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.
  • Augury

    Divination
    Level: Clr 2
    Components: V, S, M, F
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: Instantaneous
    Description

    Other Information
    Minimum success rate is 73% at level 3, and 90% at level 20.

    Pros:
  • Can prevent disastrous decisions when facing an unknown or dangerous dilemma.

    Cons:
  • Long casting time.
  • Costly material component.
  • If you get the “nothing” result you don't know if it was the consequence of an actual "nothing" result, or a failed spell attempt.

    Tricks/Combos:
  • This 2nd level spell completely defeats the Deck of Many Things. Memorize it as many times as you can, and then Augury the results of drawing a single card. If the result is Woe, then don't draw any. If it's Weal, then cast the spell again, and check the results of drawing two cards. Simple and immensely game-breaking, but legal.

    Overall:
    A simple, low-level scrying spell. It can help you choose which path to go down while exploring, or whether or not to attack someone, etc. You'll almost always find a use for it. Unfortunately, the minute casting time prevents you from using it in clutch situations - you can't cast it in battle to Augury if casting a Fireball is a good idea, for instance.

    Recommended for Clerics?
    Yes. Augury is a very nice utility spell. You should find be able to use it on most days. A heavily combative Cleric (or one in a heavily combative group) may find combat buff spells more useful, though.

    Recommended as a scroll?
    Yes. Quite often you'll come across a situation where you want to do something out of curiosity, but common sense is telling you not to. (Pull a switch, take the unusually expensive statue in the middle of the room, open the innocent-looking treasure chest, etc.) Augury may or may not give you a clear answer on what you should do, but it never hurts to get a hint.
  • Atonement

    Abjuration
    Level: Clr 5, Drd 5
    Components: V, S, M, F, DF, XP
    Casting Time: 1 hour
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    Description

    Other Information
    Does not require XP if atoning for an accidental or magically-compulsed misdeed. Subject must be truly repentent and honestly wish to set right his misdeeds.

    Pros:
  • If used on an honestly repentent character who did not intentionally commit their misdeed, it costs no XP.

    Cons:
  • Long casting time.
  • Can have an XP cost.

    Tricks/Combos:
  • The obvious tricks that come to mind go against the nature of the spell; see below.
  • A cautious Paladin will make sure to have access to a Cleric or Druid that can cast Atonement. Accidental misdeeds, evil compulsions, or just plain poor choices - Paladins have many ways to lose their divine abilities.

    Overall:
    Initially, many players see this as a "get out of jail free" card that will let them commit all sorts of heinous acts, and then correct it with this spell. Well, this simply isn't the case. Even without the hefty XP cost, the spell clearly states that the subject MUST BE TRULY REPENTENT, and any character trying to exploit this spell may receive an unpleasant surprise when nothing happens.

    When used properly, though, this spell is a very nice one to have available. Capable of reversing magical alignment changes, restoration of Paladin abilities, restoring of divine spellcasting if the caster has angered his god, etc., it fixes some very severe conditions. Also, there are numerous magical effects or curses that can cause a player to do acts against their will, often requiring an Atonement spell afterwards to make up for their actions.

    Recommended for Clerics?
    Situational. This is a reaction spell, one that you memorize only when the need arises.

    Recommended for Druids?
    Situational. This is a reaction spell, one that you memorize only when the need arises.

    Recommended as a scroll?
    There isn't really much point. If someone else needs an Atonement, memorize it. If you need the Atonement yourself, your spellcasting abilities have been suppressed anyways so you won't be able to cast it. You'll need to find someone else who can cast it anyways.
  • Astral Projection

    Necromancy
    Level: Clr 9, Sor/Wiz 9, Travel 9
    Components: V, S, M
    Casting Time: 30 minutes
    Range: Touch
    Targets: You plus one additional willing creature touched per two caster levels
    Duration: See text
    Saving Throw: None
    Spell Resistance: Yes
    Description

    Other Information
    Minimum caster level is 17th. You can only bring willing creatures with you to the astral plane. You are killed if your silver cord is broken or if your body on the material plane is destroyed. If your astral body or a body formed on another plane is slain, you simply awaken in your material body unharmed.

    Pros:
  • No duration.
  • Lets you freely explore other planes.
  • Lets you interact or fight creatures native to the astral plane.
  • You are able to take many other creatures with you to the astral plane.

