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  1. - Top - End - #1

    Default Best sor/wiz buff spells castable on others?

    Special Thanks goes to Anthrowhale for practically making the entire list by himself!

    (F) - Focus Component
    (M) - Costly Material Component
    Order: Direct combat buff -> Noncombat buff -> Situational buff -> Racist buff -> Misc Buff
    Format: Duration, AoE, Range, Summary

    0
    Resistance - 1min, touch, +1 to all saves.

    1
    Nerveskitter - immediate 1 round, close, +5 bonus to initiative.
    Combat Readiness - 1min/level, touch, +1-6 insight bonus to initiative. Can't be flanked.
    Mighty Wallop - 1min/level, touch, increase weapon damage of bludgeon weapons by one size category
    Babau Slime - 1min/level, touch, creature attacking the target with a natural weapon, unarmed strike, or touch takes 1d8 acid damage.
    Bloodwind - 1round, close, Natural weapons and unarmed strike becomes 20ft range
    Mage Armor (F) - 1hour/level, touch, +4 AC
    Protection from X - 1min/level, touch, supresses charm/dominate, +2 deflection AC and +2 resistance save against x creatures
    Magic Weapon - 1min/level, touch, +1 enhancement bonus to weapon.

    Enlarge Person - 1min/level, Close, increase size category by 1
    Reduce Person - 1min/level, Close, decrease size category by 1

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    Aberrate: 10 minutes/level aberration type & natural armor up to+5
    Drug Resistance: hour/level immune to addiction
    Ebon Eyes: 10 minutes/level see in magical darkness
    Ectoplasmic Armor: hour/level up to armor+9 vs. incorporeal
    Endure Elements: 24 hours ok [-50,140] F
    Extract Drug: permanent drug
    Eyes of the Avoral: 10 minutes/level Spot+8
    Ghostly Reload: Hour or expended full iteratives crossbow
    Horrible Taste: hour/level nauseatingly poisonous
    Ironguts: 10 minutes/level Fort+5 vs. poison
    Jump: Minute/level up to +30 to jump
    Low-light Vision: hour/level
    Protection from Possession: 10 minutes/level, immune to mental commands
    Remove Scent: 10 minutes/level immune to scent
    Resist Planar Alignment: 10 minutes/level reduce penalties for wrong plane
    Sea Legs: hour/level full movement on ship
    Secret Weapon: 10 minutes/level Sleight of Hand +20 to hide weapon
    Shieldbearer: round/level animated shield
    Speed Swim: Minute/level swim 30'
    Spontaneous Search: 1 round, search everything in 20' radius
    Wings of the Sea: minute/level, swim+30'
    Weapon Shift: minute/level morphing weapon


    2
    Heroics - 10min/level, touch, grants a fighter bonus feat on the creature touched.
    Bull's Strength (and the like) - 1min/level, touch, +4 enhancement bonus to STR (and the like)
    Resist Energy - 10min/level, touch, 10-30 energy resistance
    Animalistic Power - 1min/level, touch, +2 enhancement bonus to STR, DEX, CON.

    Invisibility - 1min/level, touch, invisibility
    Spider Climb - 10min/level, touch, gain climb speed 20ft
    Dark Vision - 1hour/level, touch, dark vision 60ft
    Attune Form - 1min/level, 1creature/levels within 20ft of you, negates harmful effects of the plane.

    Lesser Construct Essence - 1min/level, touch, living construct gains construct traits.
    Wings of Air - 1min/level, touch, improves flight maneuverability by 2 grades

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    Adrenalin Surge: round/level allied summoned Str+4
    Augment familiar: round/level Str/Dex/Con+4, DR 5/magic, saves+2
    Augment truefriend: minute/level Str/Dex/Con+2
    Blur: minute/level 20% miss
    Channel the Mishtai: 1 minute, random buff
    Create Magic Tatoo: 24 hours, chosen buff
    Essence of the Dragon: minute/level, gain dragon type
    Fins to Feet: hour/level swim->land speed
    Fortify Metal or Stone: hour/level double hardness/hitpoints
    Frost Weapon: round/level weapon+1d6(cold)
    Fuse Arms: 10 minutes/level, Str+4 per pair of arms lost
    Ghost Touch Armor: minute/level armor is ghost touch
    Halaster's light step: minute/level don't touch ground.
    Insight of Good Fortune: minute/level until discharged best of two rolls
    Investiture of the Spined Devil: minute/level 3 1d6 ranged attacks/round
    Jaws of the Moray: minute/level bite+attach
    Kuo-Toa Skin: hour/level escape artist+8
    Levitate: minute/level minor fly
    Lively step: 12 hours party speed+10 as long you only move.
    Lucky Streak: minute/level luck rerolls at +2.
    Legion's Magic Weapon: round/level party's weapons enhance+1
    Mechanus Mind: minute/level save vs. mind-affecting at +4
    Mountains Stance: minute/level avoid being moved.
    Protection from Arrows: hour/level DR 10/magic vs. arrows to 100hp.
    Quick Potion: hour/level potion
    Returning Weapon: minute/level thrown weapon returns.
    Share Talents: 10 minutes/level skills+2
    Snake's Swiftness: Ally bonus attack
    Sonic Weapon: minute/level 1d6 sonic damage
    Soul Boon: 1 minute +5 essentia
    Swim: 10 minutes/level swim 30'
    Tern's Persistence: 24 hours, extra endurance


