Animate Dead

Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description

Other Information
You can't create more HD of undead than twice your caster level with a single casting. You can control 4HD of undead per caster level.

Pros:
  • No duration.
  • Versatile - you can create many weak undead creatures or a single strong undead creature, the choice is up to you.

    Cons:
  • Costly material component.
  • Your commands must be spoken. If you are silenced or rendered unconscious, you cannot issue any new commands to the undead creatures.
  • Definitely an evil spell. Most DM's will not look kindly upon good characters casting this spell.

    Tricks/Combos:
  • Valuable as expendable pawns. Use to enter suspicious doorways, open trapped chests, block a hallway while you escape - the possibilites are endless.
  • Animated undead can be ordered to guard areas. Useful for protecting a base, or for ambushing a group following you.
  • When used in conjunction with Desecrate, you can create up to four times your caster level of undead in a single casting. In other words, you can create up to your maximum HD-controlled limit.
  • Take advantage of undead immunities; for instance, send your undead pawns to attack, and then surround the melee with a Stinking Cloud spell.

    Overall:
    A 5th level Cleric could create a single 10HD undead servant with this spell. He can do this twice before reaching his maximum HD-controlled limit. It's a great way to get absolutely loyal servants and/or bodyguards, and even though it has a costly material component, the overall cost is quite low - the two 10HD creatures would only cost 250 gp each. However, you won't always be able to raise the ideal undead that you want. You may want a fierce bodyguard, but if all you have available is three old Kobold corpses, then that's all you can use.

    Recommended for Clerics?
    Yes. You get it at a lower level than arcane casters, and can combine it with Desecrate for increased effectiveness. You can also heal them with negative energy spells.

    Recommended for Sorcerers?
    No. It's not a spell that you will be using frequently, so most of the time it will just be taking up a valuable spell known slot. Sometimes you won't have the components, other times you won't have the proper corpses. A Summon Monster spell isn't quite as strong, and isn't permanent, but it's more reliable.

    Recommended for Wizards as an initial spell choice?
    Varies, but usually not a bad choice, simply because it gets you a permanent, completely loyal bodyguard (or bodyguards.) You may want to hold off learning it right away, since you don't know how long until you find some suitable corpses. Personally I would scroll-scribe it and never memorize it until we happened to find some great targets. Necromancers obviously have other spells that complement this one, but otherwise any type of Wizard can benefit equally as well.

    Recommended as a scroll?
    No. Since scrolls use the minimum caster level, you would only be able to animate 10HD of undead per casting. This spell should be cast normally. However, if you can find a scroll scribed at a higher level, then it is worth carrying one around in case you stumble upon a terrific corpse that you won't have a chance to fetch later.
  • Animal Trance

    Enchantment (Compulsion) [Mind-Affecting, Sonic]
    Level: Brd 2, Drd 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Animals or magical beasts with Intelligence 1 or 2
    Duration: Concentration
    Saving Throw: Will negates; see text
    Spell Resistance: Yes
    Description

    Pros:
  • Multiple targets.
  • No set duration, lasts as long as you concentrate.
  • Animals not trained to attack or guard receive no save.

    Cons:
  • No control over targets (closest targets are selected first).
  • Random variable; could control as few as 2HD worth of creatures.
  • Noisy - targets must be captivated by music, singing or chanting.
  • Can only affect targets with Intelligence 1 or 2, which disqualifies many magical beasts.

    Tricks/Combos:
  • A creative character could use it to simulate a "Pied Piper" effect. Technically fascinated creatures remain still, but your DM would probably allow you to slowly lead the targets if the situation is unthreatening.
  • Maximize Spell: When maximized, you are guaranteed to successfully affect up to a 12HD generic animal (untrained and not a dire version). The 5th level slot is rough though.
  • Mazimize Spell & Empower Spell: As above, except up to 18HD, which means you can confidently use it on Tyrannosaurs or Rocs. However, this bumps the spell slot up to 7th for Druids, and it isn't even an option for Bards. A high price to pay to temporarily neutralize a single target.

    Overall:
    Because generic animals receive no save, and due to this spell's unpredictable effectiveness, Animal Trance works best against simple wild Animals. However, you are rarely in danger from simple wild animals. It might be decent if magical beasts, dire animals and even trained animals only got the Will save, but you ALSO have to roll high enough on the 2d6 HD roll...making this spell too unreliable to take.

    Recommended for Bards?
    No.

    Recommended for Druids?
    No, unless you plan on using it to captivate some squirrels or something. Maybe to impress a group of fey?