    Cons:
  • Long casting time.
  • Expensive material components.
  • Any other creatures brought along depend on you for survival; if something happens to you, they are helplessly stranded and cannot travel.

    Tricks/Combos:
  • The bodies left behind on the material plane are in suspended animation, which means that any ongoing negative effects that worsen over time (such as diseases, poisons, etc.) are suspended as well. In desperate situations you can use this to stop time for someone while others fetch a cure or remedy to their illness.
  • If facing something that can shift between the astral and material plane, it is good strategy to have allies on both planes so that no matter where it shifts to, there are combatants waiting to fight it. Many creatures who are capable of this rely on their plane-shifting for surprise attacks, and if denied this ability are weak on their own.
  • When your astral form is destroyed, you awaken in your material body without any harm. If facing severe danger while on the astral form, such as a creature who can sever a silver cord, you might consider committing suicide by destroying your astral form. Sometimes it is better to end the spell and go back to the material plane rather than take the chance of permanent death via silver cord destruction. If you can go out in a bang (such as casting a Fireball at your feet) you might manage to take out the threat as well.

    Overall:
    There's not many spells to compare this to. Obviously it's a key spell for certain situations. Most of the time you probably won't ever need it, but when you're almost epic level you're probably doing more than just crawling around through caves and dungeons. It is essential that you ensure your material bodies are safe when you cast this spell; otherwise a single kobold thief can come along and coup de gras your entire party. Underhanded casters can convince someone to come along for the trip, and then once on the astral plane, strand them there, perhaps holding them hostage?

    The spell is vague on many details that may arise; for instance, your astral or other-planar forms are new bodies with all of your equipment. Are expendable items still expended when you return to the material plane? What about if you find something on, say, the plane of fire that you want to bring back with you - does it come back? And what exactly CAN sever a silver cord? (This is probably in the Dungeon Master's Guide, but I don't know where it would be.) If you plan on using this spell, it might be a good idea to check with your DM beforehand and make sure these questions are sorted out before they arise.

    Recommended for Clerics?
    Situational. You definitely shouldn't waste a memorized slot on this each day. The casting time alone makes it clearly a spell you will only memorize and cast when you have specific plans.

    Recommended for Sorcerers?
    No. You'll hardly ever use it, and wouldn't you rather use your 9th level slots on more useful spells? This is definitely a spell for those with unlimited spell selections.

    Recommended for Wizards as an initial spell choice?
    Initial, no. Scroll-scribe, maybe. If you plan on making frequent trips to other planes, then scroll-scribe this spell. If not, then don't bother.

    Recommended as a scroll?
    No, unless you definitely know that you'll soon have to go to the astral plane.
  • Arcane Sight, Greater

    Arcane Sight, Greater
    Divination
    Level: Sor/Wiz 7
    Description

    Other Information
    As Arcane Sight, except you know exactly which spells or magical effects are active instead of just their auras.

    Pros:
  • Always active (doesn't require concentration).
  • Identifies all magical spells or effects active on any creature or object within sight (unlike the 120 foot range of Arcane Sight); you don't have to select specific targets.
  • Allows you to determine if a specific creature has spellcasting or spell-like abilities, and the strength of the most powerful spell/spell-like ability currently available to that creature.

    Cons:
  • Your eyes glow blue, which is not dismissable or an optional effect.
  • Doesn't let you identify active spells that are area-based, only those that are upon creature or objects.
  • Doesn't let you identify magical items, so you wouldn't know a certain staff was a Staff of Fire. However, the spell description doesn't really specify what you DO learn; as a DM, I would say you would learn the spells required to craft the item, and let you base your opinion from that. Alternately, you might just learn the spell school and power (spell level) instead.

    Tricks/Combos:
  • Dispelling or suppressing; knowing exactly what spells are active lets you know if you need to dispel them, suppress them, run away, etc.
  • Finding out if a creature has spell-like abilities can be tactically useful when facing a new creature no one has experience with. Some deductive guesses can let you cast the appropriate defensive spells to deal with their spells and abilities.
  • When fighting a spellcaster, knowing the power of their most powerful spell available can let you estimate if you need to prepare a counterspell.

    Overall:
    A good defensive spell. Since you instantly know all the active spells on creature & objects within sight, you can make an instant reaction based on your new knowledge. It could be as basic as warning your allies about the Fire Shield spell a Wizard has on, or preparing a plan to deal with the weird greatsword that has overpowering necromancy emanating from it. Like Arcane Sight, you can still learn if a creature is capable of casting spells or has spell-like abilities, and you can still discern the power of these spells/abilities.