    3
    Girallon's Blessing - 10min/level, touch, gain 2 more arms, 4 claw attacks, and rend. Really, really awesome buff.
    Arms of Plenty - 1round/level, touch, gain 2 arms and 2 claw attacks in addition to your normal full attack. Stacks with Girallon's Blessing but not with itself.
    Haste - 1round/level, close, attack one more time at full BAB with one weapon during a full attack, +1 to attack and dodge ac, +30 speed for all movement.
    Fly (F) - 1min/level, touch, gain fly speed 60ft.
    Greater Magic Weapon - 1hour/level, close, +1-5 enhancement bonus to weapon.
    Greater Mighty Wallop - touch, increase weapon damage of bludgeon weapons by 1-5 size categories, or at colossal
    Investiture of the Bearded Devil - 1min/level, touch, +2d8 damage after a melee attack once per round.
    Spiderskin - 10min/level, touch, +1-5 enhancement bonus to natural ac.
    Greater Mage Armor - 1hour/level, touch, +6 armor ac. SpC removed material component.
    Adept Spirit - 1hour/level or until discharged, touch, +1 insight to caster level, +2 insight bonus to will saves, constitution checks, intelligence checks, and intelligence based skill checks.
    Protection from Energy - 10min/level, touch, absorb 12-120 energy damage.
    Flame Arrow - 10min/level, close, +1d6 fire damage on fifty projectiles
    Displacement - 1round/level, touch, 50% miss chance
    Magic Circle against x - 10min/level, touch/10ft radius, same as protection from evil
    Keen Edge - 10min/level, close, double threat range of slashing weapons
    Weapon of Impact - 10min/level, touch, double threat range of bludgeon weapons.

    Invisibility Sphere - 1min/level, 10ft radius around creature touched, touch, grants invisibility in an area.
    Telepathic Bond, Lesser - 10min/level, 30ft, communicate telepathically with one creature
    Tongues - 10min/level, touch, speak and listen to any language
    Waterbreathing - 2hour/level, touch, breathe underwater

    Antidragon Aura - 1min/level, close, 1creature/2levels within 30ft, +2-5 luck ac and saves against dragons

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    Air Breathing: hour/level party can breath air.
    Alter Fortune: Immediate action reroll anything.
    Animate Weapon: Concentration + 1 round, weapon attacks. Lame, except that you get the special abilities and damage of the weapon.
    Anticipate Teleportation: 24 hour teleport delay.
    Augment object: day/level double hardness/hp.
    Avoid Planar effects: minute/level party avoids planar effects
    Crown of Clarity: hour/level listen/spot+2 + discharge for+8
    Crown of Might: hour/level Str+2(enhance) + discharge for+8
    Crown of Protection: hour/level AC+1(deflect)/Save+2(resist) + discharge for+4
    Crown of the Grave: hour/level command undead 1/minute + discharge for turn/rebuke+4
    Crown of Veils: hour/level disguies/hide+2 +discharge for +8
    Deeper Darkvision: hour/level 90' darkvision
    Diamondsteel: round/level armor grants DR/adamantine of AC/2
    Disobedience: hour/level disobey mental commands at will
    Dragonblood affinity: minute/level dragonblood subject gets +2 to everything
    Earthen Grace: minute/level earth&stone does nonlethal damage
    Elation: round/level party Str/Dex+2(morale), move+5'
    Energy Aegis: 1 round Immediate action resist 20 <energy>
    Enhance familiar: hour/level AC/attack/damage/save+2
    Flexform: minute/level squeeze without penalty, escape artist/tumble+10
    Fortify Familiar: hour/level NA+2, 25% fortification, 2d8 temp hp
    Ghost Lantern: 10 minutes/level party-only light source.
    Hamatula barbs: 10 minutes/level 1d8 retributive
    Heroism: 10 minutes/level attack/save/skill+2(morale)
    Incorporeal Enhancement: 24 hours incorporeal undead gain attack/AC/hp/Turn resistance
    Investiture of the Chain Devil: minute/level reach+5
    Mass Jump: Party jump+30(enhance)
    Mass Mage Armor: hour/level party mage armor.
    Nezram's amethyst aura: 10 minutes/level immune poison/disease
    Nondetection: hour/level hard to divine.
    Protection from Dessication: 10 minutes/level resist dessication damage
    Rage: round/level party rages as barbarian
    Regal Procession: 2 hours/level party has mounts
    Resist Taint: 10 minutes/level save+4 vs. taint
    Sense of the dragon: minute/level 30' blindsense
    Shadow Phase: round/level mundane attacks 50% miss, magic attacks 20% miss
    Mass Snake's Swiftness: allies get extra attack
    Sudden Aegis: 1 round DR 10/adamantine as immediate action
    Undulant Innards: round/level Fortification 100%
    Walk the Mountain's Path: 10 minutes/level climb speed = land speed, jump/balance+10
    Weapon of Energy: round/level add energy damage to weapon.


