Once you've reached the fifth level of spellcasting, you'll have a chance at calling deceased party members back from the realm of the dead without returning to town. On the offensive side, flame strike can fry a few enemies in no time flat. Animal Summoning II (Conjuration/Summoning) Just like the mage's monster summoning spells, only with animals, this is the next logical step in the animal summoning ladder of spells. It summons stronger animals. Champion's Strength (Alteration) Skip this spell. The 20 to 23 strength rating it gives can be useful in certain locked-chest-bashing situations, but the instant fatigue penalties and caster concentration (restricting him from casting other spells while this is in effect) that come along with it aren't worth it. Chaotic Commands (Enchantment/Charm) Chaotic commands will disallow enemies from commanding your target to do anything (such as charm or sleep). It's useful, but not enough to keep memorized. Cure Critical Wounds (Necromancy) This will restore 27 points of health to the target, making it by far the most powerful healing spell you'll have thus far. I strongly recommend it. Flame Strike (Evocation) This is a powerful offensive spell, but be sure not to cast it on an enemy engaged in melee combat with your party, as the damage extends for five feet around the target. Insect Plague (Conjuration/Summoning) This is a great spell to keep memorized. It isn't powerful (only one hit point of damage is taken per seven-second round), but spellcasting is impossible within the swarm, so tossing this on top of a cornered spellcaster will render him powerless for a long time (14 seconds per level of the plague caster, which must be at least level 9 to cast, so assuming you trap the spellcaster in the cloud, that's more than two minutes at the very least, and few battles last more than two minutes). No saving throw is allowed. Raise Dead (Necromancy) You've been waiting for this spell, haven't you? This will raise any non-elven, whole character back to life with 1 hit point. Wait until after a battle is over to cast this, or you'll likely find the resuscitated dying once again. Righteous Wrath of the Faithful (Enchantment/Charm) Now, that's a cool spell name. This invocation will bestow a humble +1 bonus to the party's rolls, along with 1 to 8 hit points per character. However, party members of the same alignment as the caster receive a much greater bonus: an extra attack/round and +2 bonus. I'd recommend skipping this though, as it's just not as useful as raise dead or insect plague. Spike Stones (Alteration, Enchantment) This is a weird spell. It's also not as useful as others on this level, so skip over it.
|