• Unbolded: the spell may or may not be useful
• Bolded: the spell is generally worth selecting or scribing
• Blue: King-tier or key spell: a spell we don't want to miss
• Red: Bottom-tier or all but useless spell
• Format is: Spell name / Spell school / Item code for scroll / rule
◦ Animate Dead (Necromancy) {9011}
Summons zombie or skeleton from a corpse
◦ Bestow Curse (Necromancy) {9028}
◦ Blindness/Deafness (Necromancy) {9040}
◦ Contagion (Necromancy) {9076}
If the effects are random, the spell is not tactically useful.
◦ Cure Serious Wounds (Conjuration) {9093}
Heals 3d8 +1 per caster level up to +10. Solid.
◦ Dispel Magic (Abjuration) {9133}
Rules-wise, this is a very complex spell that can remove various negative status effects, but its usefulness is limited.
◦ Inflict Serious Wounds (Necromancy) {9250}
◦ Invisibility Purge (Evocation) {9254}
◦ Magic Circle Against Chaos (Abjuration) {9282}
◦ Magic Circle Against Good (Abjuration) {9284}
◦ Magic Circle Against Law (Abjuration) {9285}
◦ Magic Vestment (Transmutation) {9291}◦ Meld Into Stone (Transmutation) {9303}
◦ Negative Energy Protection () {-} [no help.tab entry, no scroll, no link from feedback window or portrait bar in Temple+, spell isn't even listed in SRD]
◦ Prayer (Enchantment) {-} [no scroll]
+1 attack, dmg, saves and skill/stat checks for allies and -1 to enemie for 1 round per caster level; stacks with 1-level Bless/Bane
◦ Protection From Energy (Abjuration) {9369}
Absorbs 12 points of acid, cold, electricity, fire OR sonic damage per caster level, max 120 at 10th. Situationally useful but never, ever vital.
◦ Remove Blindness/Deafness (Conjuration) {9390}
◦ Remove Curse (Abjuration) {9391}
Curses are rare
◦ Remove Disease (Conjuration) {9392}
Good spell. Cures all diseases the target is suffering from.
◦ Searing Light (Evocation) {9412}
Damaging ranged touch attack that inflicts 1d8 per 2 caster levels to max 5d8 or 1d6/10d6 vs. undead.
◦ Summon Monster III (Conjuration) {9469}
Summons celestial black bear or fiendish constrictor snake, dire bat or large viper or small elemental of air, earth, fire or water. Summon cap is 5.
◦ Wind Wall (Evocation) {9536}
Blows away incoming arrows and bolts but it's only centered on the caster and doesn't scale to party-wide AoE. Other projectiles have 30% miss chance. Pretty much useless in ToEE, which lacks crackshot archer foes.
ToEE | Level 0 Cleric Spells ToEE | Level 3 Cleric Spells ToEE |
ToEE Cleric Spells | Level 1 Cleric Spells ToEE | Level 4 Cleric Spells ToEE |
ToEE Builds | Level 2 Cleric Spells ToEE | Level 5 Cleric Spells ToEE |
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