Author Topic: Hatchet Job Port Thread  (Read 60022 times)

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #100 on: April 11, 2013, 06:51:32 PM »
continued...

Oriental Adventures (3.0)
Elemental Ward - Choose an Elemental type, Elementals of that type within 60 ft. radius make Will save to remain within radius (Wu Jen 4) (Abjuration) (Oriental Adventures, pg. 102)

Wu Jen 5

Complete Arcane
Aiming at the Target - Can cast this spell while concentrating on another spell, gain +10 circumstance on Concentration checks to maintain concentration on other spells (Sorceror/Wizard 5, Wu Jen 5) (Abjuration) (Complete Arcane, pg. 96)
Fire Breath - 1/round as Standard action may make ranged touch attack (15 ft) for 1d8 fire/2CL (max 10d8), ignite combustibles and damage objects in area (Wu Jen 5) (Evocation) [Fire] (Complete Arcane, pg. 106)
Spirit Self - Spirit leaves body with incorporeal qualities and speed of 90, cannot move more than 200 ft from body, cannot attack, but may cast spells with only verbal components, within 5 ft, can command body to take simple actions, body gains 1 move action/round, no dex bonus, -2 AC, share total hp between spirit and body, die if somehow spirit is forced beyond 200 ft and you cannot follow (Wu Jen 5) (Necromancy) (Complete Arcane  pg. 123-124)
Symbol of Pain (Pointless, Permanent until activated) - Enscribe a symbol onto a surface, creatures within 60 ft that set it off must make a fort save or suffer pains causing -4 to attacks, skill checks, ability checks that last for 1 hour after leaving 60ft from the symbol (Wu Jen 5, Complete Arcane, pg. 94) (Cleric 5, Sorceror/Wizard 5) (Necromancy [Evil]) (Player's Handbook, pg. 290)
Symbol of Sleep (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures with 10HD or less within 60 ft that set it off must make a will save or fall into a catatonic sleep for 3d6x10 minutes and cannot be awakened by nonmagical means (Wu Jen 5, Complete Arcane pg. 94) (Cleric 5, Sorceror/Wizard 5) (Enchantment [Compulsion] (Mind-Affecting)) (Player's Handbook, pg. 291)

Oriental Adventures (3.0)
Aiming at the Target - Can cast this spell while concentrating on another spell, gain +10 circumstance on Concentration checks to maintain concentration on other spells (Wu Jen 5) (Abjuration) (Oriental Adventures, pg. 96)
Fire Breath - 1/round as Standard action may make ranged touch attack (15 ft) for 1d8 fire/2CL (max 10d8), ignite combustibles and damage objects in area (Flame 5, Shugenja 5 (fire), Wu Jen 5 (fire)) (Evocation) [Fire] (Oriental Adventures, pg. 103)
Spirit Self - Spirit leaves body with incorporeal qualities and speed of 90, cannot move more than 200 ft from body, cannot attack, but may cast spells with only verbal components, within 5 ft, can command body to take simple actions, body gains 1 move action/round, no dex bonus, -2 AC, share total hp between spirit and body, die if somehow spirit is forced beyond 200 ft and you cannot follow (Wu Jen 5) (Necromancy) (Oriental Adventures, pg. 114)

Wu Jen 6

Complete Arcane
Control Weather - Change current weather to either be a season, Spring (Tornado, Thunderstorm, Sleet Storm, Hot Weather), Summer (Torrential Rain, Heat Wave, Hailstorm), Autumn (Hot or Cold Weather, Fog, Sleet), Winter (Frigid Cold, Blizzard, Thaw), Late Winter (Hurricane-Force Winds or Early Spring) and to Cause the weather associated with the season respectively, Druids Double the duration and radius of the spell (Wu Jen 6, Complete Arcane pg. 94) (Air 7, Cleric 7, Druid 7, Sorceror/Wizard 7) (Transmutation) (Player's Handbook, pg. 214)
Globe of Invulnerability - Create a 10ft immobile sphere centered on you that does not move, all spell effects, spells, and spell-like abilities of 4th level or lower fail their areas do not include the globe and targeted spells don't work, spells, spell-like abilities, etc. can be cast through the globe (Wu Jen 6, Complete Arcane pg. 94) (Sorceror/Wizard 6) (Abjuration) (Player's Handbook, pg. 236)
Symbol of Fear (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures with 150 hp or less within 60 ft that set it off must make a will save or be panicked for 1 round/CL (Wu Jen 6, Complete Arcane pg. 94) (Cleric 6, Sorceror/Wizard 6) (Necromancy [Fear] (Mind-Affecting)) (Player's Handbook, pg. 290)
Symbol of Persuasion (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures within 60 ft that set it off must make a will save or be charmed by the caster (Wu Jen 6, Complete Arcane pg. 94) (Cleric 6, Sorceror/Wizard 6) (Enchantment) (Charm) (Mind-Affecting) (Player's Handbook, pg. 290)

