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.
  • 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.
  •