    Recommended for Sorcerers?
    Yes. At high levels, virtually everything encountered is magical to some degree. Knowing which spells or effects you are facing can be a huge advantage, since by the time you can cast this spell you have a lot of magical power in your arsenal to counter with.

    Recommended for Wizards as an initial spell choice?
    Yes. At high levels, virtually everything encountered is magical to some degree. Knowing which spells or effects you are facing can be a huge advantage, since by the time you can cast this spell you have a lot of magical power in your arsenal to counter with. This is a good spell to memorize on pretty much any day when you might be exploring, or in combat.

    Recommended as a scroll?
    Yes, if you don't have it as a regular spell. If you do, then you probably won't need a scroll.
  • Arcane Sight

    Divination
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 min./level (D)
    Description

    Other Information
    Your eyes glow blue when this spell is active, which may give away your position or have other roleplaying effects.

    Pros:
  • Always active (doesn't require concentration).
  • Identifies all magical auras within range; you don't have to select specific auras.
  • Allows you to determine if a specific creature has spellcasting or spell-like abilities, and the strength of the most powerful spell/spell-like ability currently available to that creature.
  • Can be made permanent.

    Cons:
  • Your eyes glow blue, which is not dismissable or an optional effect.

    Tricks/Combos:
  • A high Spellcraft skill complements this spell nicely since you can use Spellcraft checks to determine the school of magic of a particular aura.
  • Finding out if a creature has spell-like abilities can be tactically useful when facing a new creature no one has experience with. Some deductive guesses can let you cast the appropriate defensive spells to deal with their spells and abilities.
  • When fighting a spellcaster, knowing the power of their most powerful spell available can let you estimate if you need to prepare a counterspell.

    Note: You may be able to guess what spell will be coming simply from the spell level. This could come from being familiar with the caster - maybe you fought them before? - or from your own wits. For example, if I was running a game and a player used this spell on an enemy Wizard, learning the Wizard had a 3rd level spell, he might guess that the spell would be Fly. From experience, the player might remember that I tend to favor utility spells like Fly over other mainstay 3rd level spells like Fireball or Lightning Bolt. A sharp player could pick up on this trend and take advantage of it. (In most cases, however, if you know a Wizard has a 3rd level spell, you would be better off assuming it will be a Fireball or Lightning Bolt. Also, if I was a mean DM, I might see you preparing for a Fly spell, and say the Wizard also sees this and instead casts...a Fireball. Use sneaky knowledge at your own risk!)

    Overall:
    Functions like an improved Detect Magic. Using it to analyze an enemy spellcaster to prepare counterspells can be helpful, but since it is a standard action to do so, and because it does not say how many highest-level spells are available, it's not perfect. Determining if a creature has spell-like abilities is very helpful though. If you know a harmless-looking creature has a trick up its sleeve, you know to approach with more caution than you might have otherwise.

    Recommended for Sorcerers?
    No. Arcane Sight is one of those spells that are only good occasionally, and it would benefit from being on a Sorcerer's "use as see fit" list. However, it's not an essential spell, nor does it win a battle for you. It's not a bad spell, but personally I think there are much better choices.

    Recommended for Wizards as an initial spell choice?
    No. It's only good occasionally, so it's not a good choice as an initial pick. It's an okay spell to scroll-scribe, for the various reasons listed above, when you can prepare properly for an upcoming encounter.

    Recommended as a scroll?
    Yes. It's a good spell to have available.
  • Arcane Mark

    Universal
    Level: Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 0 ft.
    Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No
    Description

    Other Information
    This spell is basically the magic version of a permanent magic marker. Detect Magic makes an Arcane Mark glow, while See Invisibility, True Seeing, a gem of seeing, or a robe of eyes allows the user to see an invisible Arcane Mark.

    Pros:
  • Permanent.
  • Can be visible or invisible.
  • Can be placed on any substance.
  • Cannot be dispelled, can only be dismissed or removed with an Erase spell.

    Cons:
  • Limit of six characters.