    4
    Polymorph - 1min/level, touch, turn into a monster
    Mystic Surge - 1round, close, next spell +2 save DC and +1 CL.
    Ice Shield (CF) - 1min/level, touch, target gains 15/- damage reduction but 50% vulnerability to fire. Requires Coldfire (250gp). Technically not a material component.
    Greater Invisibility - 1round/level, touch, invisibility doesn't end even after attacking
    Stoneskin (M) - 10min/level, touch, DR 10/adamantine until 10-150 hp blocked.
    Greater Resistance - 24 hours, touch, +3 resistance bonus on saves.
    Battle Hymn - 1round/level, all allies within 30ft, reroll 1 will save a round.
    Investiture of the Amnizu - 1min/level, close, grants a touch attack that does 1d4 int damage.
    Investiture of the Steel Devil - 1min/level, close, +3 profane to attack and AC.
    Investiture of the Harvester Devil - 1min/level, close, melee attacks cause infernal wounds (1d6 damage every round until death)
    Investiture of the Erinyes - 1min/level, close, lets target cause creatures to approach him and perform no actions until until they succeed a will save.

    Ethereal mount - 1hour/level, creates a Phantom Steed for every 2 caster levels.
    Darsson's Potion (XP) - 1hour/level, touch, turn water into a potion
    Superior Darkvision - 1hour/level, touch, Darkvision without limit
    Dark Vision (Mass) - 1hour/level, 10ft radius, 1hour/level, touch, dark vision 60ft
    Attune Form - 24hours, 1creature/3levels, touch, negates harmful effects of the plane.

    Resist Energy(Mass) - 10min/level, close, 1creature/level, 10min/level, touch, 10-30 energy resistance.
    Nezram's Emerald Energy Shield - immune to deafness and language dependent mind-affecting spells. Sonic Resistance +10 and +4 saves against sonic spells.
    Otiluke's Suppressive Field - 10min/level, 20ft aura around you, suppresses a school or subtype of spells, must pass caster level check to overcome.
    Anticipate Teleport (F) - 1hour/level, touch, 5ft/level, Delay incoming teleport by 1 round
    Glacial Ward - 1min/level, touch, gives fire resistance 18.

    Dweomer of Transference - 1round/level, close, psionic ally becomes immune to all targeting spells
    Mass Enlarge Person - 1min/level, 1humanoid/level within 30ft of each other, Close, increase size category by 1
    Mass Reduce Person - 1min/level, 1humanoid/level within 30ft of each other, Close, decrease size category by 1
    Greater Wings of Air - 1min/level, touch, improves flight maneuverability by 2 grades
    Ghost Bane Weapon - 1hour/level, touch, adds Ghost Bane to a weapon.
    Iron Bones (F) - 10min/level, touch, corporeal undead gains +6 natural armor.

    Open Least Chakra - 24hours, touch, opens body parts for soulmelds.

    5
    Indomitability - 1min/level or until discharged, touch, stops death by damage once.
    Greater Dimension Door - 1round/2levels, touch, as many creatures you can touch, as a move action teleport 25ft+5ft/2levels
    Draconic Might - 1min/level, touch, +4 enhancement bonus to STR, CON, CHA, and natural armor, and immunity to paralyze and sleep.
    Investiture of the Orthon - 1min/level, close, 1d6 + 1-15 sonic damage to attackers, can create a 20ft dimensional anchor aura for 1 round as an immediate action.
    Sakkratar's Triple Strike - 1round, close, 1creature/level within 30ft of each other, two more attacks during full attack
    Greater Legion's Magic Weapon - 1min/level, 20ft radius burst, close, greater magic weapon in an AoE.
    Mass Fire Shield - 1round/level, close, as many creatures within 30ft of each other, 1d6 + 1-15 cold or fire damage to attackers, immuntiy to ice or fire.
    Touch of Admantine - 1min/level, touch, weapon becomes adamantine
    Toxic Weapon - 1hour or discharge, touch, 1d10 con damage and an additional 1d10 con damage 1min later.
    Mass Fly 1min/level, 1creature/level within 30 ft of each other, close, gain fly speed 60ft.
    Mailed Might of the Magelords (M): 1min/level, touch, +8 armor ac, 5/magic DR, immune to level 2 or lower force spells.
    Investiture of the Narzugon - 1min/level, close, 20ft gaze attack that immobilizes for 1 round
    Lesser Ironguard - 1round/level, touch, nonmagical metal passes through you.

    Extract Gift (M) - Permanent, 1 willing creature, bonus to ability score or skill check at a cost similar to a magic item.
    Telepathic Bond - 10min/level, 1creature/3levels within 30ft, communicate telepathically with each other.

    Anticold Sphere - 10min/level, 10ft aura, everyone inside is immune to cold.
    Antifire Sphere - 10min/level, 10ft aura, everyone inside is immune to fire.
    Xorn Movement - 1round/level, touch, Earth Glide
    Mass Surefooted Stride - 1min/level, 1creature/level within 30ft of each other, close, ignore difficult terrain
    Transformation of the Deeps - 1hour/level, 1creature/3levels, touch, breathe water, immune to natural effects underwater, darkvision 60ft
    Planar Tolerance - 1hour/level, immediate action, 1creature/level within 20ft of you, block negative environment effects while on the planes.

