SPELLS
Most of a beguiler's spells are enchantment or illusion, but you also get some useful tools that include divination spells.
With
enchantment spells you can modify the behavior of others, making them your puppets. Some spells are long lasting, so you can create multiple puppets. Others you cast on the fly to incite riots and give suggestions. You also have spells to dominate and compel your target's actions directly, although these spells won't let you gain information from them. You also have a good mix of spells that stop targets in their tracks (hold, stun, confusion, etc...). For a nice overview of Enchantment spells, take a look at
this list and
this additional list. It's from the Enchanter handbook.
Your
illusion spells include invisibility, which is probably the most important spell to the beguiler, and its effect is improved with your Hide and Move Silently skills. You also have some image spells (silent image, mirror image, blur) that create decoys to confuse your enemies but require concentration. In addition, you have spells to ward off scrying and detection.
Useful spells include things like haste and mage armor. The beguiler also has an advantage over sorcerers and wizards with divination spells. The sorcerer must use up a known spell and the wizard must lock a spell slot to have access to a divination spell. The beguiler has equal access to his divination spells as any other of his spells.
Other useful tools include spells against magic (break enchantment, dispel magic, spell turning), area effect spells (obscuring mist, zone of silence) for combat or masking the party's movements. Freedom of movement lets you escape grapples, and glibness for boosting Bluff by +30 lets you get away with saying anything.
Advanced Learning spell choices
A beguiler gains Advanced Learning at levels 3, 7, 11, 15, and 19, which allows you to permanently add one sorcerer/wizard spell of the Enchantment or Illusion school to your spell list, at up to the highest level beguiler spell you can currently cast. Because you also get new higher level spells at levels 8, 12, and 16, it might make sense to dip into a
prestige class like Mindbender or Visionary Seeker to delay Advanced Learning by one level to allow you to take higher-level spells.
You don't have to take the highest-level spell you can learn. You might find, for example, that you don't want to use up another 3rd level spell slot, so you use Advanced Learning to learn a 2nd level spell instead; even some 1st level spells are powerful.
Depending on the level of spell you want to pick, you have many choices. Here are some suggestions. I’ve put them somewhat in order of effectiveness (although you might disagree):
1st level spells
1st level spells are all you can learn at your first Advanced Learning level (beguiler level 3):
- Distract assailant (CAd) (Ench(Comp)[mind]) - Even though this spell is only 1st level, it can be cast as a swift action to render an opponent flat-footed in the same round you cast another spell. This is a very effective combo to make use of your Cloaked casting ability. Useful for getting more uses out of higher level spells that would otherwise be consumed by casting invisibility.
- Net of shadows (SC) (Illus(Shadow)[dark]) - blanket enemies in shadows, reducing their vision to 5 ft and giving them concealment (also usefull for hiding roguish allies). One of the few Shadow-spells; it’s non-mind affecting so usefull overall
- Power word pain (RD) (Ench(Comp)[mind]) - deals 1d6 damage for multiple rounds depending on target's HP. It's nice, but it gets really good in combo with the feat 'Coercive Spell' from Drow of the Underdark (enemy damaged by your spell has -2 to will saves for 3 rounds, see up)
- Shock and awe (SpC). Besides the amusing name, it can nail a group of opponents, giving your whole party a pretty significant advantage in the first round of combat, and offers no saving throw (which can be valuable in the upper levels when the save DC on a 1st level spell is not cutting it so much). It requires you to be kind of focused on attaining surprise rounds since it can only be cast in a surprise round, but if you are a max-rank Hide and Move Silently character with access to invisibility (and even silence), not to mention disguise magic, this is not such a stretch.
2nd level spells
- Power word sicken (RD) (Ench(Comp)[mind]) - Sickens 1 creature with less than 100 HP; no save. A good way to soften up an opponent for other spells.
- Ray of stupidity (SC) (Ench(Comp)[mind]) - Target takes 1d4+1 Int damage, and doesn't get a saving throw. Useful against Int-based spellcasters such as wizards.
- Shadow binding (SC) (Illus(Shadow)) - Entangles creatures in a 10-ft radius burst. Not that great an AoE, but ‘entangling’ opponents is very effective versus warriortypes.
- Shadow spray (SC) (Illus(Shadow)) - ribbonlike shadows deal 4 points Str damage and daze creatures for 1 round.
- Tasha's hideous laughter (PH) (Ench(Comp)[mind]) - Subject loses actions for 1 round/level, from laughing too hard.
- Sting Ray (SpC) - An Enchantment (Compulsion) [Mind-Affecting] spell which limits those affected to a single move or standard action for 1r/lvl. The victim also get's a -2 to AC and must make a concentration check during the duration to cast spells. The AC penalty also stays even if the saving throw is made. It looks a bit like 'Vertigo', but it's much better.
3rd level spells
- Ray of Dizziness (SC) (Ench(Comp)[mind]) - Target can't take full-round actions, and doesn't get any saving throw.