    Tricks/Combos:
  • If you're creative with your "personal rune" then you essentially have a graffiti tag that you can play around with.
  • If your DM allows Arcane Mark to inscribe more than just your personal rune, this spell can be a fun way to punish someone you don't like; just put a big mark across their forehead labeling them the derogatory title of your choice.
  • Good way to mark a trail or path.
  • Invisible marks on your property is useful in organized legal environments, since you can prove an item does actually belong to you, much to the chagrin of a thief.
  • A mark can be placed on any substance. This include regular surfaces like stone or wood, or more imaginative places such as water, fabrics, etc.

    Overall:
    Personally, I think a 0th level permanent, undispellable mark that can be visible or invisible and placed on any surface is quite powerful. Good for marking trails, identifying your property, or just some good old fashioned vandalizing.

    Recommended for Sorcerers?
    No. Though this spell can be handy, there are other 0th level spells that are just more generally usefu. Read Magic, Detect Magic, Mage Hand, Light, Ghost Sound, Message...I would take most of these before Arcane Mark. Mischievous Sorcerers may greatly appreciate the silly uses for the spell, though.

    Recommended for Wizards as an initial spell choice?
    Automatic.

    Recommended as a scroll?
    No. If you really are going to use it frequently, just get a wand (cheap) or a similar item.
  • Arcane Lock

    Abjuration
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No
    Description

    Other Information
    Only you (not allies) can freely pass your Arcane Lock spell.

    Pros:
  • Permanent duration.
  • No save, no SR.

    Cons:
  • Costly material component.
  • Can be defeated with physical force, Dispel Magic, or Knock.
  • Does not allow allies to bypass the locked door/chest/portal.

    Tricks/Combos:
  • Heighten Spell: Heightening Arcane Lock doesn't help against physical force or Knock spells, but it does make it harder for someone to successfully dispel it with Dispel Magic. Since Arcane Lock is permanent, you can use a high-level slot on it at your leisure or when you know you won't need the slot for something else.
  • Besides securing your home (see below), you can use it if you are being pursued by something. Run through a door and shut it, and Arcane Lock it. Hopefully your pursuers will try to just open the door and fail, and waste some time pondering this (even better if the door has no actual physical lock mechanism). Even if they try to batter it down, the +10 to the DC should be a problem, or at least slow them down.

    Overall:
    If you have a fort or castle or something that you want to keep secure, casting Arcane Lock on all the doors is a good security move. Even if a hostile force magically gets around the Arcane Lock, that's still a spell that they had to waste. Meanwhile, since you cast the Arcane Lock spells way before, your spell repetoire is still at full power. There's not much that can be done against physical forced entries, but at least Arcane Lock makes it more difficult to bash the door down.

    Recommended for Sorcerers?
    No. You will almost never use this spell, certainly not enough to warrant a precious spell slot.

    Recommended for Wizards as an initial spell choice?
    No. You probably won't have a base to protect at 3rd level, so scroll-scribe it later when you might actually need it. For day to day adventuring, it could occasionally come in handy, but chances are you'll find yourself wishing you had just memorized a Scorching Ray instead.

    Recommended as a scroll?
    Maybe one or two for the escaping trick, otherwise, just hire a local Wizard to fortify your castle's doors for you.
  • Arcane Eye

    Divination (Scrying)
    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: 10 minutes
    Range: Unlimited
    Effect: Magical sensor
    Duration: 1 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    Description

    Other Information
    Travels at either 30 feet per round if moving normally, or 10 feet per round if examining surroundings. Sees exactly as the caster would if they were present.

    Pros:
  • Invisible, able to squeeze through small openings.
  • Decent duration.
  • No save, no SR.
  • Spell does not end if you stop concentrating.

    Cons:
  • Long casting time.
  • Must concentrate to maintain the spell.
  • Blocked by solid obstacles.

    Tricks/Combos:
  • The sensor sees exactly like the caster would, if the caster were present. This means abilities such as darkvision or low-light vision still work, as do magical effects such as a See Invisibility or True Seeing spell. This can be a disadvantage; if you are not able to see in the dark, then neither will your Arcane Eye. A high Spot score would also function for the sensor. A DM may allow racial abilities (such as an elf's ability to detect secret doors) to carry over as well.