    Recommended as a scroll?
    No. Too unreliable, and even if you get a high HD roll AND the target fails its save, it's not an instant-win result like Hold Person - the animal still reacts to danger and will probably still eat you after you stop concentrating.
  • Animal Shapes

    Transmutation
    Level: Animal 7, Drd 8
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: Up to one willing creature per level, all within 30 ft. of each other
    Duration: 1 hour/level (D)
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)
    Description

    Other Information
    Earliest possible level to cast this spell is 15th for Druids, which guarantees a minimum of 15 hours duration and 15 possible targets.

    Pros:
  • Good potential that is not restricted by size.
  • Long duration, multiple targets.

    Cons:
  • Limited to HD equal to subject or caster level.
  • Cannot be used to take the form of a creature with a template. This means no dire animals other than the ones already in the Monster Manual.

    Tricks/Combos:
  • By turning into tiny animals, a large group can easily infiltrate an enemy base or fortified area.
  • Can be used as an emergency escape plan - just change everyone into birds and fly away.
  • There may come a time when you need a massive amount of weight for something. A Cachalot Whale is gargantuan and can be up to 60 feet long. Even if you are not in a water area, it can hold its breath for 192 rounds (32 minutes!) before it risks drowning.

    Overall:
    A great way to turn a group of non-melee characters into ferocious combatants, or go the opposite direction and use it for stealth or escape. Since targets gain the physical scores of the animal form, it doesn't matter if they are originally feeble and clumsy. Listed below are some possible choices. Depending on what books you use in your group, you may find other animals that are better choices.

    Some good combat choices: Deinonychus (4HD), Dire Lion (8HD), Dire Tiger (16HD), Triceratops (16HD), Tyrannosaurus (18HD), Roc (18HD), or any of the Swarm forms. Take advantage of irregular terrain - take aquatic forms to fight pirates or Sahaugin, or take winged forms if you're atop mountain peaks. This will make the battle safer for you (no risk of drowning/falling) and also aid you tactically, since your opponents will now be at severe disadvantages.

    For stealth or escape, Cheetahs move 50 feet a round or can sprint once per hour to move 500 feet. Eagles have a fly speed of 80 feet.

    Note: Your DM may disallow all kinds of dire animals completely. It is up to his or her discretion.

    Recommended for Druids?
    Yes. The diverse uses for Animal Shapes make it a safe bet when choosing spells for the day. Combat, disguise, survival, even just routine travel, all can be accomplished with this spell.

    Recommended as a scroll?
    Yes. Animal Shapes is very capable of single-handedly saving your entire party from a situation gone wrong, so it is worth keeping a scroll available for rough times.
  • Animal Messenger

    Enchantment (Compulsion) [Mind-Affecting]
    Level: Brd 2, Drd 2, Rgr 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One Tiny animal
    Duration: One day/level
    Saving Throw: None; see text
    Spell Resistance: Yes
    Description

    Other Information

    Pros:
  • Long duration.
  • Technically, no defined range limit to how far the animal can travel.

    Cons:
  • Must know the designated location well, since the animal depends on your directions.
  • Must be a designated location, not a person. (The animal can't hunt out and deliver the message to a specific ally.)

    Tricks/Combos:
  • Even after someone has received an attached message or item, the animal remains at the designated location. Using Speak with Animals during the remaining time could allow someone to gather more information about the sender of the message, such as where they were, what condition they were in, if they were alone, etc. Certain abilities could even persuade the animal to lead someone back to the original sender.

    Overall:
    A very nice spell to have available if you find yourself imprisoned. The material component is relatively easy to come by - a piece of corn, a beetle, or a bit of grain would do the job for many animals. The long duration is nice, giving the animal the necessary time to travel and then to wait for someone to notice its message. If cast on a fast animal such as a bird, it can be used to deliver fast messages, such as alerting a city of an oncoming army. Finally, a scout-type character far ahead might find it useful to deliver a message back to his allies without actually backtracking the distance himself.

    In a town of decent size, there are probably city officials who have this spell available to use for communication with people beyond the city walls, or even other cities.

    Recommended for Bards?
    Maybe. There are better 2nd level spells, but Animal Messenger can completely save your hide if you're locked up in a dirty cell awaiting execution. If you're a mischievous Bard who tends to get himself in trouble, then you might want to take this spell as a precautionary measure. However, most Bards would probably be better off escaping capture with a standard Invisibility spell, or even trying to escape using their other tricks.

