks), is a lower level spell, and provides a better bonus to AC up until a Druid/Ranger is 12th level. If you have a source of Mage Armor in your party, you may be able to do without Barkskin.

    Recommended for Druids?
    No. Use Cat's Grace instead. Barkskin is good at higher levels though.

    Recommended for Rangers?
    No. Use Cat's Grace instead. Barkskin is good at higher levels though.

    Recommended as a scroll?
    No. A scroll of Barkskin will only be +2 natural AC for 30 minutes, while a less-expensive scroll of Mage Armor will be +4 AC for 1 hour. If you have no arcane casters - or Rogues who can use a 1st-level scroll - I still wouldn't waste the money on a minor bonus.
  • Banishment

    Abjuration
    Level: Clr 6, Sor/Wiz 7
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes
    Description

    Other Information
    Minimum caster level is 11th for Clerics (22 HD affected) or 13th for Wizards (26 HD affected) or 14th for Sorcerers (28 HD affected).

    Pros:
  • Can affect multiple targets.
  • Can improve SR caster level check and Will save DC with objects the target dislikes.

    Cons:
  • Can only be used by standard players on the Material plane.

    Tricks/Combos:
  • Knowing what a target dislikes can be very helpful, since you can then present appropriate objects to make it harder for it to resist the spell. Any damage reduction weaknesses qualify as hated objects, as could other items at the DM's discretion. For example, a classic mythological vampire (NOT a D&D vampire) would hate garlic, the cross, holy water, a torch (representing sunlight), wooden stakes, etc.

    Overall:
    A good spell in the right situations. Affects a large number of HD, and can be very difficult to resist if you have a few of the right objects handy. However, it's utterly and completely useless against non-extraplanar beings, so it's most useful as a "use when needed" spell (Sorcerers or scroll) or when you know you will be up against extraplanar creatures.

    Recommended for Clerics?
    Situational. Don't memorize it regularly, but remember that it's there.

    Recommended for Sorcerers?
    Yes. Although it's not an optimal use of a spell slot since you won't use it regularly, it's a good idea to have a spell or two for dealing with specific situations such as extraplanar beings. Take either this or Dismissal, but only one or the other. (I would personally take Banishment, due to the hated items feature. If you need to, try to use scrolls of Dismissal until you're high enough level to get Banishment.)

    Recommended for Wizards as an initial spell choice?
    No, it's too specific. You should already have Dismissal, and you can make do with it until you get a chance to scroll-scribe Banishment.

    Recommended as a scroll?
    Yes. If you didn't learn Banishment, or if you had to memorize other spells, Banishment is a good one-shot spell that can immediately end a difficult battle.
  • Bane

    Enchantment (Compulsion) [Fear, Mind-Affecting]
    Level: Clr 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 50 ft.
    Area: All enemies within 50 ft.
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes
    Description

    Other Information

    Pros:
  • Decent duration.
  • Only affects enemies.
  • Affects multiple enemies.

    Cons:
  • Area of effect must originate from caster's location.

    Tricks/Combos:
  • Obviously, this spell stacks nicely with fear effects/spells, since it gives enemies a -1 penalty on saving throws against fear effects.

    Overall:
    Somewhat plain, but a solid 1st level spell. Penalizing your opponents' attack rolls never hurts, and this one has a decent range/area of effect that lets you usually hit a few foes with it. You'll quickly get better spells as you advance in level, but when you're starting out this is often more useful than a single-target buff spell. For example, I would rather penalize multiple enemies with a -1 on attacks then give a single ally a +1 bonus on attacks/damage with Magic Weapon.

    Recommended for Clerics?
    Yes. In early levels, this is a solid everyday spell to memorize. Everyone has low AC, and enemies usually have low bonuses to hit, so even a -1 penalty can have a decent impact on a battle.

    Recommended as a scroll?
    No. If you don't have it available, it's not the end of the world. Just do something else.
  • Baleful Polymorph

    Transmutation
    Level: Drd 5, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Permanent
    Saving Throw: Fortitude negates, Will partial; see text
    Spell Resistance: Yes
    Description

    Other Information
    Note: The SRD differs significantly from the actual Player's Handbook.

    The SRD:
    - No limitations on the new form a target takes.
    - Initial Fortitude save to negate the spell, otherwise they lose all special abilities of their natural form and gain the physical and mental attributes of the new form. They retain the ability to understand language, their normal memories, and their natural hit points and HD. Any items worn fall to the ground.
    - After 24 hours, must make a Will save or lose the ability to understand language, and their memories, and their hit points and HD become those of the new form.

    Player's Handbook:
    - States that the new form must be an animal of small size (or smaller) with no more than 1 HD.
    - Initial Fortitude save to negate the spell. If they fail the Fortitude save, they immediately must make a Will save or else they lose all special abilities of their natural form and gain the physical and mental attributes of the new form. They retain the ability to understand language, their normal memories, and their natural hit points and HD. No mention of what happens to items worn.

    Pros:
  • Permanent.

    Cons:
  • Two saves (Fort negates, Will partial).
  • If going by the Player's Handbook, new form must be a) small size, b) an animal, and c) have no more than 1 HD.
  • If a new form would prove fatal (turning a flying creature into a toad while it is airborne) they get a +4 bonus on the save.