    Greater Enlarge Person - 1hour/level, touch, increase size category by 1
    Greater Reduce Person - 10min/level, close, decrease size category of a humanoid.
    Animal Growth - 1min/level, 1animal/2levels within 30ft of each other, medium, increases size category by one, +8 str +4 con -2 dex +2 natural armor
    Vanishing Weapon - 1min/level, touch, dispels summoned creatures on touch with no level cap
    Construct Essence - 1min/level, touch, living construct gains more construct traits.

    Permanency - Makes spells permanent for an xp cost

    6
    Starmantle (M) - 1min/level, touch, reflex 15 DC to halve all damage from magical weapons. Mundane weapons are destroyed. Probably won't affect natural weapon?
    Superior Resistance - 24 hours, touch, +6 resistance bonus on saves.
    Greater Heroism - 1min/level, touch, +4 morale to attack, saves and skills. Immunity to fear. Temp hp = caster level.
    Fires of Purity - 1round/level, touch, 1d6 + 1-15 fire damage on melee weapon, creatures hit are caught on fire.
    True Seeing: 1min/level, touch, grants True Sight.
    Chasing Perfection (M) - 1min/level, touch, +4 enhancement bonus to all ability scores
    Mass Bull's Strength (and the like) - 1min/level, close, 1creature/level within 30ft of each other, +4 enhancement bonus to STR (and the like)
    Brilliant Blade - 1min/level, close, weapon ignores armor ac only. Not natural ac.
    Investiture of the Barbed devil - 1min/level, close, gives improved grappling
    Investiture of the Malabranche - 1min/level, close, gives more charge damage
    Demonic Blood Infusion - 1hour/level, touch, grants Fiendish template and effectively an outsider for spell effects.

    Interplanar Telepathic Bond - 10min/level, 1creature/3levels within 30ft of each other, communicate telepathically across planes.
    Shalantha's Delicate Disk (M) - Permanent, touch, create spell storing disk of 5th level or lower.
    Mass Reflective Disguise - 12hours, close, 1creature/level within 30ft of each other, will save instead of disguise check.

    Greater Anticipate Teleport - 1hour/level, touch, 5ft/level, Delay incoming teleport by 3 rounds
    Aura of Evasion - 1min/level, 10ft radius, give evasion against breathe weapons only
    Cloak of the Sea - 1hour/level, touch, Blur + Freedom of Movement + Water Breathing underwater.

    Ecoplasmic Enhancement - 24 hours, one incorpreal undead/level, close, +1 deflection ac, +1 enhancement attack, 1d8 temp hit points, and +2 turn resistance for every 3 caster levels.
    Hardening - Permanent, touch, object gains 1 hardness for every 2 caster levels
    Mass Lesser Construct Essence - 1min/level, close, 1creature/level within 30ft of each other, living constructs gain construct traits.

    Greater Channel the Mishtai - 1hour, touch, share a body with a mishtai.

    7
    Energy Immunity - 24hours, touch, immune to a type of energy damage.
    Ironguard (F) - 1round/level, touch, nonmagical and magical metal passes through you.
    Antimagic Ray (M) - 1round/level, ray, close, target can't use magic but is also unaffected by magic.
    Energy Absorption - 1hour/level or until discharged, touch, gains 10 resistance to all energy types, can expend to block one energy attack and absorb half damage as health.ecks, intelligence checks, and intelligence based skill checks.
    Investiture of the Ice Devil - 1min/level, close, +1d6 cold damage with melee attacks and must make a will save or be slowed for 3 rounds.
    Mass Adept Spirit - 1hour/level or until discharged, 1creature/level, close, +1 insight to caster level, +2 insight bonus to will saves, constitution checks, int checks, and int based skill checks.
    Statue - 1hour/level, touch, turn into a statue and back as a free action. 8 hardness but note that as an object you have no AC.
    Mass Animalistic Power - 1min/level, 1creature/level within 30ft of each other, close, +2 to STR, DEX, and CON.
    Arrow of Bone (M) - 1hour/level, touch, +4 to attack and damage for 1 projectile, Fort Save or Die, 3d6 + 1-20 damage if saved.

    Mass Invisibility - 1min/level, any number of creatures within 180ft of each other, long, turns targets invisible as long as they don't attack and stay within 180ft of each other.

    Planar Bubble - 10min/level, touch, creates a 10ft aura that emulates the native environment of the creature. Can be abused with a 10:1 time plane.

    Hide From Dragons - 10min/level, 1creature/2levels, touch, completely undetectable by any means from dragons. Breaks after attack.

    Open Lesser Chakra - 24hours, touch, opens body parts for soulmelds.

    8
    Polymorph Any Object - Double Cast for permanent duration. Uses for this spell is limitless.
    Mind Blank - 24 hours, close, immunity to mind-affecting spells and divination.
    Superior Invisibility - 1min/level, touch, completely undetectable except by True Seeing, does not break when attacking.
    Protection from Spells (M)(F) - 10min/level, 1creature/4levels, touch, +8 resistance bonus to spells and SLAs.
    Investiture of the Horned Devil - 1min/level, close, after landing a melee attack victim must make a will save or be stunned for 1 round.