    Recommended for Druids?
    Varies. If you're a prisoner, you should strongly consider memorizing Animal Messenger if you have allies that could come to your rescue. It is a spell that you memorize if you need it, but not on an average day.

    Recommended for Rangers?
    Varies. If you're a prisoner, you should strongly consider memorizing Animal Messenger if you have allies that could come to your rescue. It is a spell that you memorize if you need it, but not on an average day.

    Recommended as a scroll?
    No. The most helpful use of Animal Messenger is using it to deliver urgent messages. If you are imprisoned or otherwise incapacitated, chances are your gear - and scrolls - were taken away. Also, scrolls are usually for unexpected, emergency situations, and Animal Messenger is hard to use without preparation. Your powerful Paladin ally might want to rush to your aid, but if he doesn't know there's a sparrow with a note for him at the town well, then he'll never know you are in danger.
  • Animal Growth

    Transmutation
    Level: Drd 5, Rgr 4, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
    Duration: 1 min./level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    Description

    Other Information
    Essentially a tweaked Enlarge Person for multiple animal targets. Minimum caster level is 9th for Druids and Sorcerers/Wizards (four targets) or 14th for Rangers (seven targets).

    Pros:
  • Affects multiple targets with a single casting.
  • No size limitations.
  • The increase size/mass feature of the spell has some minor offensive uses.

    Cons:
  • Short duration.

    Tricks/Combos:
  • The weight increase has some minor offensive uses. A light pony becomes capable of completely pinning a mighty warrior, or a boat of mounted guards might suddenly find their horses so heavy they're sinking the boat.
  • Cast a Summon Nature's Ally/Summon Monster spell, summoning multiple weaker creatures that are at least medium size, and place them around the battlefield. Then Animal Growth them. Since all the creatures will now be large and have 10 ft. reach, virtually any enemy in the area will be flanked from at least one direction. Most beneficial for helping Rogues get their sneak attacks, but even the generic +2 flanking bonus will come in handy.

    Overall:
    This is an excellent spell for a fighting animal such as a Druid or Ranger animal companion, since every bonus is helpful. Although Sorcerers and Wizards may be tempted to use Animal Growth on their familiar to make it more combat-capable, this is a bad idea. Even with this spell, your little toad or rat won't last long enough in combat to do much, and the potential threat is too high for such minimal gain.

    Recommended for Druids?
    Yes. An animal companion becomes a terrifying combatant with this spell. And if nothing else, you can always use it on a spontaneously-cast Summon Nature's Ally spell.

    Recommended for Rangers?
    Yes. An animal companion becomes a terrifying combatant with this spell. There is only seven 4th level Ranger spells, and assuming you have a fighting animal companion, Animal Growth is easily the most useful.

    Recommended for Sorcerers?
    No, except for Summoners. Unlike a Druid or Ranger, most of the time you won't have an animal ally to cast this on. Your limited spell choices should be spent on spells that you are always able to use. If you specialize in Summon Monster spells though, then Animal Growth is a superb choice, since you can either buff up one strong monster or multiple weaker ones.

    Recommended for Wizards as an initial spell choice?
    No, except for Summoners. Unlike a Druid or Ranger, most of the time you won't have an animal ally to cast this on. Your initial spell choices should be spent on spells that you are always able to use. If you specialize in Summon Monster spells though, then Animal Growth is a superb choice, since you can either buff up one strong monster or multiple weaker ones.

    Note: If you have a Druid or Ranger in your party with an animal companion, then you may wish to scribe this spell from a scroll so you can enhance its combat abilities - especially for a Ranger, since they can't cast Animal Growth until 14th level. It all depends on what your role is in the party

    Recommended as a scroll?
    Yes, for Druids or Rangers, or Sorcerers/Wizards specializing in summoning. It's a very good spell to pre-cast before an important fight, and you may have already expended your spells, or need them for something else. For other Sorcerers/Wizards, it's probably not worth having a scroll of.
  • Analyze Dweomer

    Divination
    Level: Brd 6, Sor/Wiz 6
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One object or creature per caster level
    Duration: 1 round/level (D)
    Saving Throw: None or Will negates; see text
    Spell Resistance: No
    Description

    Other Information
    The minimum level to cast Analyze Dweomer is 16th level for Bards, 12th for Sorcerers, and 11th for Wizards. If used on a magic item, you learn the item's functions, charges, and how to activate its functions, but this doesn't allow you to use an item you wouldn't normally be able to use.

    Pros:
  • Each round can examine new object or creature as free action.
  • Only have to be able to see the object or creature to examine it.
  • If you examine a creature or an unattended object, it gets no save and no SR.

