Author Topic: Casting Deus Ex Machina -- The Platinum Spell Compendium  (Read 16984 times)

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Casting Deus Ex Machina -- The Platinum Spell Compendium
« on: August 21, 2013, 06:06:52 PM »
"A deus ex machina is a plot device whereby a seemingly unsolvable problem is suddenly and abruptly resolved, with the contrived and unexpected intervention of some new event, character, ability, or object." -- Wikipedia

All the more fitting, then, that we refer to deus ex machina when we talk about a spellcaster's capabilities in D&D 3.5e.  In this game, there is no problem that cannot be effectively resolved without the tactical application of the one perfect spell printed somewhere in the vast sea of 3.5e's supplements -- not even a problem caused by multiple spells.  As such, the very simple goal of this spellbook is to go out, find the best of the best, and organize it here for the use of potential future spellcasters.

Table of Contents -
  • Platinum Spells by Source
    • Core and SRD
    • Spell Compendium
    • Other Non-Setting Sources
    • Forgotten Realms Sources
    • Other Setting-Specific Sources
  • Platinum Spells by Class List
    • Bard
    • Cleric
    • Druid
    • Sorcerer/Wizard
    • Assassin and Blackguard
    • Paladin and Ranger
  • Platinum Spells... Sometimes
    • Spells for Scrolls and Wands
    • Spells for Strongholds
    • Spells for Mundane Tasks
    • Spells for Existing (As Opposed to Casting)

Spell Format
  • Spell Name Source {School (Subschool) [Descriptor(s)]; Class(es) and Level(s); At-a-Glance Features}
    The basic format for spells will include the information above, plus a short description of the spell's effects and what it's good for here.
  • Spell Name Source {School (Subschool) [Descriptor(s)]; Class(es) and Level(s); At-a-Glance Features}
    Spells in the first and second sections will be further distinguished by added coloration to the names.  Black names indicate a spell that just does the job, is only a great spell for a limited time, or maybe needs a nudge from metamagic in order to function at it's full potential.  Blue names mean that the spell is a generally good spell to have, and can be amazing in the hands of a specialist.  Purple names are for spells that are simply fantastic, and should likely be in your repertoire if you have even the slightest excuse to put it there in the first place.
    Note that spells in the final section will not be rated on this system.  By their nature, they're not really meant to be competing against one another or the spells in the first two sections for your spell slots on days where it matters.
  • Spell Name Source {School (Subschool) [Descriptor(s)*]; Class(es) and Level(s); At-a-Glance Features}
    Some spells are old, and not all 3.5e books are well-edited.  As a result, you sometimes get spells that deal Electricity damage without the Electricity descriptor, or a Divination spell that views a remote area but lacks the Scrying subschool.  Such inconsistencies can cause some nonsense to happen when combined with the rules, so I've taken the opportunity to stick in any Subschools or Descriptors that are not RAW and add them to the descriptions of the spells here, denoted by asterisks (*).  Consider these suggestions as opposed to rules.
  • Spell Name Source {School (Subschool) [Descriptor(s)]; Class(es) and Level(s); At-a-Glance Features}
    At the end of each spell will sometimes be 1-4 icons to quickly note some common spell features.  They are explained here:
    • Persistable - The spell can be altered by the Persistent Spell feat.
    • Touch - Many effects are specific to touch spells.  Also, non-instantaneous touch spells can be made Persistable with abilities like the Archmage's Arcane Reach.
    • Ray - Rays are often a preferred form of targeting spells since their failure state is a ranged touch attack roll, which is generally somewhat easier to optimize than a Save DC and also allows these spells to apply secondary effects typically reserved for attacks such as Sneak Attack.
    • Moderate Duration - Spells with moderate duration are often good subjects for Extend Spell, which can then result in you keeping them active for as long as the Party is active.
    • Long Duration - Spells with long durations tend to not need Extending past very low levels or Persisting ever.  Preparing these spells generally means you can rely on having their effect around for the entire day.
    • 48+ Hour Duration - Spells that last multiple days, or are sometimes even permanent.  These are spells that you can have around when it counts, even if you don't prepare them that day.
    • Short Casting Time - Spells that are Quickened for free.  Sometimes they are even cast as Immediate actions.
    • Long Casting Time - Spells with a casting time greater than a full-round action.  These spells cannot be Quickened, and sometimes might not even be spells meant to be cast in battle.

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #1 on: August 21, 2013, 06:07:12 PM »
Reserved for Core and SRD

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #2 on: August 21, 2013, 06:07:27 PM »
Reserved for Spell Compendium

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #3 on: August 21, 2013, 06:07:37 PM »
Non-Setting-Specific Sources

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« Last Edit: January 14, 2014, 12:52:09 AM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #4 on: August 21, 2013, 06:07:48 PM »
Forgotten Realms Sources

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« Last Edit: January 14, 2014, 12:52:34 AM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #5 on: August 21, 2013, 06:08:06 PM »
Eberron Sources

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Other Setting-Specific Sources
« Last Edit: January 14, 2014, 12:55:57 AM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #6 on: August 21, 2013, 06:08:22 PM »
Bard Spells

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« Last Edit: January 14, 2014, 12:45:05 AM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #7 on: August 21, 2013, 06:08:33 PM »
Cleric Spells

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« Last Edit: January 14, 2014, 12:46:09 AM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #8 on: August 21, 2013, 06:08:41 PM »
Druid Spells

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« Last Edit: January 14, 2014, 12:47:00 AM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #9 on: August 21, 2013, 06:08:53 PM »
Sorcerer/Wizard Spells

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« Last Edit: January 14, 2014, 12:56:48 AM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #10 on: August 21, 2013, 06:09:09 PM »
Assassin Spells

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Blackguard Spells

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« Last Edit: January 14, 2014, 12:48:22 AM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #11 on: August 21, 2013, 06:09:27 PM »
Paladin Spells

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Ranger Spells

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« Last Edit: January 14, 2014, 12:50:25 AM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #12 on: August 21, 2013, 06:09:44 PM »
Reserved for Spells for Scrolls and Wands

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #13 on: August 21, 2013, 06:09:57 PM »
Spells for Strongholds

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« Last Edit: January 13, 2014, 09:11:13 PM by X-Codes »

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #14 on: August 21, 2013, 06:10:12 PM »
Reserved for Spells for Mundane Tasks

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #15 on: August 21, 2013, 06:10:27 PM »
Spells for Existing

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Re: Casting Deus Ex Machina -- The Platinum Spell Compendium
« Reply #16 on: August 21, 2013, 06:11:11 PM »
Reserved for Just In Case.

Also, a separate Discussion thread might be made once I get some more progress done here.  Definitely not before, though.