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.
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