    Cons:
  • Attended objects receive a Will save if the holder wants.
  • Doesn't work on artifacts.

    Tricks/Combos:
  • Analyze Dweomer + Dispel Magic. Use Analyze Dweomer to see what defensive or buff spells a foe might have, and then you can decide if it's worth trying to dispel them. You also learn the caster level of any active spells, which helps you estimate if a Dispel Magic will succeed.

    Overall:
    A good defensive aid, Analyze Dweomer can tell you whether the wand on an evil Wizard's belt is a wand of Rope Trick or a wand of Disintegrate. You can then take the appropriate defensive actions based on what they have at their disposal. It can also be used to understand the dangers of a magical trap. Of course, it's always useful for simply identifying magical items found during an adventure. It has a 1,500 gp focus cost, but it isn't used up, unlike Identify's 100 gp material component. A good spell, but maybe not worth a 6th level slot.

    Recommended for Bards?
    No. Bards only get four 6th level spells and you will probably need the slots for life-saving spells, where as Analyze Dweomer is helpful but not essential.

    Recommended for Sorcerers?
    No. While Sorcerers could follow it up with Dispel Magic, the 6th level spell slot is expensive. With a little foresight and knowledge of standard buff spells, you can usually guess when a Dispel Magic is needed. However, if you are a utility Sorcerer who focuses on defensive utility, you may wish to take Analyze Dweomer so you can examine an opponent's magical equipment and warn your party of potential hidden dangers. For indentifying magical items, just pack a few scrolls of Identify for those important items that you might need immediately.

    Recommended for Wizards as an initial spell choice?
    No, but worth scribing. Since it won't always be needed, you probably won't memorize this on a daily basis. But if you know you are headed into a high-magic area (such as a Wizard's lair/laboratory) or are going to fight a strong equipment-wearing opponent (that will have magical gear) then it can be worth memorizing. For identifying gear, you may be better off with Identify, trading a bit of extra component cost for a precious 6th level slot.

    The mass-Identify use is extremely useful (and cost-efficient) after an adventure, when you have time to memorize whatever spells you need. Even if you only use it once a month, you might as well have it since you have unlimited spells known. For identifying gear on the fly, Identify will also do the job. If you do actually find a horde of gear, use Identify on whatever you may need right then and there, and pack the other items away for later inspection.

    Recommended as a scroll?
    Yes for defensive use, No for identification. Since most of the time you won't need it, using a spell slot on it can go wasted. But when you really need to inspect that magic trap or super-strong evil Wizard, it is always helpful. For treasure identification, Wizards should have the spell in their spellbook and so won't need a scroll. For anyone else, a scroll of Analyze Dweomer costs 1,650 gp, and lasts for 11 rounds (11 items). However, a scroll of Identify costs 125 gp. It's actually cheaper to buy 11 Identify scrolls (1,375 gp).
  • Alter Self

    Transmutation
    Level: Brd 2, Sor/Wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 min./level (D)
    Description

    Other Information
    You gain physical attributes (natural armor, natural attacks, natural size, movement capabilities, racial skill bonuses, racial feats. You do not gain extraordinary special attacks, special qualities, spell-like abilities, etc. Worn equipment remains active if still applicable. Minimum duration is 30 minutes (3rd level caster).

    Pros:
  • Very versatile.
  • Can be used effectively for combat or for spying/infiltration.

    Cons:
  • 5 HD limit.
  • Personal range.
  • Limited to changing into something of the same creature type.

    Tricks/Combos:
  • Multiclassing: For only 3 levels of Wizard, many other classes can greatly benefit from Alter Self. Any class could benefit from being able to grow wings, gills, or burrowing claws. Barbarians could wear no armor at all, and just Alter Self into something with a high natural AC. This works even better once they cannot be caught flat-footed. Rogues could find great value in being able to change into another race for sneaking around, and if they are small already, could Alter Self into something tiny to be even harder to catch. They would also have access to other spells to aid sneaking such as Invisibility and Spider Climb. Rangers could get good use out of a form with natural attacks, since numerous Ranger spells enhance natural or claw attacks. Druids probably won't need this spell, since they already get Wild Shape, and Clerics, Paladins and Fighters would probably prefer being able to wear heavy armor, which would present an arcane spell failure problem.
  • Silent Spell: Multiclassing Rogue characters might have to be able to cast this spell stealthily to escape a botched operation; the +1 spell level is worth it since it could mean the difference between escape and capture.
  • Still Spell: As Silent Spell.
  • Non-humanoids have some fantastic choices to change into.