- Heroism (PH) (Ench(Comp)[mind]) - If opponents constantly save against your spells, you may as well buff up an ally. I’m not impressed, but it’s usefull.
4th level spells
4th level spells can be learned at your second Advanced Learning level (beguiler level 7) if you dip into a level of Mindbender or other PrC beforehand:
- Shadow conjuration (PH) (Illus(Shadow)) - Expand your spell list with all of the Conjuration (Summoning) or Conjuration (Creation) spells a sorcerer or wizard can cast, up to 3rd level. This is a large number of spells, giving you many options. Creatures can get two saves, though: a Will-partial save for shadow conjuration (even if the creature makes the save, you still inflict 20% of the effects) and another save for the spell you are conjuring. Some spells have no save (such as the lesser orb spells) so the creature gets only the Will save versus your shadow conjuration and they still take partial damage if they succeed on the save. Some spells also have social uses: clothier's closet (MoE), greater mage armor (PH), regal procession (SC), and unseen servant (PH), for example. It’s probably wise to take utility spells mainly, since they don’t require a save.
- Shadow well (SC) (Illus(Shadow)) - Send an enemy to the plane of shadow (removing him from combat); upon return he must save to avoid being frightened for 1d4 rounds. This is very effective battlefield control. You might even think about following the opponent in the Shadowplane yourself, since shadow-spells are more effective there.
5th level spells
5th level spells can be taken at third Advanced Learning by a single-class 11th-level beguiler:
- Power word disable (RD) (Ench(Comp)[mind]) - If you suspect a creature has 50 HP or less, you instantly reduce its HP to zero. No save.
- Shadow evocation (PH) (Illus(Shadow)) - Expand your spell list with all of the Evocation spells a sorcerer or wizard can cast, up to 4th level. This is even more spells than shadow conjuration. Creatures get a Will-partial save for shadow evocation (even if the creature makes the save, you still inflict 20% of the effects) and another save for the spell you evoke - if it has a save. A large number of these spells have no save (15 spells from Player's Handbook alone, and even more from Spell Compendium).
6th level spells
6th level spells can be taken at your third Advanced Learning (beguiler level 11) if you dip into a prestige class that continues your caster progression:
- Power word nauseate (RD) (Ench(Comp)[mind]) - nauseates 1 living creature of less than 150 HP; it can do nothing but move. No save. Although it only affects one creature, nausea is a very effective condition.
- Freezing Glance (FB) (Ench) [Cold] - Freeze one living creature per round with a look!! Once frozen they stay frozen 1 min/lvl!! Frozen creatures can not act and are helpless. Oh yes. this spell rocks. This is one of my favorite Enchantment spells
7th level spells
- Symbol of stunning (PH) (Ench(Comp)[mind]) - Stun all creatures within 60 feet for 1d6 rounds.
- Hiss of sleep (SC) (Ench(Comp)[mind]) - One creature/level drops to sleep, comatose and helpless. Will save, but no spell resistance.
- Solipsism (SC) (Illus(Phant)[mind]) - subject believes everything is an illusion (including hostile actions) and takes no actions, not even to defend itself from attacks.
8th level spells
- Maddening whispers (SC) (Ench(Comp)[mind]) - Inflict 1 creature/level with your choice of hysterical laughing to prevent actions (as with Tasha's hideous laughter, panic to cause fleeing or cowering, violent hallucinations to go berserk against nearest creature, or a stunned prone stupor.
- Mass charm monster (PH) (Ench(Charm)[mind]) - Why fight if you can convert your enemies to friends?
- Superior invisibility (SC) (Illus(Glamer)) - makes you undetectable to keen hearing or smell, but won't work against true seeing.
- Symbol of insanity (PH) (Ench(Comp[mind]) - Any creature within 60 feet of a rune you scribe becomes permanently insane.
9th level spells
- Programmed ammnesia (SC) (Ench(Comp)[mind]) - Erase or implant memories in a subject, bestow negative levels, rebuild a persona, and cause any of these effects to be triggered later.
Shadow Conjuration
Shadow Conjuration is a spell to really consider, since it adds a lot of usefull spells to your spell-list. If you don’t like you’re opponents making 2 saves to you offensive spells in stead of one, just use the utility spells. The list of really usefull spells is not as extensive as many suggest. The ones I would use are:
- Bands of steel (SpC): immobilize or entangle creature. Very effective even if it just affects one opponent
- Corpse candle (SpC): reveal invisible enemies
- Extoplasmic web (GW): as web, but also affects non-corp (attack)
- Nauseating breath (SpC): nausea-cone that is 30ft long: nausea is a very effective condition, it effectively take out enemies (not usefull against undead etc)
- Phantom steed (PHB): very nice steed with extra's. Out of combat only
- Regal procession (SpC): as 'mount' but many mounts. Good to have for the whole group , just in case
- Sleet storm (PHB): ice area (40ft rad !) without vision: good battlefield controll
- Stinking cloud (PHB): nausea in 20ft radius: effectively take out enemies (not usefull against undead etc)