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.
  • 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.
  •