    Overall:
    A superb spell. Extremely versatile and with a little research, almost always helpful in some way. The key to efficiently using this spell is knowing exactly what you can turn into, before you need to use it. Some good choices (from core sources) for humanoids are Lizardfolk (+5 natural AC, natural weapons of 2 claws and a bite, and racial feat Multiattack) or Troglodyte (+6 natural AC, natural weapons of 2 claws and a bite, and racial feat Multiattack). For swimming, Locathahs have +3 natural AC and a Swim speed of 60 feet.

    Outsiders (Aasimar, Tiefling, etc.) get some great choices; Lantern Archon or Quasits for perfect flight, Formian Warrior for +5 natural AC and four natural attacks (sting, 2 claws, bite), Ravid for +10 natural AC (but only one hand, and no flight), Juvenile Tojanida for +10 natural AC and swim 90 ft., etc.

    Recommended for Bards?
    Yes, although it depends on your role in your party. Almost anyone will find being able to suddenly improve their natural AC or improve/alter their natural movement speed a useful function. Mischievous Bards might greatly appreciate being able to change shape to escape capture.

    Recommended for Sorcerers?
    Yes. Almost anyone will find being able to suddenly improve their natural AC or improve/alter their natural movement speed a useful function. Even a pure blaster Sorcerer wouldn't complain about having a Troglodyte's +6 natural AC. Can be a great help for intimidation or diplomatic attempts, as well.

    Recommended for Wizards as an initial spell choice?
    Yes. Almost anyone will find being able to suddenly improve their natural AC or improve/alter their natural movement speed a useful function. Even a pure Enchanter or Illusionist wouldn't complain about having a Troglodyte's +6 natural AC. Can be a great help for intimidation or diplomatic attempts, as well.

    Recommended as a scroll?
    Yes. Even if you don't use the combat techniques, or use it to sneak around or hide, or intimidate prisoners, Alter Self is incredibly useful for the movement capabilities alone. Trapped in a collapsing tower? Turn into something with burrowing and dive into the ground. Aboard a sinking ship? Turn into something that can breathe water. About to fall off a high cliff? Turn into something with wings. You should always have Alter Self (and the knowledge of what forms you can take) available.
  • Align Weapon

    Transmutation [see text]
    Level: Clr 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)
    Duration: 1 min./level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    Description

    Other Information
    Whatever alignment you make the weapon/projectiles determines the alignment of the spell. Can't be cast on a natural weapon.

    Pros:
  • Allows you to bypass alignment-based DR, which is otherwise a significant disadvantage.

    Cons:
  • Useless versus most opponents.
  • Won't work on magical weapons that have alignment (which unfortunately are usually strong weapons).

    Tricks/Combos:
  • Not really a combo, but your Knowledge (Religion) and Knowledge (Planes) skill checks should be high if you want to use this spell, otherwise you'll never know what kind of DR a particular fiend or celestial (or whatever) has.

    Overall:
    A good spell that you will very rarely use. If you find yourself about to travel to a different plane, ask your DM if you can make a prepatory Knowledge check to estimate if you'll need this spell.

    Recommended for Clerics?
    Not unless you know beforehand you will be facing something with alignment DR, in which case it's a no-brainer.

    Recommended as a scroll?
    Yes. Align Weapon is perfect as a scroll, for those situations where you find yourself against an unanticipated foe with alignment DR.
  • Alarm

    Abjuration
    Level: Brd 1, Rgr 1, Sor/Wiz 1
    Components: V, S, F/DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 20-ft.-radius emanation centered on a point in space
    Duration: 2 hours/level (D)
    Saving Throw: None
    Spell Resistance: No
    Description

    Other Information
    Wards an area to trigger an alarm (mental or audible) when a creature larger than tiny size enters the area and does not speak a specific password. A mental alarm wakes you from normal sleep if you are within 1 mile of the warded area; an audible alarm can be heard by anyone within 60 feet of the warded area. Ethereal or astral creatures do not trigger the alarm.

    Pros:
  • Long duration: by 4th level a single casting will last an entire 8 hours of rest.
  • Mental version of spell gives no outward sign of alarm. Someone sneaking up has no idea that have triggered an alarm.

    Cons:
  • Audible version somewhat negated by a Silence spell (creatures inside a Silence spell do not hear the ringing noise).

    Tricks/Combos:
  • Use it to detect creatures following you. Cast it on a doorway that someone pursuing you would have to enter, continue onwards and wait. If the Alarm spell triggers, this gives you time to prepare an ambush or other welcome.

