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Suggestions for Wizard party buff spells (level 6 or less)
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<blockquote data-quote="Alzrius" data-source="post: 8701785" data-attributes="member: 8461"><p>Well, here's a selection off the top of my head (all from the <em>Spell Compendium</em>):</p><p></p><p><strong>Battle Hymn:</strong> Sor/wiz 4, lets all allies within 30 feet re-roll one Will save during the duration of the spell (1 round/level).</p><p></p><p><strong>Benign Transposition:</strong> Sor/wiz 1, lets you swap the current positions of two willing creatures within the spell's range (which is medium, i.e. 100 feet + 10 feet/level).</p><p></p><p><strong>Blood Wind:</strong> Sor/wiz 1, lets a single creature make all of its melee attacks at a range of 20 feet for 1 round.</p><p></p><p><strong>Create Magic Tattoo:</strong> Sor/wiz 2, allows you to inscribe up to three magic tattoos on a creature, each of which lasts for 24 hours. Various effects include +2 resistance bonus to one type of saving throw, +1 deflection bonus to AC, +1 luck bonus to attack rolls, etc. Requires 100 gp per tattoo inscribed and you must have at least 1 rank in Craft (drawing) or some other visual Craft skill.</p><p></p><p><strong>Dimension Door, Greater:</strong> Sor/wiz 5, functions as per normal <em>dimension door</em> but lasts for 1 round per 2 levels, and you can transfer touched targets (objects of willing creatures only) up to 25 feet + 5 feet per 2 levels.</p><p></p><p><strong>Ebon Eyes:</strong> Sor/wiz 1, grants a touched creature the ability to see in normal or magical darkness for up to 10 minutes/level.</p><p></p><p><strong>Girallon's Blessing:</strong> Sor/wiz 3, changes one creature's hands into claws, and has them grow a second set of clawed arms. Can make up to four claw attacks each round for 1d4 + Strength mod. damage, and if at least two claws hit can rend for an additional 2d4 + (Str. Mod. x 1.5) damage. Lasts for 10 minutes/level, but creature cannot use weapons and claw attacks in the same round.</p><p></p><p><strong>Heroics:</strong> Sor/wiz 1, grants the subject a single fighter bonus feat for 10 minutes/level. The subject must meet all prerequisites. Material component is a bit of a weapon or armor used in battle by a fighter of level 15+.</p><p></p><p><strong>Mage Armor, Greater:</strong> Sor/wiz 3, as per <em>mage armor</em> but gain a +6 bonus.</p><p></p><p><strong>Mountain Stance:</strong> Sor/wiz 2, for 1 minute/level, a touched subject can voluntarily root themselves in place, gaining a bonus equal to your caster level against being grappled, lifted, pushed, bull rushed, overrun, thrown, tripped, or otherwise made to move. A successful attempt to move them ends the spell. They can voluntarily move and "reroot" themselves in a different spot during the spell's duration without penalty.</p><p></p><p><strong>Nerveskitter:</strong> Sor/wiz 1, cast as an immediate action this spell grants a creature a +5 bonus to its initiative check.</p><p></p><p><strong>Snake's Swiftness, Mass:</strong> Sor/wiz 3, allows all allied creatures in a 20 foot radius (the range is 100 feet + 10 feet per level) to immediately make an extra melee or ranged attack. This doesn't change initiative order, and they can't do it if they've already made an extra attack some other way (such as via <em>haste</em>).</p><p></p><p>Hopefully there's something there you can use!</p></blockquote><p></p>
[QUOTE="Alzrius, post: 8701785, member: 8461"] Well, here's a selection off the top of my head (all from the [i]Spell Compendium[/i]): [b]Battle Hymn:[/b] Sor/wiz 4, lets all allies within 30 feet re-roll one Will save during the duration of the spell (1 round/level). [b]Benign Transposition:[/b] Sor/wiz 1, lets you swap the current positions of two willing creatures within the spell's range (which is medium, i.e. 100 feet + 10 feet/level). [b]Blood Wind:[/b] Sor/wiz 1, lets a single creature make all of its melee attacks at a range of 20 feet for 1 round. [b]Create Magic Tattoo:[/b] Sor/wiz 2, allows you to inscribe up to three magic tattoos on a creature, each of which lasts for 24 hours. Various effects include +2 resistance bonus to one type of saving throw, +1 deflection bonus to AC, +1 luck bonus to attack rolls, etc. Requires 100 gp per tattoo inscribed and you must have at least 1 rank in Craft (drawing) or some other visual Craft skill. [b]Dimension Door, Greater:[/b] Sor/wiz 5, functions as per normal [i]dimension door[/i] but lasts for 1 round per 2 levels, and you can transfer touched targets (objects of willing creatures only) up to 25 feet + 5 feet per 2 levels. [b]Ebon Eyes:[/b] Sor/wiz 1, grants a touched creature the ability to see in normal or magical darkness for up to 10 minutes/level. [b]Girallon's Blessing:[/b] Sor/wiz 3, changes one creature's hands into claws, and has them grow a second set of clawed arms. Can make up to four claw attacks each round for 1d4 + Strength mod. damage, and if at least two claws hit can rend for an additional 2d4 + (Str. Mod. x 1.5) damage. Lasts for 10 minutes/level, but creature cannot use weapons and claw attacks in the same round. [b]Heroics:[/b] Sor/wiz 1, grants the subject a single fighter bonus feat for 10 minutes/level. The subject must meet all prerequisites. Material component is a bit of a weapon or armor used in battle by a fighter of level 15+. [b]Mage Armor, Greater:[/b] Sor/wiz 3, as per [i]mage armor[/i] but gain a +6 bonus. [b]Mountain Stance:[/b] Sor/wiz 2, for 1 minute/level, a touched subject can voluntarily root themselves in place, gaining a bonus equal to your caster level against being grappled, lifted, pushed, bull rushed, overrun, thrown, tripped, or otherwise made to move. A successful attempt to move them ends the spell. They can voluntarily move and "reroot" themselves in a different spot during the spell's duration without penalty. [b]Nerveskitter:[/b] Sor/wiz 1, cast as an immediate action this spell grants a creature a +5 bonus to its initiative check. [b]Snake's Swiftness, Mass:[/b] Sor/wiz 3, allows all allied creatures in a 20 foot radius (the range is 100 feet + 10 feet per level) to immediately make an extra melee or ranged attack. This doesn't change initiative order, and they can't do it if they've already made an extra attack some other way (such as via [i]haste[/i]). Hopefully there's something there you can use! [/QUOTE]
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