Updated Fri, Feb 13, 2009 by Shayalyn
Aid![]() Cast Time: Short Components: Somatic, Verbal, Divine Focus Cooldown: 4 seconds Duration: 1 minute per level Range: Medium Save: N/A School: Enchantment Target: Other player, Self Description: Adds 8 + 1 per caster level (max level 10) temporary hit points and +1 morale bonuses on attack rolls and saves versus fear are granted to an ally. This spell takes a huge roll in keeping your group alive before a big battle. This is always good to cast with Bears endurance because they stack. Yet another buffing spell I am so fond of! Moros rating: 5 |
| Bear's Endurance Cast Time: Short Components: Somatic, Verbal, Divine Focus Cooldown: 4 seconds Duration: 1 minute per level Range: Medium Save: N/A School: Transmutation Target: Other player, Self Description: This grants you and your allies a +4 enhancement to your constitution. Either at the beginning of an adventure or just for an end battle, this is always a great spell to carry. At later levels you will be able to cast this spell as a mass. At lower levels, it is not spell point efficient to cast here and there on the entire party. But, it is always good to have on the tanks before a big fight. Those extra hit points may be the deciding factor as to having a party wipe or a grand victory! Moros rating: 5 |
| Bull's Strength Cast Time: Short Components: Somatic, Verbal, Divine Focus, Material Cooldown: 4 seconds Duration: 1 minute per level Range: Medium Save: N/A School: Transmutation Target: Other player, Self Description: The affected ally gains strength and power, giving a +4 enhancement bonus to Strength. This is a great spell to carry for those players who do not, as of yet, have a good strength item. At lower levels, this buffing spell is crucial to members of your party. A little extra strength is the deciding factor of hitting or not hitting the target for the tanks. But also helps on the damage rolls. At higher levels, this spell is usually worthless to carry as a mass spell. Only because most players have found themselves in possession of strength items. Still, your occasional ‘Squishy' may need it. Moros rating: 3.5 |
| Deific Vengeance Cast Time: Short Components: Somatic, Verbal, Divine focus Cooldown: Short Duration: Immediate Range: Medium ![]() Save: Will save reduces damage by half School: Conjuration Target: Enemy Description: The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d6 points of bane damage per two caster levels (maximum 5d6) or 1d6 points per caster level (max 10d6) if the target is undead. A successful Will save reduces this damage by half. Blah, blah, blah….. this is like walking up to your enemy and saying “PICK ME, PICK ME”! At higher levels, when you can waste the spell points, this is so so. At lower levels, the tanks do not deal enough damage to hold the aggro. Then you're running away, trying to avoid being whooped on, not healing anyone. Not a great choice for higher levels, and an even worse choice for lowbies. Moros rating: 1 |
| Eagle's Splendor Cast Time: Short Components: Somatic, Verbal, Divine Focus, Material Cooldown: 4 seconds Duration: 1 minute per level Range: Medium Save: N/A School:Transmutation Target: Other player, Self Description: An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. This is always a great wand to have in your collection! However, don't waste a spell slot for it. There are too many other, more important spells you could carry at this point. And when you do need Eagle's splendor, it's just to talk to some guy so he does not kick your butt! Or maybe to get cheaper prices at the vendors as well. Wands are cheap and readily available for this one kiddies. Remember, my rating is for the spell here, not the wands. Wand good, spell bad. Moros rating: 2 |
| Find Traps Cast Time: Short Components: Somatic, Verbal Cooldown: 4 seconds Duration: 1 minute per level Range: N/A Save: N/A School: Divination Target: Self only Description: Grants the caster the ability to find traps much like a skilled rogue. The caster gains an insight bonus of caster level / 2 to the search skill. Oh… my… gosh!! Are you actually going in to an adventure without a rogue?? Shame on you! Moros rating: 1 |
| Hold Person Cast Time: Short Components: Somatic, Verbal, Divine Focus Cooldown: 4 seconds Duration: 30 seconds Range: Medium Save: Will save negates School: Enchantment Target: Enemy Humanoid Description: The enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. This spell can be a huge, deciding factor on how the battle ends. If you are going to expend the spell points on this, make sure you have a good Spell Penetration item on hand. Moros rating: 3 |