    Overall:
    A good spell to protect against being ambushed while resting. Even if your party takes shifts on watch, Alarm will save your butt when the watch gets garrotted or kidnapped silently. The ability to use it to detect pursuit is nice. A rogue sneaking back could accomplish the same task, but Alarm lets you do it from a safe distance away. It can also be used to detect intruders entering your home. If your party is breaking into a wizard's home, expect one or two Alarm spells to have been silently triggered.

    Recommended for Bards?
    Depends. Since you don't have to prepare it, you aren't really wasting a slot each day on the chance you'll need it. It's a perfect way to use up an extra, unused spell at the end of the day. There are other 1st level spells that might be more useful on a day-to-day basis, but the simple fact is that an Alarm spell while resting is never a bad idea. However, Bards get only a handful of 1st level spells. Alarm is okay, but chances are there are other spells you will need more.

    Recommended for Rangers?
    Yes, depending on area. If you are in a heavy combat area, you should use your few spells on combat buffs instead since there's a good chance you'll need them. If however you are traveling on main roads or in relatively safe regions, Alarm is a decent choice.

    Recommended for Sorcerers?
    Depends. Since you don't have to prepare it, you aren't really wasting a slot each day on the chance you'll need it. It's a perfect way to use up an extra, unused spell at the end of the day. There are other 1st level spells that might be more useful on a day-to-day basis, but the simple fact is that an Alarm spell while resting is never a bad idea. However, Sorcerers get only a handful of 1st level spells. If you're a blaster Sorcerer who throws a Magic Missile every encounter, take it. If you're a utility Sorcerer who likes having lots of different spells to use, then you might need the slot for a better spell.

    Recommended for Wizards as an initial spell choice?
    No. When you are low-level, it won't last long enough to be used as a safety alarm while resting. It's a good spell to have scroll-scribed by 4th level though, when it will last 8 hours. It's a tough decision to memorize Alarm rather than say, Mage Armor or Magic Missile, but if you're adventuring in dangerous areas it can be worth the sacrifice.

    Recommended as a scroll?
    Yes, but only for the "detect pursuit" trick. A scroll would have to be at least caster level 4th to last an entire night, and burning one each night as a precaution is just wasteful. If no one in the party can cast Alarm, just take shifts on watch and hope it's not the night the silent assassin comes calling.
  • Air Walk

    Transmutation [Air]
    Level: Air 4, Clr 4, Drd 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature (Gargantuan or smaller) touched
    Duration: 10 min./level
    Saving Throw: None
    Spell Resistance: Yes (harmless)
    Description

    Other Information
    Subject can walk on air or use on a specially trained mounts so they can be ridden through the air.

    Pros:
  • Can affect virtually any creature, regardless of size.
  • Can affect mounts.
  • Since walking on air is like walking on the ground, subjects retain their full natural mobility, similar to perfect flight.

    Cons:
  • Half speed while ascending/descending.
  • Doesn't last long enough for large-scale aerial travel.

    Tricks/Combos:
  • The best "trick" I can think of with Wind Walk is to cast it on your mount and not use the ability right away, saving it for a huge surprise. One possible scenarios would be leaping off a cliff to make opponents think you have died, and then escaping in mid-air once you're out of sight.

    Overall:
    Wind Walk is a useful spell for Clerics, who have no other real way of becoming airborne. Same goes for Druids, but a Druid who uses an animal as a companion/mount gets more mileage from this spell; a dire tiger with Wind Walk could be a scary sight. That being said, the half speed while ascending/descending is painful. On a related note, although Wind Walk has a longer duration than Fly, you move a lot slower with Wind Walk, so for total distance the difference isn't that great. It's still not really long enough for any extended air travel. It will last long enough to scale and infiltrate a large castle or keep, but not enough time to explore a mountain.

    Recommended for Clerics?
    Not on a regular basis. For the most part you won't need to get into the air. If you know you will need some aerial travel, then it is a useful spell, but in day-to-day use this will probably just end up converted into a Cure Critical Wounds spell.

    Recommended for Druids?
    Not on a regular basis (unless part of regular mount/companion strategy). As Cleric, but if you already have a means of becoming airborne (through other Druid spells or Wild Shape) then Wind Walk becomes a poor spell choice. Totally different if you use it frequently for an aerial mount animal companion, as obviously it will be one of your default spells.