    Overall:
    A very useful spell for cautious spellcasters. The sensor lasts long enough to quickly scout a large area or more carefully inspect a decent-sized area. Since it is invisible, it is essentially undetectable, and since no hit points or AC is given I assume it cannot be harmed. In any sort of dangerous area, it's always a safe move to send out an Arcane Eye and poke around to detect enemies, traps, areas of interest, etc. The long casting time is a minor drawback, since if you have the time to be scouting, you can afford to sit around while you check things out. This spell is most useful in wide open or natural areas, where the sensor won't get restricted by solid barriers, but even in most dungeons there will be enough space under a normal door for the sensor to slip through.

    Recommended for Sorcerers?
    Yes. It's a good spell that provides you with more useful knowledge than traditional scrying spells like Augury or Clairaudience/Clairvoyance. Expending a Dimension Door or Ice Storm usage to fully and accurately inform your entire party of all the upcoming threats and dangers is a very good trade-off.

    Recommended for Wizards as an initial spell choice?
    Yes. It's a good spell that provides you with more useful knowledge than traditional scrying spells like Augury or Clairaudience/Clairvoyance. Expending a Dimension Door or Ice Storm usage to fully and accurately inform your entire party of all the upcoming threats and dangers is a very good trade-off. If you do not take it as an initial spell, you should scroll-scribe it as soon as you get the chance.

    Recommended as a scroll?
    Wizards should have the spell available, but Sorcerers who don't select Arcane Eye would always find a few scrolls useful (or even a wand).
  • Antiplant Shell

    Abjuration
    Level: Drd 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: 10 ft.
    Area: 10-ft.-radius emanation, centered on you
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: Yes
    Description

    Other Information
    Can only be used defensively. Forcing the barrier against a restricted creature collapses the barrier. Earliest possible caster level is 7th, meaning 70 minutes duration, or 1 hour, 10 minutes.

    Pros:
  • Barrier moves with you, and is large enough to include multiple allies.
  • No save.
  • Long duration.

    Cons:
  • Very specific use, not useful in most situations.

    Tricks/Combos:
  • You (or others in the field) can still fire out at enemies with ranged weapons or spells. If the enemy is a restricted type and has no ranged weapons, you can securely and safely pick them off at a distance.

    Overall:
    A spell that will rarely get used. Its effect is decent, but its limited effectiveness makes it a weak overall selection.

    Recommended for Druids?
    Varies. Pretty useless unless you are preparing to fight a druid, and even then, many Druids tend to focus more on animal-related skills. But if you know that you are against a plant specialist, this can be an effective defensive spell.

    Recommended as a scroll?
    No. You should be able to predict if you'll need this spell, so you should be able to just memorize it instead.
  • Antipathy

    Enchantment (Compulsion) [Mind-Affecting]
    Level: Drd 9, Sor/Wiz 8
    Components: V, S, M/DF
    Casting Time: 1 hour
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One location (up to a 10-ft. cube/level) or one object
    Duration: 2 hours/level (D)
    Saving Throw: Will partial
    Spell Resistance: Yes
    Description

    Other Information
    Minimum duration for this spell is 30 hours. Has essentially the same effect as Dragonlance's legendary Shoikan Grove.

    Pros:
  • Very long duration.
  • Can affect either a small area or a specific object.
  • A successful saving throw still reduces a creature's Dexterity by 4 points.

    Cons:
  • Long casting time.
  • Can only affect intelligent creatures.
  • Must be specifically targeted against a certain creature type or certain alignment.

    Tricks/Combos:
  • If you can sneak into a creature's lair and cast the spell before the creature returns, you can force it from its home.
  • Good for securing important items, though you have to be specific when naming the warded creature or alignment types.

    Overall:
    I don't fully understand this spell, or more importantly, why it is 8th/9th level. The repelling effect is not very well described, but it doesn't say that affected monsters flee in panic, or cower in fear, or anything that would be truly effective in battle. Additionally, the specific requirements are very strict, and you basically need extensive scouting to use efficiently. If you're in an area mostly populated with a single race, then you don't have to worry about the requirement, and it could be used to create a safe area that enemies can't enter. The long duration helps here. But any smart race won't be stopped there - they'll send in summoned monsters, use ranged attacks, etc.

    Overall it's a horrible use of an 8th/9th level spell. It's not bad, but it doesn't really DO anything, and it's definitely not worth that high a slot.

    Recommended for Druids?
    No.

    Recommended for Sorcerers?
    No.

    Recommended for Wizards as an initial spell choice?
    No.

