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D&D 3E
Looking for spells 
10th-Aug-2009 11:30 pm
Dice
Hello!

I am looking for arcane spells (or even items) that make a caster more like a fighter. Basically, I am looking for lower level versions of Tenser's Transformation. Bonus to BAB, possibly ability scores or HP, things like that. And specifically Arcane, although I know the glory that is Divine Power and such. Specifically 3.5, but 3.0 would work.

Any help would be appreciated! I have Googled everything I could, and searched the Wizards/Gleemax forums and archives.
Comments 
11th-Aug-2009 05:20 am (UTC)
The only ones I can think of right off might be the polymorph-type spells and growth, as well as the usual slew of stat-boosting spells such as Bull's Strength.

Edit: And
http://www.motifake.com/tensers-transformation-dungeons-amp-dragons-demotivational-poster-4628.html
Just because.

Edited at 2009-08-11 05:24 am (UTC)
11th-Aug-2009 12:15 pm (UTC)
Duskblade levels?
11th-Aug-2009 12:21 pm (UTC)
there's one from spell compendium that lets you turn into a troll. it doesn't get much better then that.
11th-Aug-2009 12:55 pm (UTC)
Don't forget things like True Strike. Yes, I know that's for one swing only, but it will at least make you a little more reliable in melee. The various Protection from... spells increase your AC (they're a little weirdly worded in that they read like they always give you +2 to AC and saves and oh, yeah, this also applies against attacks from evil/chaotic/etc creatures)

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.


Notice it doesn't say "these bonuses only apply against attacks made or effects created by evil creatures."

The Shield spell and Mage Armor spell will prolong your melee life as well.

Don't forget the wonderful, wonderful spell that is Shatter. At the level you get it (level 3 for wizard), you can affect an object weighing up to 30 lbs. That's all the light armors and most medium armors, not to mention every shield but a tower. That's also pretty much every weapon. It's easy to hit your opponent when they're no longer wearing that chain shirt and wielding that shield. That's basically a boost to your attack bonus right there.

The Summon Monster spells, even just Summon Monster I, can provide you with a flanking buddy for another +2 to your attack rolls.

Shocking Grasp, being a touch spell, works great against opponents with armor too heavy to Shatter, and deals some impressive damage.

Magic Weapon would be a no-brainer, except it won't combine with the Shocking Grasp tactic.

Blindness/Deafness can give you an amazing edge. If blind, they lose their dex bonus to AC and have a -2 to AC (so your touch attacks are, for the most part, against AC 8 and your regular attacks hit more often), not to mention that 50% miss chance they'll have.

Hope all that helps. That was just levels 1 and 2 spells.
12th-Aug-2009 02:38 am (UTC)
No, I'm pretty sure the only is implied for Protection from Evil. Why else would it specifically mention evil creatures?

If no errata was given, then it would be DM's call, but I wouldn't allow that.
11th-Aug-2009 12:58 pm (UTC)
I'll riff for a bit:

Alter Form. That's a gateway to Natural Armor.

Mirror Image. Who needs hit points when you can nullify their attacks?

Displacement? Who needs hit points when half their attacks just miss.

Sonic Weapon. Get an additional 1d6 damage.

Use Magic Device. Get a hold of a wand of flame blade.

Improved Invisibility. 'Nuff said.

Enlarge Person. You get easier to hit, but your weapons get BIGGER and you gain reach.

The question is, do you want to TANK (keep the enemy off of your party), or do you want to INFLICT DAMAGE?

Shield Casting from Races of Stone. Cast a spell while holding a shield and NOT causing an AoO.

Edited at 2009-08-11 01:00 pm (UTC)
11th-Aug-2009 02:13 pm (UTC)
Flame Whips, Girallon's Blessing, Acid Sheath, whatever the Enlarge spell is (Enlarge Person?).
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