    Recommended as a scroll?
    Yes. This is one of those spells that is extremely useful in very specific situations, but only okay the rest of the time. It's much better to carry a scroll on the off-chance you'll suddenly need it rather than waste a slot memorizing it. Most times you'll have time to prepare it beforehand, but not always.
  • Aid

    Enchantment (Compulsion) [Mind-Affecting]
    Level: Clr 2, Good 2, Luck 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 1 min./level
    Saving Throw: None
    Spell Resistance: Yes (harmless)
    Description

    Other Information
    Bonus on attack rolls and saves against fear, and a small amount of temporary hit points.

    Pros:
  • Multiple bonuses: Attack bonus and temporary hit points are always useful, the bonus to saves against fear is occasionally handy.
  • Long enough duration to cast before entering a situation where the bonuses will be needed.

    Cons:
  • Bonus to saves against fear will be unnecessary most of the time.

    Tricks/Combos:
  • The temporary hit points can be used as a roleplaying device when cast on a dying creature. A "healed" creature could be questioned and then released, only to die a few minutes later. Or it could be viewed as a curse, or a "countdown to death" such as those often seen in video games, if you're really sadistic.

    Overall:
    A decent buff spell to use on any character who will be making attack rolls, but especially primary melee characters who will need the temporary hit points. If you know beforehand you will be facing something with a fear effect, Aid goes from a decent spell to a good spell. Once again, primary melee characters benefit the most, since they likely have low Will saves to begin with. Also versatile as a last resort temporary healing spell.

    Recommended for Clerics?
    Yes. Always a good choice if going up against opponents with a fear effects, but even if not, still a dependable buff spell or backup healing spell. Mostly a good choice because by memorizing a single spell you can fulfill various needs.

    Recommended as a scroll?
    No. Although this spell has multiple effects, there are other, lower-level spells that will accomplish a single effect more effectively. Bless (1st) will give all of your allies the +1 on attack rolls, Resistance (0th) will grant a +1 bonus on all saves, and Cure Light Wounds (1st) will heal about the same hit points, but for good, not temporarily. Aid is worth memorizing because your spells per day are limited. Your scroll choices are not, so it's better to just carry a few different, less-expensive scrolls that can accomplish the same as a scroll of Aid.
  • Acid Splash

    Conjuration (Creation) [Acid]
    Level: Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One missile of acid
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    Description

    Pros:
  • Ranged touch, No save, No SR

    Overall:
    One of the few cantrips that will deal damage. More useful in provoking/intimidating someone or testing resistances than actually dealing damage.

    Recommended for Sorcerers?
    No. You get only a handful of 0th level spells. Ghost Sound, Dancing Lights, Mending, Open/Close, Prestidigitation, Message, Detect Magic, Mage Hand - these are all more useful choices. You should have plenty of Magic Missile spells to deal damage.

    Recommended for Wizards as an initial spell choice?
    Automatic. Usually not worth memorizing, though no SR means it is better than the other damaging cantrip Ray of Frost.

    Recommended as a scroll?
    No. Don't bother.
  • Acid Fog

    Conjuration (Creation) [Acid]
    Level: Sor/Wiz 6, Water 7
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Fog spreads in 20-ft. radius, 20 ft. high
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    Description

    Other Information
    Area of effect spell. Deals 2d6 acid damage to each creature and object within the fog on caster's turn. Minimum level for 6th level spells is 11th, so that's a minimum of 11 rounds.

    Obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

    Any creature attempting to move through the fog progresses at a speed of 5 feet and it takes a -2 penalty on all melee attack and damage rolls. Prevents effective ranged weapon attacks except for magic rays and the like. A creature or object that falls into Acid Fog is slowed - each 10 feet of fog that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in Acid Fog.

    Pros:
  • Large area, No save, No SR.
  • Repeating effects in multiple rounds with no further effort required.
  • Can force spellcasters to make ongoing Concentration checks.
  • Limits vision, grants concealment.
  • Slows creatures.
  • Penalty to melee attacks, prevents non-magical ranged attacks.
  • Acid damage can affect large quantities of items at once.

    Cons:
  • Doesn't function underwater.
  • Can be escaped via extradimensional travel (Dimension Door, Teleport, etc.)
  • The falling damage negation from Solid Fog is virtually useless.