    Embrace the Dark Chaos (XP) - Instantaneous, touch, combo with Shun the Dark Chaos to retrain feats, including racial feats.
    Shun the Dark Chaos (XP) - Instantaneous, touch, combo with Embrace the Dark Chaos to retrain feats, including racial feats.
    Axiomatic Creature (XP) - Permanent, Touch, grants Smite Chaos and Linked Minds.

    Golem Immunity - 1min/level, touch, construct gains a Golem's Magic Immunity (Ex).

    9
    Wish - Cast successively to grant a creature a +1-5 instantaneous inherent bonus to one or all ability scores.
    Elminster's Effulgent Epuration - 1round/level, close, immunity to all spells that target.
    Foresight - 10min/level, touch, never flat-footed or surprised.
    Investiture of the Pit Fiend - 1min/level, close, grants natural attacks, at-will fort save for 2str damage, and at-will will save for fear.
    Investiture of the Hellfire Engine - 1min/level, close, Iron Body Spell, is Cold Iron for overcoming DR, 8d10 breath weapon every 1d4 rounds.

    Greater Construct Essence - 1min/level, touch, living construct becomes a true construct

    Srinshee's Spell Shift - 1round/level, personal, add metamagic to ally spellcaster's spells by spending an additional spell slot equal to the modified spell level.
    Open Greater Chakra - 24hours, touch, opens body parts for soulmelds.
    Last edited by RoboEmperor; 2018-04-28 at 08:47 PM.

  2. - Top - End - #2
    Troll in the Playground
     
    PaladinGuy

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    Default Re: Best sor/wiz buff spells castable on others?

    Don't forget Energy Resistance (mass) and Polymorph.
    Darkvision (mass) can also be useful.

    Edit: Also Inivisibility - it's not a combat buff like greater, but with the right buffs a group can bypass whole sectors of a structure by not having to fight everything.
    Last edited by Khedrac; 2018-03-20 at 03:03 PM.

  3. - Top - End - #3

    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by Khedrac View Post
    Don't forget Energy Resistance (mass) and Polymorph.
    Darkvision (mass) can also be useful.

    Edit: Also Inivisibility - it's not a combat buff like greater, but with the right buffs a group can bypass whole sectors of a structure by not having to fight everything.
    I can't believe I didn't include polymorph!

    I'll add all the spells you mentioned and their non-mass versions to the list.

  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: Best sor/wiz buff spells castable on others?

    Combat Readiness is pretty good for a 1st level buff. (Drow of the Underdark)
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  5. - Top - End - #5
    Dwarf in the Playground
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    Default Re: Best sor/wiz buff spells castable on others?

    You can cast nerveskitter on others. If you have some metamagic reduction, you can even Chain it to buff the entire party. Greater Ironguard is pretty nice, but Starmantle is often more efficient and is also touch range. Also, of course, Polymorph Any Object and Wish both deserve mention, for being broken as heck.

    I do feel it's worth noting that you can turn even personal buffs to party buffs with Spellguard of Silverymoon, and if you have Magic of the Land you can apply that effect to any spell you can cast.

  6. - Top - End - #6

    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by Selene Sparks View Post
    I do feel it's worth noting that you can turn even personal buffs to party buffs with Spellguard of Silverymoon, and if you have Magic of the Land you can apply that effect to any spell you can cast.
    Not what I'm looking for.

  7. - Top - End - #7
    Titan in the Playground
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    Default Re: Best sor/wiz buff spells castable on others?

    1: Enlarge person and protection from X aren't that great. They're nice on scrolls. While we're at it add scrolls of endure elementslasopifm, jump lasopifm, magic weapon and reduce person (rogues).
    2: Spider climb lasopifm.
    3: Scroll of tongues lasopifm, scroll of displacement, flame arrow, scroll of water breathinglasopifm
    5: telepathic bond technically, seeminglasopifm
    , animal growth technically (combo with charm monsters?), permanency. Can't believe you missed something as major as permanency. (1) Super nifty options, (2) I've been dispelled twice in a decade of D&D, (3) even if your DM does get dispel happy you can bait enemy casters into wasting their time, (4) xp is a river and (5) CL boosters.
    6: With that duration greater heroism is kinda meh, especially compared to a mass buff. Maybe lasopifm.
    it to only use at dungeon entrances. Veillasopifm
    7: statue (hard to pull off super well, but also hard to ever be bad),
    9: foresight grants spidey sense, etherealnesslasopifm

    lasopifm: leave a slot open, prep in 15 min

    Now I want to build a wizard around lasopifm. Most related spells aren't common enough to give the build anything to do on most days, but adding in some spontaneous divination, utility scrolls, other utility magic items, limited wish to imitate spells and the like could make it work.
    Last edited by ericgrau; 2018-03-20 at 10:33 PM.
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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by ericgrau View Post
    1: Enlarge person and protection from X aren't that great. They're nice on scrolls. While we're at it add scrolls of endure elements / lasopifm, jump / lasopifm, magic weapon and reduce person (rogues).
    2: Spider climb / lasopifm.
    3: Scroll of tongues / lasopifm, scroll of displacement, flame arrow, scroll of water breathing / lasopifm
    5: telepathic bond technically, seeming lasopifm, animal growth technically (combo with charm monsters?), permanency. Can't believe you missed something as major as permanency. (1) Super nifty options, (2) I've been dispelled twice in a decade of D&D, (3) even if your DM does get dispel happy you can bait enemy casters into wasting their time, (4) xp is a river and (5) CL boosters.
    6: With that duration greater heroism is kinda meh, especially compared to a mass buff. Maybe lasopifm it to only use at dungeon entrances. Veil lasopifm
    7: statue (hard to pull off super well, but also hard to ever be bad),
    9: foresight grants spidey sense, etherealness lasopifm