Wu Jen 7

Complete Arcane
Body Outside Body - Create 1 Duplicate/5 CL, has all mundane version of all equipment you posess, completely loyal, has all abilities of yours but cannot cast spells, has 1/4 of your hp.  If slain, you lose 10 hp. (Wu Jen 7) (Conjuration) (Creation) (Complete Arcane)
Commune with Greater Spirit - Contact a spirit of up to any HD, and ask 1 question/CL, may only ask questions with one-word answers.  If a one-word answer would be misleading, the DM may have the spirit respond with up to 5 words, spirits contacted again within a week causes the spell to auto fail, spirits with alignment different than your own may save to resist spell (Wu Jen 7) (Divination) (Complete Arcane, pg. 101)
Ethereal Jaunt - Become Ethereal, become invisible to material plane creatures, move at half speed but in any direction, can move through solid objects and creatures, if spell ends while in a solid object, become shunted to the nearest open space and take 1d6 damage/5 ft moved (Wu Jen 7, Complete Arcane pg. 95) (Cleric 7, Sorceror/Wizard 7) (Transmutation) (Player's Handbook, pg. 227-228)
Giant Size - CL1-15 Become Huge, CL16-18 Become Gargantuan, CL19+ become Colossal Size, gain commensurate bonuses and penalties for size (Wu Jen 7) (Transmutation) (Complete Arcane, pg. 109-110)
Symbol of Stunning (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures with 150HP or less within 60 ft that set it off must make a will save or become stunned for 1d6 rounds (Wu Jen 7, Complete Arcane pg. 95) (Cleric 7, Sorceror/Wizard 7) (Enchantment [Compulsion] (Mind-Affecting)) (Player's Handbook, pg. 291)
Symbol of Weakness (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures within 60 ft that set it off must make a fort save or suffer 3d6 Str Damage (Wu Jen 7, Complete Arcane pg. 95) (Cleric 7, Sorceror/Wizard 7) (Necromancy) (Player's Handbook, pg. 291)

Dragon Magic
Arcane Spellsurge - Spells that take 2-10 rounds take 1 less round to cast, 1 full round spells take a standard action, standard action spells take a swift action, doesn't stack with other abilities that reduce casting times (Sorceror/Wizard 7, Wu Jen 7) (Universal) (Dragon Magic, pg. 64)
Channel the Dragon - Gain a 15 ft cone breath weapon usable 1d4 rounds and a defensive ability either DR 5/adamantine or Fire, Cold, or Acid Resistance 30 (Wu Jen 7) (Transmutation) (Dragon Magic, pg. 65)

Oriental Adventures (3.0)
Body Outside Body - Create 1 Duplicate/5 CL, has all mundane version of all equipment you posess, completely loyal, has all abilities of yours but cannot cast spells, has 1/4 of your hp.  If slain, you lose 10 hp. (Wu Jen 7) (Conjuration) (Creation) (Oriental Adventures, pg. 98)
Commune with Greater Spirit - Contact a spirit of up to any HD, and ask 1 question/CL, may only ask questions with one-word answers.  If a one-word answer would be misleading, the DM may have the spirit respond with up to 5 words, spirits contacted again within a week causes the spell to auto fail, spirits with alignment different than your own may save to resist spell (Celestial 5, Divination 5, Nature 5, Shaman 5, Shugenja (water) 5, Wu Jen 7) (Divination) (Oriental Adventures, pg. 99)
Giant Size - CL1-15 Become Huge, CL16-18 Become Gargantuan, CL19+ become Colossal Size, gain commensurate bonuses and penalties for size (Hero 8, Wu Jen 7) (Transmutation) (Oriental Adventures, pg. 105)

Wu Jen 8

Complete Arcane
Cloud Chariot - You and other creatures touched fly in a direction of choice at 10 miles/minute.  If dispelled, cloud slowly descends to ground (Wu Jen 8) (Conjuration) (Creation) [Water] (Complete Arcane)
Finding the Center - Can cast this spell while concentrating on another spell, gain +10 circumstance on Concentration checks to maintain concentration on other spells, no longer have to maintain concentration, can perform other actions (Wu Jen 8) (Abjuration) (Complete Arcane, pg. 106)
Minute Form - CL 15-16 Shrink to Tiny, CL17-18 Shrink to Diminutive, CL 19+, shrink to Fine Size.  Gain commensurate bonuses and penalties for small size (Wu Jen 8) (Transmutation) (Complete Arcane, pg. 115)
Symbol of Death (Pointless, Permanent until activated) - Enscribe a symbol onto a surface, creatures with 150 hp or less within 60 ft that set it off must make a fort save or die (Wu Jen 8, Complete Arcane pg. 95) (Cleric 8, Sorceror/Wizard 8) (Necromancy [Death]) (Player's Handbook, pg. 289-290)
Symbol of Insanity (Pointless, Permanent until activated) - Enscribe a symbol onto a surface, creatures within 60 ft that set it off must make a will save or be become insane (Wu Jen 8, Complete Arcane pg. 95) (Cleric 8, Sorceror/Wizard 8) (Enchantment (Compulsion) (Mind-Affecting)) (Player's Handbook, pg. 290)

Complete Mage
Mysterious Redirection - Melee Attacks, Ranged attacks, and spells delivered by melee touch cause the attacker to make a will save, failure means 50% chance that attack is redirected to an adjacent target (determined randomly) within reach of the original attacker, if no eligible target is available the attack misses (Sorceror/Wizard 8, Wu Jen 8) (Abjuration) (Complete Mage, pg. 111)

Oriental Adventures (3.0)
Cloud Chariot - You and other creatures touched fly in a direction of choice at 10 miles/minute.  If dispelled, cloud slowly descends to ground (Wu Jen 8 (water)) (Conjuration) (Creation) [Water] (Oriental Adventures, pg. 99)
Finding the Center - Can cast this spell while concentrating on another spell, gain +10 circumstance on Concentration checks to maintain concentration on other spells, no longer have to maintain concentration, can perform other actions (Wu Jen 8) (Abjuration) (Oriental Adventures, pg. 103)
Minute Form - CL 15-16 Shrink to Tiny, CL17-18 Shrink to Diminutive, CL 19+, shrink to Fine Size.  Gain commensurate bonuses and penalties for small size (Wu Jen 8) (Transmutation) (Oriental Adventures, pg. 110)
Surelife - Protect yourself from death against a certain natural cause such as buried under an avalanche or being immersed in oil, if exposed to condition suffer no pain or discomfort (Fortune 8, Guardian 8, Wu Jen 8) (Abjuration) (Oriental Adventures, pg. 115)