    Tricks/Combos:
  • Combine with Dimensional Anchor to prevent opponents from magically escaping the fog.
  • Combine with movement-hindering spells like Grease or Web to prevent opponents from leaving the fog. Or use a bull rush or similar methods to push someone into the fog.
  • Use in an enclosed space for maximum damage (think execution gas chamber.)
  • Area of Effect immunity: if you have acid-immune allies in melee with opponents, you can cast this spell on top of them. Opponents will be forced to fight and endure the acid damage, or slowly retreat and allow your allies to pursue them.
  • Since it deals damage to each object with no save/SR, it can quickly destroy large amounts of items, including magical ones.
  • Cast multiple Acid Fog spells next to each other to make it even harder to escape the fog.
  • The acid damage can be used to eat through walls, ceilings or floors.
  • Widen Spell: doubling Acid Fog's area makes it twice as hard to escape and thus twice as dangerous. However, the +3 spell level is harsh. Chances are you are better off using a 9th level slot on something else.
  • Extend Spell: doubling Acid Fog's duration makes it deal twice as much damage to something trapped inside. A good investment for +1 spell level.

    Overall:
    An extremely useful, versatile spell that is effective in all but underwater scenarios. Being able to virtually negate an opponent's movement (or a group of opponents, for that matter) is nice. Being able to do so with no save is great. Being able to do so with no SR is better. Being able to do so while dealing continual damage is even better. Being able to do so while also damaging all of the opponent's equipment is just evil.

    It can also be used to stop pursuit. Placing 8 rounds of acidic, solid fog between you and your pursuers tends to change their minds rather quickly. It's no longer useful as a 20 foot cushion for negating falls (the acid damage is just as bad) but that's a very minor loss.

    The acid damage is not overly dangerous for the lethal damage it inflicts, but its ability to affect equipment and other items is extremely powerful. You can destroy an entire area of unattended objects - 2d6 acid damage per round for a minimum of 11 rounds will decimate all but the strongest of objects. Attended objects/equipment in an Acid Fog stand a good chance of being destroyed even if their bearers escape as quickly as possible.

    Recommended for Sorcerers?
    Yes. Even if you already have Solid Fog, the item damage ability makes Acid Fog an worthwhile pick. If you have both Solid Fog and Acid Fog and your opponents have no equipment or items to destroy (such as an animal), you are better off using Solid Fog and using your 6th level spell slot for something else.

    Recommended for Wizards as initial spell choice?
    Yes. Even if you already have Solid Fog, the item damage ability makes Acid Fog an worthwhile pick. If you have both Solid Fog and Acid Fog and you know your opponents will have no equipment or items to destroy (such as an animal), you are better off memorizing Solid Fog and using your 6th level spell slot for something else.

    Recommended as a scroll?
    Yes. You should always have Acid Fog available to cast.
  • Acid Arrow

    Conjuration (Creation) [Acid]
    Sor/Wiz 2
    Components: V, S, M, F
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Effect: One arrow of acid
    Duration: 1 round + 1 round per three levels
    Saving Throw: None
    Spell Resistance: No
    Description

    Other Information
    Used to be known as Melf's Acid Arrow. 2d4 acid damage per round (average 5) with an additional 2d4 for additional rounds. By the time you can cast this, it's automatically lasts at least 2 rounds, which means an automatic 4 damage. The maximum number of extra rounds is 6, at 18th level.

    Pros:
  • Ranged touch, No save, No SR.
  • Repeating effects in multiple rounds with no further effort required.
  • Can force spellcasters to make ongoing Concentration checks.
  • An early source of acid damage.
  • Repeating damage forces spellcasters to make concentration checks.

    Cons:
  • The repeating damage is not very high; any smart caster will have enough ranks in Concentration that this will be a minor inconvenience at best.
  • For overall damage, a Scorching Ray will almost always be more effective.

    Tricks/Combos:
  • At higher levels, the increased duration and long range can make for a simple hit-and-run attack.
  • The repeating damage stacks with multiple castings.
  • Could be used to set "delayed" effects (using the repeating damage to gradually eat through an object after you've already left.)
  • Extend Spell: +1 spell level for double the damage is a good investment.

    Overall:
    Not a terrible spell, but not a great one either. It's handy in certain situations, but Flaming Sphere, Invisibility, Levitate, Scorching Ray and Shatter are all more effective, more versatile choices. The no SR is nice, but if you are against something with SR that you cannot beat, chances are you're doomed if all you have to hurt them with is Acid Arrow.

    Recommended for Sorcerers?
    No.

    Recommended for Wizards as an initial spell choice?
    No. It's worth buying a scroll to scribe it into your spellbook, though.

    Recommended as a scroll?
    Yes. It's a no save, no SR damage spell, which can always come in handy. The acid damage is a bonus. Certain enemies will find the repeating damage a real pain in the ass.
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