    Tricks/Combos:
  • Since the new form is an animal, a polymorphed target can be subjected to spells or abilities that normally target only animals.
  • You can also target yourself or an ally, since you can voluntarily fail your saves. If using the Player's Handbook rules this is a large risk, since if you fail the Will save you lose your regular mental state. If using the SRD, not only does this not arise until 24 hours have passed, but it also does not list any sort of "new-form" restrictions. This means no HD limit, no creature type limitations, nothing.

    Overall:
    The varying rules make this tricky. If going by the SRD, then this spell is a killer in battle; turn any foe into something harmless and you're laughing. You can also use it to turn a group on itself; turning the orc lord into a fat gnome could have fantastic results when the other orcs spot him. If used in a combat situation the Will save is mostly irrelevant, since most times either you or the target won't be around in 24 hours to care about the secondary effect.

    If using the Player's Handbook rules, you are a bit more limited. You must choose a small animal form, so the above-mentioned orc-into-gnome trick would not be possible. Also, if a creature fails their Fortitude save and turns into a cat or something, but then passes their Will save, they retain all special abilities of their natural form. This means you could be facing a regenerating cat, or one that can fly, or one that can still use its natural spell-like abilities. Not quite as dominant as the SRD version, but obviously still very good.

    Note: I believe the SRD version is horribly written and is very broken. You could cast it on yourself and then run around rampant as a Titan for 24 hours. Have someone dispel it before the 24 hour point to avoid any negative effects, and repeat. I would not allow this version in my games.

    Recommended for Druids?
    Yes. Useful to directly negate one opponent in combat, or trick enemies into battling each other, or when interrogating a prisoner (turn them into an animal and then unleash your many animal-targeting spells on their new body). Can also be used as a last-resort buff spell, though this is risky due to the terrible mental side effects if the Will save fails. Also nice in that you don't necessarily have to kill the affected target; you can take them prisoner, or use it to force someone to realize that you are not hostile towards them, by returning them to normal once they've calmed down.

    Recommended for Sorcerers?
    Yes. Useful to directly negate one opponent in combat, or trick enemies into battling each other, or when interrogating a prisoner. Nothing screams "evil and powerful person" like turning someone into a frog. Can also be used as a last-resort buff spell, though this is risky due to the terrible mental side effects if the Will save fails. Also nice in that you don't necessarily have to kill the affected target; you can take them prisoner, or use it to force someone to realize that you are not hostile towards them, by returning them to normal once they've calmed down.

    Recommended for Wizards as an initial spell choice?
    Yes. Useful to directly negate one opponent in combat, or trick enemies into battling each other, or when interrogating a prisoner. Nothing screams "evil and powerful person" like turning someone into a frog. Can also be used as a last-resort buff spell, though this is risky due to the terrible mental side effects if the Will save fails. Also nice in that you don't necessarily have to kill the affected target; you can take them prisoner, or use it to force someone to realize that you are not hostile towards them, by returning them to normal once they've calmed down.

    Recommended as a scroll?
    Yes. It's a very useful combat spell, but the roleplaying applications from casually turning people into pets is very dramatic and effective in itself.
  • Awaken

    Transmutation
    Level: Drd 5
    Components: V, S, DF, XP
    Casting Time: 24 hours
    Range: Touch
    Target: Animal or tree touched
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes
    Description

    Other Information
    Your base Will save at minimum caster level is +6. Additionally, you need at least a 15 Wisdom score to be able to cast 5th level spells, which is an extra +2 (minimum).

    Pros:
  • No material component.
  • Permanent.

    Cons:
  • XP cost.
  • Extremely long casting time.
  • Fails if you don't make the Will save requirement.

    Tricks/Combos:
  • Get some buff spells on you to help your Will save, since the save DC can be quite high depending on the strength of the creature being affected. Even little spells like Resistance will help.
  • Technically since Awaken is a touch spell, you could cast the spell and then hold the charge and use it on something later on. You could be really nasty with this spell and turn the Archwizard's giant dinosaur pet into your new friend.
  • Maximize spell / Empower spell: Yes,those attributes that are 3d6 are variable scores, and hence can be maximized & empowered. That tree you just awoke? It's now got 27 intelligence. Have fun.

    Overall:
    Awaken can be a lot of fun simply because it allows you to create intelligent beings. Remember that they have human sentience and intelligence - you can't just Awaken an oak tree and order it to guard your keep while you're out. Although you cannot upgrade an animal companion, familiar, or special mount using this spell, it does allow you to gain a new friend or party member. Depending on how you roleplay it (and depending on what the DM thinks), you could almost gain a cohort if you treat the awakened creature well. The XP cost prevents you from going overboard; you could awaken a hundred squirrels to create a squirrel city, but it would cost you a ton of experience.

    Recommended for Druids?
    Situational. Obviously not a spell you want to cast every day, but you might want to cast it once to get yourself an ally.

    Recommended as a scroll?
    No. This isn't a spell you want to cast on the fly. You want preparation and a little foresight - don't awaken a giant, fearsome roc if you have nothing around to cement your friendship with. You don't want to pay 250 XP only to have the now-awakened creature run off.
  •