Wu Jen 9

Complete Arcane
Absorption - Absorb 1d4+6 levels of spells targeted at you, can use absorbed spells to cast as many additional spell levels as spells without loss of prepared spells or spells per day (Sorceror/Wizard 9, Wu Jen 9) (Abjuration) (Complete Arcane, pg. 97)
Shapechange - Assume the form of any single non-unique creature of any size with HD up to twice your CL (max 50), gain all extraordinary and supernatural abilities assumed form but lose your own supernatural abilities, and gain the type of the creature in question.  Can change form once/round as a free action.  Gain +10 Disguise. (Wu Jen 9, Complete Arcane pg. 95) (Animal 9, Druid 9, Sorceror/Wizard 9) (Transmutation) (Player's Handbook, pg. 277-278)
Time Stop - Move so fast that time appears to cease to flow for everthing and everyone but you, Other creatures are invulnerable to your spells and attacks and they may not be targeted for the duration of Time Stop, spells with a remaining duration after the timestop proceed normally, you cannot move or harm items held or carried by another creature while time stop is active, cannot enter an anti-magic field while spell is active (Wu Jen 9, Complete Arcane pg. 95) (Sorceror/Wizard 9, Trickery 9) (Transmutation) (Player's Handbook, pg. 294)

Complete Mage
Transcend Mortality - Gain DR 30/Epic, SR21+CL, Acid, Cold, Fire, Electricity, and Sonic Resistance 50, Immune to ability damage, disease, energy drain, poison, and death effects, don't need to eat, drink, or breath, +10 enhancement to saving throws, instantly slain and reduced to pile of dust at end of spell, cannot prevent this by any means (Wu Jen 9) (Transmutation) (Complete Mage, pg. 121)

Arcane Spell Categories by School

With Specialized Wizard, Incantatrix, Divine Magican Alternative Class Feature, or other effects, sometimes it's vital to know what school the spell being persisted belongs to.  The lists below show all Arcane Persistable spells by School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Universal


UNIVERSAL

Universal 1

Player's Handbook
Arcane Mark - (Pointless, permanent base duration) Inscribe own personal rune or mark of up to 6 characters on an object (Sorceror/Wizard 0) (Universal) (Player's Handbook, pg. 201)
Prestidigiation - Create a simple magic effect which can do any of the following, lift 1 pound of material, soil, color, or clean 1 foot cube/round, and more (Bard 0, Sorceror/Wizard 0) (Universal) (Player's Handbook, pg. 264)


ABJURATION

Abjuration 1

Complete Adventurer
Joyful Noise - 10 ft. radius emanation negates silence in area (Bard 1) (Abjuration) (Complete Adventurer, pg. 154)

Complete Mage
Karmic Aura - A creature within 20ft emanation that deals damage to you with an attack, spell, or effect must make Will save or become fatigued, a successful save means immunity to this spell for the rest of this round only, an already fatigued attacker suffers no additional effect (Hexblade 1, Sorceror/Wizard 1) (Abjuration) (Complete Mage, pg. 108-109)

Dragonmarked (Eberron)
Dragonmark Shield (Requires Dragonmark) - Dragonmark hovers and moves about in front of you, negate magic missiles shield and Reflex Saves bonus of +2 or up to +5 depending on strength of dragonmark (Sorceror/Wizard 1) (Abjuration) [Force] (Dragonmarked (Eberron), pg. 150)

Libris Mortis
Ectoplasmic Armor - Gain +5 Armor Bonus to AC +1/4CL (max +9) to incorporeal touch attacks (Sorceror/Wizard 1) (Abjuration) (Ectomancy) (Libris Mortis, pg. 64)

Player's Handbook
Shield - Gain +4 Shield to AC that counts against incorporeal touch attacks and negate magic missiles targeted at you (Sorceror/Wizard 1) (Abjuration [Force]) (Player's Handbook, pg. 278)

Player's Handbook II
Deflect, Lesser - Gain Deflection Bonus to AC +1/3CL (max +5) against one attack (Duskblade 1, Sorceror/Wizard 1) (Abjuration) [Force] (Player's Handbook II, pg. 109)

Spell Compendium
Nightshield - +1 Resistance to saving throws/3 CL (Max +3), magic missiles negated (Cleric 1, Sorceror/Wizard 1) (Abjuration) (Spell Compendium, pg. 148)
Joyful Noise - 10 ft. radius emanation negates silence in area (Bard 1) (Abjuration) (Spell Compendium, pg. 127)

Abjuration 2

Draconomicon
Scintillating Scales - Gain Deflection to AC=Con, lose natural armor  = Con*.5 (Sorceror/Wizard 2) (Abjuration) (Draconomicon, pg. 80)

Dragonmarked (Eberron)
Fortify Dragonmark (Requires Dragonmark) - Critical hits and sneak attacks have a % chance to be negated according to strength of dragonmark (Cleric 2, Paladin 2, Sorceror/Wizard 2) (Abjuration) (Dragonmarked (Eberron), pg. 151-152)

Player's Handbook II
Deflect - Gain Deflection Bonus to AC +1/3CL (max +5) against one attack and a shield to AC (1/2 CL) against next attack (Duskblade 2, Sorceror/Wizard 2) (Abjuration) [Force] (Player's Handbook II, pg. 109)

Spell Compendium
Daggerspell Stance - +2 Insight bonus to attack and damage using Full Attack with daggers, gain SR5+CL while fighting defensively with 2 daggers in hand (Druid 2, Sorceror/Wizard 2) (Abjuration) (Spell Compendium, pg. 57)
Ectoplasmic Feedback - Creatures hitting you with incorporeal touch attacks take 1d6+1/CL (max 10) Force damage (Sorceror/Wizard 2) (Abjuration) (Ectomancy) (Spell Compendium, 78)
Scintillating Scales - Transform Natural Armor bonus to AC into Deflection bonus to AC (Sorceror/Wizard 2) (Abjuration) (Spell Compendium, pg. 181)