    Recommended as a scroll?
    If you know exactly what creature or creatures you are going up against, it's not completely useless. But it's still not worth it. Invest in some proper Arrows of Slaying instead, if you're being really specific.
  • Antimagic Field

    Abjuration
    Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: 10 ft.
    Area: 10-ft.-radius emanation, centered on you
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: See text
    Description

    Other Information
    Minimum caster level is 15th for Clerics (lasts 2 hours, 30 minutes), 12th for Sorcerers (lasts 2 hours) or 11th for Wizards (lasts 1 hour, 50 minutes).

    Pros:
  • Extremely effective spell with many defensive and offensive uses.
  • No save, no SR (except against summoned creatures).
  • Mobile area of effect.
  • Long duration.

    Cons:
  • Must be centered on the caster.
  • Affects your magical abilities/items as well as the enemy's.

    Tricks/Combos:
  • A great spell to cast as a readied action when facing magical attacks.
  • Extend Spell: If you are exploring a dungeon or area with this spell always active, +1 spell level for twice the duration is a good cost.
  • Widen Spell: Doubling the effective area is a nice way to affect enemies without needing to get too close, which is worth the +1 spell level.
  • Use this spell to help allies who do not rely on magical effects for their strengths. Barbarians can still rage and Fighters still have their feats. Rogues are not greatly affected since they can use their skills to avoid detection and make their way around without magic, and they can still sneak attack. Most of a Monk's combat abilities are extraordinary abilities, and are not affected by Antimagic Field.

    Overall:
    A great spell with many, many uses. The simplest function is to provide total protection from harmful magical effects. It can also be used to negate a powerful magic-user (or creature with dangerous spell-like/supernatural abilities). Unfortunately, chances are your party will have some good magical gear by the time you can cast Antimagic Field, gear which will be neutralized by the field. Also, keep in mind that when using this spell, your magical abilities are also suppressed. Since it is a high-level spell, anyone able to cast this spell will almost always be a primary spellcaster, which is a severe drawback. Make sure your non-magical allies can protect you if you decide to use this spell, since when it's active, you are essentially helpless. A Cleric who is strong in melee can be very effective with this spell. A Sorcerer or Wizard might actually find this spell more hazardous than helpful.

    Recommended for Clerics?
    Yes. You can use it to shield yourself and a wounded ally, or get up close with an enemy spellcaster, bashing them down while they're helpless. You won't get any magical protection either, but at least you'll still benefit from your armor.

    Recommended for Sorcerers?
    Depends. Despite its strengths, it makes you completely useless. If you are comfortable providing your allies with defensive support for an entire encounter, then it's a great spell, allowing you to take out spellcasters with ease. But if you crave action and hurting your foes, Antimagic Field will probably frustrate you too much to warrant taking it.

    Recommended for Wizards as an initial spell choice?
    Depends. Despite its strengths, it makes you completely useless. If you are comfortable providing your allies with defensive support for an entire encounter, then it's a great spell, allowing you to take out spellcasters with ease. But if you crave action and hurting your foes, Antimagic Field will probably frustrate you too much to warrant taking it. I would recommend scroll-scribing it, though. It is a great spell to memorize as a precaution when entering areas of high magical threat (a Wizard's castle, a dragon's lair, etc.), as long as you have friends to fight with you.

    Recommended as a scroll?
    Yes. Even if you hate the idea of nullifying your spells, there are times when you might need to do just that to save your life.
  • Antilife Shell

    Abjuration
    Level: Animal 6, Clr 6, Drd 6
    Components: V, S, DF
    Casting Time: 1 round
    Range: 10 ft.
    Area: 10-ft.-radius emanation, centered on you
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: Yes
    Description

    Other Information
    Can only be used defensively. Forcing the barrier against a restricted creature collapses the barrier. Earliest possible caster level is 11th, meaning 110 minutes duration, or 1 hour, 50 minutes.

    Pros:
  • Effective against many types of creatures.
  • Barrier moves with you, and is large enough to include multiple allies.
  • No save.
  • Long duration.

    Cons:
  • Doesn't affect constructs, elementals, outsiders, or undead.
  • Only functions for you and allies of eligible creature types.

    Tricks/Combos:
  • You (or others in the field) can still fire out at enemies with ranged weapons or spells. If the enemy is a restricted type and has no ranged weapons, you can securely and safely pick them off at a distance.
  • A Cleric with the appropriate domains can turn or rebuke elementals, outsiders and undead, and use Antilife Shell to ward off everything else except constructs.