    lasopifm: leave a slot open, prep in 15 min

    Now I want to build a wizard around lasopifm. Most related spells aren't common enough to give the build anything to do on most days, but adding in some spontaneous divination, utility scrolls, other utility magic items, limited wish to imitate spells and the like could make it work.
    Enlarge Person is the best 1st level buff in the game. Increased weapon damage, str damage, and most importantly reach allows mundanes to one shot everything or allow spellcasters to use the longspear as an upgrade to the crossbow.

    Permanency sucks. Every DM is dispel happy, but then again there are a lot of gishes at our table.

    Greater Heroism is awesome. There are very, very few things that can boost your attack and saves. As a morale bonus it stacks with everything.

    Foresight is... well technically you can cast on others but it's you who get the spider sense for that guy, so it's not really a buff. More like a status spell?

    And you should put your definition of lasopifm at the top of your post not at the middle!

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by someonenoone11 View Post
    Enlarge Person is the best 1st level buff in the game. Increased weapon damage, str damage, and most importantly reach allows mundanes to one shot everything or allow spellcasters to use the longspear as an upgrade to the crossbow.
    Also increases enemy damage by around 20% on average. Net gain is pretty small. Add in the casting time and it's worse than spending that round on most anything else. Scroll for low level pre-combat buffing rounds until you get better buffs, and that's about it.

    Permanency sucks. Every DM is dispel happy, but then again there are a lot of gishes at our table.
    Then use it to bait the DM if you aren't already with hour/level buffs. Making enemy casters lose the first round of combat to maybe or maybe not lose your buff is the best buff of all. Xp is a river so you'll get it right back in no time. Also find caster level boosters. But with multiple gishes I suspect you already have hour/levels and on multiple people and don't need more bait.

    Greater Heroism is awesome. There are very, very few things that can boost your attack and saves. As a morale bonus it stacks with everything.
    Again the cost of 1 round negates the benefits because of how much you could otherwise do in that round. Would much rather Evard's black tentacles or sleet storm or solid fog or resilient sphere, even on a gish. That's why I said to wait to prepare it for a dungeon entrance, maybe extended.

    Foresight is... well technically you can cast on others but it's you who get the spider sense for that guy, so it's not really a buff. More like a status spell?
    Good point, forgot that bit. Probably still useful but not worth the bookkeeping.

    And you should put your definition of lasopifm at the top of your post not at the middle!
    Edit-cleaned up.
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    Default Re: Best sor/wiz buff spells castable on others?

    Didn't know statue had a combat application! I thought it was a lame disguise spell.

    I don't think Enlarge Person's casting time is an issue. Early game spell slots are your bottleneck not casting time. And if there are no archers reach can eliminate the defense penalty.

    For a 6th level spell yeah greater heroism is lackluster, but it's still a buff and one the few higher level buffs sor/wiz has so it does has its uses. With extend spell though I think prebuffing is an option, which is what you suggested.
    Last edited by RoboEmperor; 2018-03-21 at 01:32 AM.

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by someonenoone11 View Post
    I don't think Enlarge Person's casting time is an issue. Early game spell slots are your bottleneck not casting time. And if there are no archers reach can eliminate the defense penalty.
    Reach will only help defense temporarily and only if you don't attack first. Most melee are better off attacking ASAP. The issue is that even magic missile will do significantly more net damage once we subtract off the drawback of extra enemy damage and/or fewer rounds that you're able to attack. Heck, the light crossbow is a serious contender. It's ~27%-~20%=~7% net boost or about equal to +1 damage, made slightly better than that by the fact that the melee has a little more HP. But at low level even he is in serious danger.

    Quote Originally Posted by someonenoone11 View Post
    For a 6th level spell yeah greater heroism is lackluster, but it's still a buff and one the few higher level buffs sor/wiz has so it does has its uses. With extend spell though I think prebuffing is an option, which is what you suggested.
    Oh for some reason I was thinking it was 4th level when I was making comparisons. Maybe the "+4" was stuck in my head. That... doesn't speak well to its usefulness. It's a bit high level to extend until the campaign is nearing an end, but maybe if you know the dungeon will be brief. Or once you get 8s and have a bajillion great spells to choose from you say sure, stick it in a 6th just in case I get a buffing round or a short dungeon. And if not then no big loss.

    Tried to look up a couple buffs to get back on track but they weren't sor/wiz and I gtg, sorry.
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    Default Re: Best sor/wiz buff spells castable on others?

    9th-level: Mind Rape.