Stormwrack
Turbidity - Create a 20ft radius spread cloud swirling around you, obscures all vision and darkvision beyond 5 ft, have concealment to creatures up to 5 ft away and total concealment for creatures more than 5 ft away, Creatures other than you casting in the cloud must make a Concentration check DC15+Level or lose spell, ranged attacks going through turbidity automatically fail, vigorous and stronger currents can disperse the spell, functions only underwater (Sorceror/Wizard 2) (Abjuration) (Stormwrack, pg. 123)

Abjuration 3

Complete Mage
Karmic Backlash - A creature within 20ft emanation that deals damage to you with an attack, spell, or effect must make Will save or become exhausted for 2 rounds, a successful save means immunity to this spell for the rest of this round only, special effects if karmic aura and/or Karmic Retribution is active (Hexblade 2, Sorceror/Wizard 3) (Abjuration) (Complete Mage, pg. 109)
Repelling Shield - Gain +4 Shield bonus (even against incorporeal attacks) and negate magic missile, melee attackers that strike you make Ref save or be pushed 5 feet in a direction of your choice (Sorceror/Wizard 3) (Abjuration) [Force] (Complete Mage, pg. 115)

Dragonmarked (Eberron)
Hide from Dragons (Requires Dragonmark) - Dragons cannot see, hear, or smell you even with blindsense, blindsight, scent, and tremorsense, if you touch a dragon or attack any creature, the spell ends, even if the dragon knows where you are, you have total concealment against it (Sorceror/Wizard 3) (Abjuration) (Dragonmarked (Eberron), pg. 152)

Lost Empires of Faerun
Backblast - Turn 1d4+2 levels of fire spells targeted at you back at the original caster, gain fire resistance 10 (Sorceror/Wizard 3) (Abjuration) [Fire] (Lost Empires of Faerun, pg. 30)

Planar Handbook
Avoid Planar Effects - 1 creature/level gains protection from 1 plane (Cleric 2, Druid 2, Sorceror/Wizard 3) (Abjuration) (Planar Handbook, pg. 94-95)
Planar Tolerance - 1 creature/level gains protection from 1 plane (Cleric 4, Druid 4, Ranger 4, Sorceror/Wizard 3) (Abjuration) (Planar Handbook, pg. 103)

Spell Compendium
Aiming at the Target - Can cast this spell while concentrating on another spell, gain +10 circumstance on Concentration checks to maintain concentration on other spells (Sorceror/Wizard 3) (Abjuration) (Spell Compendium, pg. 8)
Avoid Planar Effects - 1 creature/level gains protection from 1 plane (Cleric 2, Druid 2, Sorceror/Wizard 3) (Abjuration) (Spell Compendium, pg. 19)
Reverse Arrows - Gain Damage Reduction 10/magic against projectiles, any projectile that hits but does not exceed your damage reduction returns to the original attacker using the same attack roll with damage rerolled, spell over after 10 damage/CL (max 100) is absorbed (Sorceror/Wizard 3) (Abjuration) (Spell Compendium, pg. 175)
Wounding Whispers - Natural or non-reach melee weapon attackers suffer 1d6 Sonic+1/CL (Bard 3) (Abjuration) [Sonic] (Spell Compendium, pg. 242-243)

Magic of Faerun (3.0)
Reverse Arrows - Gain Damage Reduction 10/+1 (10/+2 CL 10, 10/+3 CL 15, 10/+5 at CL20) against projectiles, any projectile that hits but does not exceed your damage reduction returns to the original attacker using the same attack roll with damage rerolled, spell over after 10 damage/CL (max 100) is absorbed (Sorceror/Wizard 3) (Abjuration) (Magic of Faerun, pg. 114)
Wounding Whispers - Natural or non-reach melee weapon attackers suffer 1d6 Sonic+1/CL (Bard 3) (Abjuration) [Sonic] (Magic of Faerun, pg. 134)

Manual of the Planes (3.0)
Avoid Planar Effects - 1 creature/level gains protection from 1 plane (Cleric 2, Druid 2, Sorceror/Wizard 3) (Abjuration) (Manual of the Planes, pg. 33-34)

Abjuration 4

Complete Arcane
Elemental Ward - Choose an Elemental type, Elementals of that type within 60 ft. radius make Will save to remain within radius (Wu Jen 4) (Abjuration) (Complete Arcane, pg. 105)

Complete Mage
Otiluke's Supressing Field - Choose a school of magic or a subtype (such as evil or fire), spells or effects of that type must succeed on a caster level check against DC 11+Your CL either when they are first cast or activated in the area or when they enter the area, if the check fails they spell or effect is supressed while it is within the field (Sorceror/Wizard 4) (Abjuration) (Complete Mage, pg. 112)

Player's Handbook
Globe of Invulnerability, Lesser - Create a 10ft immobile sphere centered on you that does not move, all spell effects, spells, and spell-like abilities of 3rd level or lower fail their areas do not include the globe and targeted spells don't work (Wu Jen, Complete Arcane pg. 93) (Sorceror/Wizard 4) (Abjuration) (Player's Handbook, pg. 236)

Spell Compendium
Forceward - 15ft radius sphere centered on you, force spells are auto countered, incorporeal or force creatures must make will save to enter barrier (Sorceror/Wizard 4) (Abjuration) [Force] (Spell Compendium, pg. 98)
Ray Deflection - All rays directed at you are reflected away (Bard 4, Sorceror/Wizard 4) (Abjuration) (Spell Compendium, pg. 166)

Oriental Adventures (3.0)
Elemental Ward - Choose an Elemental type, Elementals of that type within 60 ft. radius make Will save to remain within radius (Wu Jen 4) (Abjuration) (Oriental Adventures, pg. 102)