| Inflict Moderate Wounds Cast Time: Short Components: Somatic, Verbal Cooldown: 4 seconds Duration: Instant Range: Short Save: Fortitude save for half damage School: Necromancy Target: Enemy Description: Deals 2d4 + 4 + 1/level damage to enemy, or heals as much to an undead target. Yuck! The only thing worse than grabbing a little aggro for your self, is grabbing all the aggro. Good lord this spell sucks. It deals minimal damage, eats your spell points, and more often than not, will get you a ton of baddies that have your number. *Cough* Recycle bin *Cough* Moros rating: 1 |
| Lesser Restoration Cast Time: Short Components: Somatic, Verbal Cooldown: 4 seconds Duration: Instant Range: Short Save: N/A School: Conjuration Target: Other player, Self Effect: Removes magic that is lowering an ability score, removes fatigue, “upgrades” exhaustion to fatigue, and heals 1d4 points of ability damage from non-magical effects (such as poison) Description: Dispels magical effects reducing one of an allies ability scores, eliminates fatigue, and improves exhaustion to fatigue. You MUST have this spell locked in until you can get Full Restoration. This one is a huge, must have spell folks. Until you can get full restore as a spell, this is invaluable in removing all kinds of dirty funk from your party members. Especially the new shadow quests in the Necropolis! When you can get full restore, get it. Then drop lesser and grab yourself some wands. Again, the wands are a cheaper, better, non-mana intensive way to have this spell at later levels. (It never hurts to have your party members grab themselves some potions either.) Moros rating: 5 |
| Owl's Wisdom Cast Time: Short Components: Somatic, Verbal, Divine Focus, Material Cooldown: 4 seconds Duration: 1 minute per level Range: Medium Save: N/A School: Transmutation Target: Other player, Self Description: Grants an ally a +4 enhancement bonus to wisdom. Same premise as Eagle's Splendor on this one. Wands are the way to go here. Keep the spell slot open for a good buff that benefits everyone. Moros rating: 2 |
| Remove Paralysis Cast Time: Short Components: Somatic, Verbal Cooldown: 4 seconds Duration: Instant Range: Medium Save: N/A School: Abjuration Target: Other player, Self Description: Frees ally from paralysis and effects of a slow spell. Wands, wands, wands. Any caster worth his salt will have haste. Which, also counteracts Slow. Wizards and Sorcerers have mucho spell points, Clerics don't have as much……. You be the judge. By the way, how many Remove Paralysis potions have you sold or destroyed? That many???!!! Well stop, they come in handy. Moros rating: 2.5 |
| Resist Energy Cast Time: Short Components: Somatic, Verbal, Divine Focus Cooldown: 4 seconds Duration: 1 minute per level Range: Medium Save: Will save negates School: Conjuration Target: Other player, Self Description: Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11. What's that old saying… Oh yeah, NEVER LEAVE HOME WITHOUT IT! Forget protection, because it stinks since they ‘nerfed' it. Keep this one loaded at all times, period, end of discussion. Moros rating: 5 (6 really, but my rating only goes to 5.) |
| Soundburst Cast Time: Short Components: Somatic, Verbal Cooldown: 4 seconds Duration: 6 seconds (stun portion) Range: Medium, Small AoE Save: Reflex save halves damage and negates stun School: Evocation Target: Enemy Description: Blasts an area with a tremendous cacophony, doing 1d8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude save negates the stun. Not to shabby of a spell. If you let the tanks get the aggro, this can really come in handy. Just don't rush in and cast this one before they notice the fighters first. The damage this spell does is minimal. But, can keep the mobs off your tanks long enough for them to dispatch some of the other baddies. Since it is good for the group as a whole, but not one of my favorites, I'll be fair. Moros Rating: 3.5, no 4. Wait, 3.5. BAH!! 4 |
Summon Monster II![]() Cast Time: Short Components: Somatic, Verbal, Material Cooldown: 120 seconds (note this starts a 2 minute cooldown timer for *all* summon spells) Duration: 1 minute per level (not affected by Extend feat) Range: Medium Save: N/A School: Conjuration Target: Ground Description: Summons a fiendish scorpion to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 2 minutes. Yawn. Still a bad spell at this level. I would wait for V or VI before investing in any summon monster, spell point wasting spell. That's why we have Sorcerers and wizards right? Of course! Moros rating: 1.5 |