    It's also worth noting that any Personal spell can become castable on others if you buy a spellblade of it.
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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by ericgrau View Post
    Tried to look up a couple buffs to get back on track but they weren't sor/wiz
    Yeah, there really isn't that much sor/wiz buff spells. This list might be finished!

    Quote Originally Posted by Uncle Pine View Post
    9th-level: Mind Rape.
    That's not a buff.

    Quote Originally Posted by Uncle Pine View Post
    It's also worth noting that any Personal spell can become castable on others if you buy a spellblade of it.
    It is worth noting. Didn't know that item existed. But it's not what I'm looking for in this thread.

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    Default Re: Best sor/wiz buff spells castable on others?

    Draconic Might was great on my War Weaver in a campaign without access to standard magic items, but I imagine it would still be pretty good at level in a normal game. I don't think you'd end up keeping it around, though.

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    Default Re: Best sor/wiz buff spells castable on others?

    After a review of 9th level spells, there is:

    Astral Projection: Make allies immune to death (... and travel the planes)
    Elminster's Effulgent Epuration: ally immune to many spells for round/level
    Foresight (combined with Telepathic bond): Ally immune to surprise & never flat-footed.
    Open Greater Chakra: alt-magic incarnum benefits for nonincarnum allies.
    Srinshee's Spell Shift: Aid option adds metamagic Empower/Enlarge/Extend/Maximize/Widen to ally's spells
    Wish: Inherent bonuses

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by Anthrowhale View Post
    Wish should count here: you can give people inherent bonuses with it.
    Oh I forgot about that part of wish! Ok wish will be added.

    Quote Originally Posted by Xethik View Post
    Draconic Might was great on my War Weaver in a campaign without access to standard magic items, but I imagine it would still be pretty good at level in a normal game. I don't think you'd end up keeping it around, though.
    That is a fantastic spell! I can remove Spiderskin as my 6th level spell known and Bull's Strength as a 2nd level spell known and Eagle's Splendor! Amazing! 4 Spells in one!

    Quote Originally Posted by Anthrowhale View Post
    After a review of 9th level spells, there is:

    Astral Projection: Make allies immune to death (... and travel the planes)
    Elminster's Effulgent Epuration: ally immune to many spells for round/level
    Foresight (combined with Telepathic bond): Ally immune to surprise & never flat-footed.
    Open Greater Chakra: alt-magic incarnum benefits for nonincarnum allies.
    Srinshee's Spell Shift: Aid option adds metamagic Empower/Enlarge/Extend/Maximize/Widen to ally's spells
    Wish: Inherent bonuses
    Astral Projection: Not really a buff... and DMs will bring in the silver sword to one shot all of you if you use it! XD. At least my DM does. Is this a buff? It duplicates items like scrolls as well. I don't think it's a buff though.
    Elminster's Effulgent Epuration: Alright! If I'm reading this right, it absorbs your_caster_level number of spells right? This makes you practically immune to all targeting spells!
    Foresight: I guess I'll add it since several people recommended it. I'll add telepathic bond too
    Open Greater Chakra: Not what I'm looking for, but I guess it counts
    Srinshee's Spell Shift: Personal, so not castable on others.
    Last edited by RoboEmperor; 2018-03-21 at 07:07 PM.

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    Default Re: Best sor/wiz buff spells castable on others?

    against enemies with poor resistances, mass fireshield might make them hurt themselves more than they hurt your party.

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by Braininthejar2 View Post
    against enemies with poor resistances, mass fireshield might make them hurt themselves more than they hurt your party.
    Didn't know such a spell existed!

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by someonenoone11 View Post
    Srinshee's Spell Shift: Personal, so not castable on others.
    You cast it on yourself but the effect is to give allies access to 6 bonus spontaneous metamagic feats.

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by Anthrowhale View Post
    You cast it on yourself but the effect is to give allies access to 6 bonus spontaneous metamagic feats.
    Yeah ok sure why not. Though technically not a buff, and honestly it's quite terrible IMO but sure why not. As a cohort from leadership it is probably amazing.

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    Default Re: Best sor/wiz buff spells castable on others?

    Silver sword only hits the string in the astral. Once you're on a specific plane in a temporary body, the string is no longer visible.

    Still, you better have someone on guard, ready to wake you up when the DM sends the villains after your physical bodies.

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    Default Re: Best sor/wiz buff spells castable on others?

    Blood Wind (Wiz / Sorc 1), swift action casting so it gives your wizard something to do with its swift actions, your ally or yourself can use a full round action to use its natural weapons as ranged attacks.

    Benign Transposition (Wiz / Sorc 1), standard action casting, two allies switch position.

    The awesome thing about these two spells is they make two superb wands for 750 gp each. Furthermore they are great spells to give your familiar if your familiar can use wands, which can buff characters, animal companions, minions, summon monsters, etc.
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    Default Re: Best sor/wiz buff spells castable on others?

    At level 9, there is also:
    Investiture of the Pit Fiend seems kinda meh. I guess divine-power-for-other-people might help out a Monk significantly.
    Investiture of the Hellfire Engine. This seems to be Ironbody for everyone.