Unapproachable East (3.0)
Ilyykur's Mantle - Gain luck bonus of +1/3 CL to saves against spells and spell-like abilities (Sorceror/Wizard 4) (Abjuration) (Unapproachable East, pg. 50)

Abjuration 5

Champions of Valor
Shard Blessing Aura - Blue-white light shines from your space equal to the lumens of a candle, gain a lesser globe of invulnerability effect (Sorceror/Wizard 5) (Abjuration) (Champions of Valor, pg. 57)
Skin of the Steel Dragon - Gain Spell Resistance 10+CL, if Sorceror gain +5 resistance bonus on saves vs. poison (Sorceror/Wizard 5) (Abjuration) (Champions of Valor, pg. 58)

Complete Arcane
Aiming at the Target - Can cast this spell while concentrating on another spell, gain +10 circumstance on Concentration checks to maintain concentration on other spells (Sorceror/Wizard 5, Wu Jen 5) (Abjuration) (Complete Arcane, pg. 96)

Complete Scoundrel
Harmonic Void - Casters of Verbal Spells within 60 ft emanation must succeed on DC20+Spell Level Concentration check or lose spell (Bard 5) (Abjuration) (Complete Scoundrel, pg. 99)

Draconomicon
Contingent Energy Resistance - If dealt Fire, Acid, Cold, Electric, or Sonic Damage, automatically gain Resistance 10 against that type (Cleric 4, Druid 4, Sorceror/Wizard 5) (Abjuration) (Draconomicon, pg. 110)


Frostburn
Anticold Sphere - All creatures within 10ft. emanation have immunity to cold, creatures with cold subtype cannot enter emanation but cannot be forced into it or spell will fail (Sorceror/Wizard 5) (Abjuration) (Frostburn, pg. 88)

Lost Empires of Faerun
Nezram's Sapphire Shield of Shielding - Gain +4 Shield bonus to AC even against incorporeal touch attacks, negate magic missile gain DR 10/Magic (Sorceror/Wizard 5) (Abjuration) [Force] (Lost Empires of Faerun, pg. 33)

Spell Compendium
Anticold Sphere - Creatures within 10 ft. are immune to cold damage.  No creature with cold subtype may enter radius. (Druid 5, Sorceror/Wizard 5) (Abjuration) [Cold] (Spell Compendium, pg. 13)
Dispelling Breath - Make a Dispel check against creatures, objects, etc. that fail their saving throw vs. your breath weapon.  If the dispel check fails, make it against a progressively weaker spell until 1 effect is dispelled or all effects are dispelled (Sorceror/Wizard 5) (Abjuration) (Spell Compendium, pg. 67)
Duelward - Counterspelling is an immediate action, +4 competence on spellcraft to identify spell, spell gone after use (Sorceror/Wizard 5) (Abjuration) (Spell Compendium, pg. 74)
Symbol of Spell Loss - When triggered, spellcasters within 60 feet must make Will save or loss highest level spell slot or prepared spell, creatures with spell-like abilities have them supressed for 1 round, absorbs up to fifty levels of spells (Cleric 5, Sorceror/Wizard 5) (Abjuration) (Spell Compendium, pg. 218)
Zone of Respite - Emanation 20 ft. radius causes Spells and abilities involving planes and instant travel such as Teleport do not work within the area nor do summoning or calling spells, creatures coterminous on planes must retreat to the edge of the emenation (Cleric 5, Sorceror/Wizard 5) (Abjuration) (Spell Compendium, pg. 244)

Abjuration 6

Book of Exalted Deeds
Empyreal Ecstasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6, Pleasure 7) (Abjuration) (Book of Exalted Deeds, pg. 98)

Complete Mage
Karmic Retribution - A creature within 20ft emanation that deals damage to you with an attack, spell, or effect must make Will save or become stunned for 1 round, a successful save means immunity to this spell for the rest of this round only, special effects if karmic aura and/or Karmic Backlash is active (Hexblade 4, Sorceror/Wizard 6) (Abjuration) (Complete Mage, pg. 109)
Prismatic Aura - Gain Concealment, any creature striking you with a non-reach melee weapon is subject to one prismatic spray spell effect, once a color has been expended it disappears from the aura, once all 7 colors have been expended the spell ends (Sorceror/Wizard 6) (Abjuration) (Complete Mage, pg. 113)

Draconomicon
Aura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons (Cleric 5, Sorceror/Wizard 6) (Abjuration) (Draconomicon, pg. 109)

Dragonmarked (Eberron)
Dragonmark Symbol (Requires Dragonmark) - Like symbol of death, but each creature within 60 ft must make a Fort save/beginning of round or be nauseated, no hp limit, does not trigger for others with your dragonmark symbol (Cleric 6, Sorceror/Wizard 6) (Abjuration) (Dragonmarked (Eberron), pg. 150)

Player's Handbook
Antimagic Field - All spells, spell-like abilities, supernatural abilities, and magic items cease to function within 10ft radius emanation. (Cleric 8, Magic 6, Protection 6, Sorceror/Wizard 6) (Abjuration) (Player's Handbook, pg. 200)
Globe of Invulnerability - Create a 10ft immobile sphere centered on you that does not move, all spell effects, spells, and spell-like abilities of 4th level or lower fail their areas do not include the globe and targeted spells don't work, spells, spell-like abilities, etc. can be cast through the globe (Wu Jen 6, Complete Arcane pg. 94) (Sorceror/Wizard 6) (Abjuration) (Player's Handbook, pg. 236)

Spell Compendium
Aura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons, those with Evasion gain +4 to Ref for Breath (Cleric 5, Sorceror/Wizard 6) (Abjuration) (Spell Compendium, pg. 18)