    Overall:
    An excellent defensive spell. Long duration, mobile, and it functions against almost all types of creatures. Mostly only beneficial for you though, since it also wards out allies of restricted creature types. Anyone with allies of unrestricted types, such as outsiders or undead minions, gets more mileage from Antilife Shell since these allies can be within the sphere with you.

    If you or any eligible allies have strong ranged attacks, this spell can be a major offensive technique. In fact, the minimum duration of almost 2 hours means you could actually progress through a dungeon, shooting down anything encountered from complete safety.

    Recommended for Clerics?
    Yes. Even if you aren't particularly strong at ranged attacks, it is a good defensive spell, providing you with very efficient defense, or even allowing you to block narrow hallways.

    Recommended for Druids?
    Yes. Even if you aren't particularly strong at ranged attacks, it is a good defensive spell, providing you with very efficient defense, or even allowing you to block narrow hallways. Keep in mind that your animal companion will not be able to enter the sphere.

    Recommended as a scroll?
    Yes. Although it is a good spell to regularly memorize, if you are entering an area full of unrestricted creatures such as a tomb (undead), you should probably not memorize it. However, a scroll could come in very handy should you encounter an unexpected monster while in the area, that IS affected by Antilife Shell.
  • Animate Rope

    Level: Brd 1, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    Description

    Other Information
    The length of rope you can animate depends on its thickness - you can animate quite a long length of very thin cord or wire.

    Pros:
  • Ranged touch to entangle someone in the rope.
  • Grants small bonus to Use Rope checks when using the affected rope.

    Cons:
  • Cannot animate objects carried or worn by a creature.
  • Short duration.

    Tricks/Combos:
  • The skill bonus on Use Rope checks blends well with a Bard, since they get Use Rope as a class skill, but Sorcerers and Wizards can still cast this spell and then let the party Rogue use the rope. Use the +2 bonus to get a higher check result to make sure you tied someone up firmly, secured that grappling hook safely, etc.
  • Great for escaping or running away. Make a trip line that lets you pass safely but rises up to trip anyone chasing you. Very sneaky and hard to detect, especially if your pursuers are too busy chasing you to notice you tossing a rope to the ground. Or, entangle someone and then run away, because entangled creatures cannot run.
  • Can be used as a medium range tool. If you can get the rope near an specific object, you can make it loop itself around the object and affect it (grab a key, pull a lever, tug a chair leg, etc.)
  • Use against a spellcaster to entangle them and force them to make Concentration checks. Escaping the rope requires either a strength check or an Escape Artist check, neither of which spellcasters tend to be strong at.

    Overall:
    A good 1st level spell that has a variety of uses. Rope is something used virtually every adventure, and from a single spell you get a general-purpose skill bonus, a tool for escaping, and an offensive threat. Being entangled is not deadly, but it is a hassle.

    Recommended for Bards?
    Yes. Since Use Rope is a class skill, you can bolster an already-high skill check even higher with this spell. Mischievous Bards might get a lot of use out of the "tool" function of the spell, or contribute offensively (something Bards have difficulty doing) by entangling an enemy. A good multi-function spell that almost any Bard will get good use of.

    Recommended for Sorcerers?
    Varies. If your party already has someone skilled in rope usage, you can probably pass on this spell, since you don't get very many. You should also have other spells to contribute directly in combat, where as a Bard doesn't have that luxury. However, if your party doesn't have anyone skilled in rope usage, you may need to bite the bullet for the party's sake and take this spell. Hopefully later this will let you feel a bit more confident when climbing a rope down a huge cliff...or at least, the others in your party can feel more confident, since you should be using a Levitate or Fly spell.

    Recommended for Wizards as an initial spell choice?
    Varies. If your party already has someone skilled in rope usage, you can probably pass on this spell, since you don't get very many. You should also have other spells to contribute directly in combat, where as a Bard doesn't have that luxury. However, if your party doesn't have anyone skilled in rope usage, you may need to bite the bullet for the party's sake and take this spell. Hopefully later this will let you feel a bit more confident when climbing a rope down a huge cliff...or at least, the others in your party can feel more confident, since you should be using a Levitate or Fly spell.