    At level 8, there is:

    Axiomatic Creature. This makes a single casting of Foresight an area effect for allies.
    Embrace+Shun the Dark Chaos. A classic, but the XP costs will eat you alive unless you have a trick.
    Protection from spells is technically not obsoleted by Superior Resistance although it's pretty meh.
    Investiture of the Horned Devil is a minor melee buff.
    Golem Immunity looks like a real winner in the right party: spell resistance infinity if your allies happen to be constructs + damage heals you.

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by Ramza00 View Post
    Blood Wind (Wiz / Sorc 1), swift action casting so it gives your wizard something to do with its swift actions, your ally or yourself can use a full round action to use its natural weapons as ranged attacks.
    I can't believe I forgot about this. This is really embarassing...

    Quote Originally Posted by Ramza00 View Post
    Benign Transposition (Wiz / Sorc 1), standard action casting, two allies switch position.
    Not a buff. I'm not debating how good it is, because it is really good, but it's not a buff.

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    Default Re: Best sor/wiz buff spells castable on others?

    At level 7, there is:

    Open Lesser Chakra: More incarnum stuff. On the upside, it lasts 24 hours.
    Planar Bubble: an amazing buff for creatures that come from the right plane or if you have pets from the right plane
    Glacial Ward: Energy Immunity is a much better spell generally.
    Hide From Dragons: A remarkably specific spell
    Investiture of the Ice Devil: The on-hit slow effect is potentially nice at high levels where it nerfs enemy full attack.
    Mass Invisibility: In every party I've been in, everyone has access to invisibility individually at high level...
    Mass Adept Spirit: A remarkably minor bonus for spellcasters...
    Mass Animalistic Power: A remarkably minor enhancement bonus to physical stats...
    Arrow of Bone: Super cheap arrows of death for an archer.
    Energy Absorption: Heal on energy damage once.

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by Anthrowhale View Post
    Hide From Dragons: A remarkably specific spell
    Hide from Dragons + Maximized Shivering Touch anyone? XD

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    Last edited by RoboEmperor; 2018-03-21 at 10:20 PM.

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by Anthrowhale View Post
    Hide From Dragons: A remarkably specific spell
    Reminds me of antidragon aura (level 3). Which is actually a mass buff not a personal emanation. Hey, dragons are hard and they're in the name of the game. They aren't usually random encounters, so that may give you a chance to prepare these spells in expectation of one. This spell is min/level and only gives a small AC & save bonus, but it's a mass buff rather than an individual buff. That makes a *huge* difference in its power. Entire party gets +3 or +4 on their AC & saves vs a dragon. Extend it before entering a dragon's lair, or by the time you fight a strong dragon you might be able to quicken it. Even as a round 1 buff it's not terrible.

    Quote Originally Posted by someonenoone11 View Post
    Hide from Dragons + Maximized Shivering Touch anyone? XD
    You don't even need anything as broken as shivering touch. You have unlimited buff rounds against dragons. This seems defensive for, well at most 3 seconds, but it is pretty borked when used offensively.

    Also while I was looking at it I found one of the best buffs: anticipate teleport (level 3) and greater anticipate teleport (level 6). Royally screws over anyone teleporting near the buffed person as they lose 1 or 3 rounds. 24 hour duration, 5'/level radius. I wonder why I don't see this spell more often. Seems like every party should have someone walking around with it.

    Then I started looking for other antis in spell compendium and found antimagic ray, level 7. It's supposed to be an attack spell, but it looks like one of the strongest buffs I've ever seen. It acts as a selective antimagic field, affecting only the creature and not his gear. That's every non-caster's dream. You do lose all other buffs and have to be careful all your utility gear works indirectly, but overall it looks amazing.

    Also found for level 6 in spell compendium:
    • Cloak of the Sea: Hour/level underwater campaign preset buff package. Water breathing, freedom of movement (removes underwater attack roll penalties too), blur, immune to nonlethal damage. Strangely missing a swim speed, but there's a 2nd level buff for that.
    • Mass reflective disguise: 12 hours, all purpose disguise
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    Default Re: Best sor/wiz buff spells castable on others?

    Another 9th level spell: Greater Construct Essence. It removes the living construct subtype providing many immunities.

    Edit: and a 3rd level spell: Greater Mighty Wallop. Applied to a greatclub or minotaur greathammer, this spell increases damage/hit by 20.

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    Default Re: Best sor/wiz buff spells castable on others?

    Quote Originally Posted by ericgrau View Post
    Reminds me of antidragon aura (level 3). Which is actually a mass buff not a personal emanation. Hey, dragons are hard and they're in the name of the game. They aren't usually random encounters, so that may give you a chance to prepare these spells in expectation of one. This spell is min/level and only gives a small AC & save bonus, but it's a mass buff rather than an individual buff. That makes a *huge* difference in its power. Entire party gets +3 or +4 on their AC & saves vs a dragon. Extend it before entering a dragon's lair, or by the time you fight a strong dragon you might be able to quicken it. Even as a round 1 buff it's not terrible.
    Not a buff you cast on others, but on the subtopic of antidragon spells, there is Aura of Evasion. Affects all allies within 10' and gives Evasion against Breath Weapons. I'd like to say there's some easier way than a 6th level spell with a costly material component to accomplish this, but it's the way I know of.

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