Ghostwalk (3.0)
Anti-Ectoplasm Shell - Ectoplasm or creatures with ectoplasm may not enter 10 ft. emanation (Sorceror/Wizard 6) (Abjuration) [Ectomancy] (Ghostwalk, pg. 49)

Races of Faerun (3.0)
Stone Body - Gain DR 20/+2, +4 Enh to Str, -4 Penalty to Dex (minimum 1), reduce speed by half, weightx3, vulnerable to attacks that affect stone golems, immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison stunning (Cleric 6 (gnome), Sorceror/Wizard 6) (Abjuration) (Races of Faerun, pg. 191)

Abjuration 7

Dragon Magic
Justice of the Wyrm King - Creatures striking you with a nonreach melee weapon take 4d6 damage, can sacrifice a slot up to 9th level and increase the damage by 2 points/level (Sorceror/Wizard 7) (Abjuration) [Force] (Dragon Magic, pg. 68-69)

Libris Mortis
Ghost Trap -  Incorporeal Creatures within 5 ft./CL Emanation become corporeal, and creatures cannot shift to or from the Ethereal Plane (Cleric 6, Sorceror/Wizard 7) (Abjuration) [Ectomancy] (Libris Mortis, pg. 65)

Player's Handbook
Spell Turning - Spells and Spell-like effects targeted against you are targeted at the original caster, up to 1d4+6 spell levels can be turned, spells partially turned have a % chance to affect either creature (Luck 7, Magic 7, Sorceror/Wizard 7) (Abjuration) (Player's Handbook, pg. 282)

Abjuration 8

Complete Arcane
Finding the Center - Can cast this spell while concentrating on another spell, gain +10 circumstance on Concentration checks to maintain concentration on other spells, no longer have to maintain concentration, can perform other actions (Wu Jen 8) (Abjuration) (Complete Arcane, pg. 106)

Complete Mage
Mysterious Redirection - Melee Attacks, Ranged attacks, and spells delivered by melee touch cause the attacker to make a will save, failure means 50% chance that attack is redirected to an adjacent target (determined randomly) within reach of the original attacker, if no eligible target is available the attack misses (Sorceror/Wizard 8, Wu Jen 8) (Abjuration) (Complete Mage, pg. 111)

Orienal Adventures (3.0)
Finding the Center - Can cast this spell while concentrating on another spell, gain +10 circumstance on Concentration checks to maintain concentration on other spells, no longer have to maintain concentration, can perform other actions (Wu Jen 8) (Abjuration) (Oriental Adventures, pg. 103)
Surelife - Protect yourself from death against a certain natural cause such as buried under an avalanche or being immersed in oil, if exposed to condition suffer no pain or discomfort (Fortune 8, Guardian 8, Wu Jen 8) (Abjuration) (Oriental Adventures, pg. 115)

Abjuration 9

Complete Arcane
Absorption - Absorb 1d4+6 levels of spells targeted at you, can use absorbed spells to cast as many additional spell levels as spells without loss of prepared spells or spells per day (Sorceror/Wizard 9, Wu Jen 9) (Abjuration) (Complete Arcane, pg. 97)

Lost Empires of Faerun
Srinshee's Spell Shift - +4 Insight to Spellcraft for Counterspelling, can do extra effects once a spell is counterspelled, sacrifice spell slot to apply Empower, Enlarge, Extend, Maximize, or Widen Spell to an ally's spell effect, choose the targets or position of the spell, or cause opponent to make fort save or be stunned 1d6 (Sorceror/Wizard 9) (Abjuration) (Lost Empires of Faerun, pg. 34)

Player's Handbook
Prismatic Sphere - Conjure an immobile opaque 10 ft radius globe of shimmering light that surrounds you, sphere blocks any attempt to project something through it, creatures can pass through the wall but suffer each of its color effects, one at a time, any creature with less than 8HD within 20ft of the wall is automatically blinded for 2d4 rounds (Protection 9, Sorceror/Wizard 9, Sun 9) (Abjuration) (Player's Handbook, pg. 264)

Spell Compendium
Absorption - Absorb 1d4+6 levels of spells targeted at you, can use absorbed spells to cast as many additional spell levels as spells without loss of prepared spells or spells per day (Sorceror/Wizard 9) (Abjuration) (Spell Compendium, pg. 6)

Tome and Blood (3.0)
Absorption - Absorb 1d4+6 levels of spells targeted at you, can use absorbed spells to cast as many additional spell levels as spells without loss of prepared spells or spells per day (Sorceror/Wizard 9) (Abjuration) (Tome and Blood, pg. 85)


CONJURATION


Conjuration 0

Player’s Handbook
Summon Instrument - Summon a music instrument of your choice that isn't too large to be held in two hands and it will only play for you (Bard 0) (Conjuration) (Summoning) (Player's Handbook, pg. 285)

Conjuration 1

Complete Mage
Summon Component - Summon a spell component not worth more than 1 gp (Bard 1, Sorceror/Wizard 1) (Conjuration (Summoning)) (Complete Mage, pg. 118)

Complete Scoundrel
Blockade - Create a block of wood weighing 2000 lbs, hardness 5, 600 hp, completely fills a 5 ft square (Druid 1, Ranger 1, Sorceror/Wizard 1) (Conjuration (Creation)) (Complete Scoundrel pg. 95)

Player's Handbook
Obscuring Mist - Cloud spreads in 20-ft. radius from you, 20 ft. high,  creatures 5 ft away in mist have concealment (20% miss chance), creatures farther than 5 ft have total concealment (50% miss chance) (Air 1, Cleric 1, Druid 1, Sorceror/Wizard 1, Water 1) (Conjuration (Creation)) (Player's Handbook, pg. 258)

Spell Compendium
Deep Breath - Lungs Constantly Refill with Air, no need to breathe (Druid 1, Ranger 1, Sorceror/Wizard 1) (Conjuration) (Creation) (Air) (Spell Compendium, pg. 61)