    Recommended as a scroll?
    Yes. It's inexpensive, and when you're in a life-or-death situation (such as tying a rope needed to climb down a cliff) you want that Use Rope check to be as high as possible.
  • Animate Plants

    Transmutation
    Level: Drd 7, Plant 7
    Components: V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Targets: One Large plant per three caster levels or all plants within range; see text
    Duration: 1 round/level or 1 hour/level; see text
    Saving Throw: None
    Spell Resistance: No
    Description

    Other Information
    Minimum caster level is 13th, which gets you 4 large plants. A huge plant counts as 2 large plants; gargantuan counts as 4; colossal counts as 8. Alternate entangling spell function.

    Pros:
  • No save or SR (similar to a Summon Monster spell) OR entangling effect unaffected by SR.
  • Versatile - can create animated plants OR entangle an area.
  • Versatile - can animate many smaller objects or a few large ones.
  • Repeating effects in multiple rounds with no further effort required.
  • Entangling effect has a long duration.
  • Easier to animate larger plants than it is to animate equally-large objects (using Animate Object)

    Cons:
  • Regular version has a short duration.
  • Unlike Animate Object, plants do not have the hardness that normal objects have.
  • Cannot affect nonliving vegetable material.

    Tricks/Combos:
  • Obviously this spell is most useful in a plant-filled area such as a forest or jungle.
  • The entangle effect is not super strong, but it is a nice alternate function. It is essentially the same as the level 1 Entangle spell, except that it lasts 1 hour per level.

    Overall:
    This spell is deadly when surrounded by plants, and virtually useless when not. A Summon Nature's Ally spell is generally more useful, as you get to choose the creature you summon, and you don't require appropriate plant targets. Animated plants also don't get have the hardness of objects, which is a significant drawback. However, the ability to animate very large plants is a very nice feature; as soon as you can cast the spell, you are able to animate a gargantuan Plant. Like an animated gargantuan object, it only has about 150 hp, 12 AC, minimal hardness (if any) and only deals 12-26 dmg, but no hardness. But since you can get it three levels sooner than a gargantuan animated object, it's can be a worthwhile trade-off.

    Finally, the entangle effect is always nice to have on hand. It's not super great, as it's essentially the level 1 Entangle spell with a longer duration, but that duration makes it a good way to delay pursuers or set ambushes.

    Recommended for Druids?
    Yes. Obviously, your surroundings will influence whether to take this spell or not. But if you are in an area with big plants, it's a good choice.

    Recommended as a scroll?
    No. You probably won't unexpectedly come across a giant plant that you need to animate for a few rounds.
  • Animate Object

    Transmutation

    Level: Brd 6, Chaos 6, Clr 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: One Small object per caster level; see text
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    Description

    Other Information
    Medium object counts as 2 small ones; large object counts as 4; huge counts as 8; gargantuan counts as 16; colossal counts as 32.

    Pros:
  • No save or SR (similar to a Summon Monster spell)
  • Versatile - can animate many smaller objects or a few large ones.
  • Repeating effects in multiple rounds with no further effort required.
  • Can be made permanent.
  • Objects keep whatever hardness it had before casting.

    Cons:
  • Short duration.
  • Cannot target magical objects or objects carried/worn by a creature.

    Tricks/Combos:
  • You could get someone to craft you a custom object to animate, and depending on what shape the object is, it gets access to certain abilities (fabric-shaped objects can fly, objects with multiple legs move faster, etc.)
  • If you're somehow caster level 32 you can animate a colossal object and have some fun with it.

    Overall:
    You can have some fun with this spell; animated books, chairs, tables, brooms - it's just like the Disney movie Fantasia. However, in terms of actual practical use, a Summon Monster spell is much better - you get to choose what kind of creature you get, which at that level will have special abilities (animated objects have none). Also, you don't need anything to cast the spell. To cast Animate Object you need appropriate objects available. In combat, animated objects have horrible AC and deal very little damage. For instance, at 16th level you can animate a gargantuan object, which has about 150 hp, but only 12 AC, and only deals 12-26 dmg. Definitely not worth a 6th level slot. It might have been useful if it had a longer duration.

    Note: the one excellent advantage of animated objects is that they retain their natural hardness. Mithral (hardness 15) and adamantine (hardness 20) objects make good targets to animate, simply because they become very hard to destroy.

    Recommended for Bards?
    No. Definitely not.

    Recommended for Clerics?
    No. Might be useful in specific situations, though.

    Recommended as a scroll?
    No. I would just sell or trade one if I found one.
  •