Tome of Magic
Bulwark of Reality - Gain +6 Armor Bonus that also applies to incorporeal creatures, must speak own truename (Sorceror/Wizard 1) (Conjuration (Creation [Force])) (Tome of Magic, pg. 256)

Conjuration 2

Champions of Valor
Silver Dragonmail - Gain +1 Mithral Breast plate and proficiency with it, if sorceror gain Cold Res 5 (Sorceror/Wizard 2) (Conjuration(Creation)) (Champions of Valor, pg. 57-58)

Complete Mage
Summon Weapon - Conjure non-magical light weapon of your size (Assassin 2, Bard 2) (Conjuration) (Summoning) (Complete Mage, pg. 118)

Player's Handbook II
Cloud of Knives - As free action attack target with flying magic knife within 30 ft, Attack =CL+Ability mod; Damage= 1d6+1/3CL (Max +5) 19-20 Crit; (Cleric 2, Sorceror/Wizard 2) (Conjuration) (Player's Handbook II, pg. 107)

Savage Species (3.0)
Inky Cloud (only works underwater) - Cloud provides concealment 5 feet away, and total concealment farther away (Cleric 2, Sorceror/Wizard 2) (Conjuration (Creation)) (Savage Species, pg. 68)

Unapproachable East (3.0)
Decastave - Conjure a quarterstaff of force, can use for melee touch to do 1d6 damage, 1d8 sonic damage on crit and subject must save Fort DC14 or be deafened permanently (Sorceror/Wizard 2) (Conjuration) (Creation) [Force] (Unapproachable East, pg. 49)

Conjuration 3

Champions of Valor
Golden Dragonmail - Gain +1 Mithral Full Plate and proficiency with the armor, if Sorceror gain fire resistance 10 (Sorceror/Wizard 3) (Conjuration (Creation)) (Champions of Valor, pg. 55)

Complete Mage
Toxic Tongue - Can spit poison for ranged touch attack standard action for 1d3 Initial and Secondary Con damage, fort save or can use swift action to apply poison to natural or manufactured weapon, adding 1d6 initial and secondary Con damage fort save, each usage of poison shortens length of spell by 1 minute (Assassin 3) (Conjuration) (Creation) (Complete Mage, pg. 120)

Player's Handbook
Phantom Steed - Summon ghost horse with AC 18, 7 HP+1 HP/CL, Speed 20ft/CL (max 240), bonuses with higher CL, does not fight but animals shun and refuse to attack it (Bard 3, Sorceror/Wizard 3) (Conjuration (Creation)) (Player's Handbook, pg. 260)

Spell Compendium
Mage Armor, Greater - Field of Force grants +6 armor bonus (Sorceror/Wizard 3) (Conjuration) (Creation) [Force] (Spell Compendium, pg. 136)

Conjuration 4

Magic of Eberron
Watchful Ancestors - Gain improved uncanny dodge as a barbarian except use your CL in place of the barbarian level, can end spell as an immediate action for +1 Insight/CL to Reflex saves (Bard 4, Cleric 4, Sorceror/Wizard 4) (Conjuration) (Summoning) (Magic of Eberron, pg. 103)

Player's Handbook
Minor Creation - Create a non-magical unattended object of nonliving vegetable matter up to 1 cubic foot/CL, to make a complex item, must succeed on an appropriate craft check, object may not be used for spell components (Sorceror/Wizard 4) (Conjuration(Creation)) (Player's Handbook, pg. 254)

Races of the Dragon
Hoard Life - Suffer nonlethal damage = CL*2 and become fatigued, as standard action, heal hp = nonlethal damage suffered then spell ends (Sorceror/Wizard 4) (Conjuration) (Healing) (Races of the Dragon, pg. 113)

Spell Compendium
Ethereal Mount - Summon 1+ 1 mount/2CL ghost mounts with AC 18, 10 HP+1 HP/CL, Speed 240, bonuses with higher CL (Bard 4, Sorceror/Wizard 4) (Conjuration) (Creation) (Spell Compendium, pg. 85)

Book of Vile Darkness (3.0)
Abyssal Might (Requires heart of a dwarf child) - +2 Enh. to Str, Con, Dex, Spell Resistance (Blackguard 3, Cleric 4, Demonologist 3, Sorceror/Wizard 4) (Conjuration) (Summoning) [Evil] (Book of Vile Darkness, pg. 84)

Conjuration 5

Complete Mage
Dimensional Jumper - Teleport 30 feet as a Move Action (Bard 5, Sorceror/Wizard 5) (Conjuration) (Teleportation) (Complete Mage, pg. 102)

Planar Handbook
Precipitate Breach - Cause a minor breach between planes or turn a minor breach into a severe breach (Sorceror/Wizard 5) (Conjuration) (Teleportation) (Planar Handbook, pg. 103)

Spell Compendium
Acid Sheath - Attacking creatures take 2 acid damage/CL (max 30) except with reach, grappling creatures take acid damage, spells cast with acid descriptor deal 1 extra damage/die (Sorceror/Wizard 5) (Conjuration) (Creation) [Acid] (Spell Compendium, pg. 7)

Magic of Faerun (3.0)
Acid Sheath - Attacking creatures take 1d6+2 acid damage/CL (max 30) except with reach, grappling creatures take acid damage, creatures you ride on top of take acid damage, can make a melee touch for 1d6+1 acid damage (Sorceror/Wizard 5) (Conjuration) (Creation) [Acid] (Magic of Faerun, pg. 108)

Conjuration 6

Races of Faerun (3.0)
Spore Cloak - Gain Concealment, if you move into the space of another creature or bull rush or grapple them, they must make a fort save or suffer 1d6 Con damage and make another save in 1 minute or suffer 2d6 Con damage.  Immune to fungal infestations.  Lose spell if fail saving throw vs. a fire attack, lose ability to cause others to make fort save while in direct sunlight (Druid 5, Sorceror/Wizard 6) (Conjuration) (Creation) (Races of Faerun, pg. 191)

Conjuration 7

Complete Arcane
Body Outside Body - Create 1 Duplicate/5 CL, has all mundane version of all equipment you posess, completely loyal, has all abilities of yours but cannot cast spells, has 1/4 of your hp.  If slain, you lose 10 hp. (Wu Jen 7) (Conjuration) (Creation) (Complete Arcane)

Magic of Faerun (3.0)
Vipergout - Summon 1d4+3 Fiendish or Celestial vipers in your mouth, may spit 3 vipers as a standard action or 1 as a move action, cannot speak or cast spells with verbal components until all vipers have been spat, vipers that have been spat may attack immediately (Sorceror/Wizard 7) (Conjuration) (Summoning) [Varies] (Magic of Faerun,pg. 130-131)

Oriental Adventures (3.0)
Body Outside Body - Create 1 Duplicate/5 CL, has all mundane version of all equipment you posess, completely loyal, has all abilities of yours but cannot cast spells, has 1/4 of your hp.  If slain, you lose 10 hp. (Wu Jen 7) (Conjuration) (Creation) (Oriental Adventures, pg. 98)

Conjuration 8

Complete Arcane
Cloud Chariot - You and other creatures touched fly in a direction of choice at 10 miles/minute.  If dispelled, cloud slowly descends to ground (Wu Jen 8) (Conjuration) (Creation) [Water] (Complete Arcane)

Oriental Adventures (3.0)
Cloud Chariot - You and other creatures touched fly in a direction of choice at 10 miles/minute.  If dispelled, cloud slowly descends to ground (Wu Jen 8 (water)) (Conjuration) (Creation) [Water] (Oriental Adventures, pg. 99)

Conjuration 9

Complete Mage
Dimensional Jumper, Greater - Teleport 60 feet as a Swift Action (Sorceror/Wizard 9) (Conjuration) (Teleportation) (Complete Mage, pg. 102)
Genius Loci (Pointless, permanent duration) - Designate a particular area to be guarded by an elder elemental (Sorceror/Wizard 9) (Conjuration) (Creation) (Complete Mage, pg. 105)

Planar Handbook
Precipitate Complete Breach - Cause a complete breach between planes (Sorceror/Wizard 9) (Conjuration) (Teleportation) (Planar Handbook, pg. 104)

Player's Handbook
Prismatic Sphere - Conjure an immobile opaque 10 ft radius globe of shimmering light that surrounds you, sphere blocks any attempt to project something through it, creatures can pass through the wall but suffer each of its color effects, one at a time, any creature with less than 8HD within 20ft of the wall is automatically blinded for 2d4 rounds (Protection 9, Sorceror/Wizard 9, Sun 9) (Abjuration) (Player's Handbook, pg. 264)
Teleportation Circle - Designate a 5ft radius circle, those who step on the circle are instantaneously transported to another spot of your choice that your are very familiar with (Sorceror/Wizard 9) (Conjuration (Teleportation)) (Player's Handbook, pg. 293)

DIVINATION

Divination 0

Player's Handbook
Detect Magic - Gain ability to detect Magic Auras and with spellcraft check the school of the aura within 60ft cone emanation (Bard 0, Cleric 0, Druid 0, Sorceror/Wizard 0) (Divination) (Player's Handbook, pg. 219)
Read Magic - Gain ability to read magical inscriptions on objects, and can detect glyphs of warding with a spellcraft check (Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 269)

Ghostwalk (3.0)
Detect Ghost - Detect the Presence or Absence of Ghosts (Bard 0, Cleric 0, Druid 0, Sorceror/Wizard 0) (Divination [Ectomancy]) (Ghostwalk, pg. 51)

Magic of Faerun (3.0)
Detect Crossroads - Detect Fey Crossroads withing 60ft cone emanation (Bard 0, Druid 0, Sorceror/Wizard 0) (Divination) (Magic of Faerun, pg. 88)

Divination 1

Complete Adventurer
Arrow Mind - Threaten with a Bow, make attacks of opportunity with a bow, do not suffer attacks of opportunity for shooting with a bow while threatened (Ranger 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer pg. 143)
Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Assassin 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 145)
Golem Strike - Can deal sneak attack damage to constructs (Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 149)
Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 150)
Insightful Feint - +10 insight to bluff checks in combat (Assassin 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 153)
Instant Locksmith - Make one Disable Device or Open Lock Check/round as a free action with +2 insight (Assassin 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 153)
Instant Search - One free action search check/round with +2 Insight bonus (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 153)
Master's Touch - Gain proficiency with a single weapon or shield held in hand (Bard 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 154)
Sniper’s Shot - No distance limit for sneak attacks (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 157)

Complete Mage
Critical Strike - Attacks ignore concealment (even total concealment), must still aim for correct square (Assassin 1) (Divination) (Complete Mage, pg. 100)
Guided Path - Know most direct path to non-hidden location within 1 mile (Bard 1) (Divination) (Complete Mage, pg. 106)
True Casting - Next spell cast gains a +10 insight bonus to overcome spell resistance (Sorceror/Wizard 1) (Divination) (Complete Mage, pg. 121)
Vigilant Slumber (12 Hour Duration) - Set a specific condition, and then awake when that condition occurs (Assassin 1, Bard 1, Sorceror/Wizard 1) (Divination) (Complete Mage, pg. 122)

Complete Scoundrel
Healer's Vision - +5 Insight to Heal, Cure spells you cast heal extra 1 Point/Spell Level, +2 Attack and Damage when using Precision Based Attack (Assassin 1, Cleric 1) (Divination) (Complete Scoundrel pg. 100)

Dragon Magic
Detect Dragonblood - Detect presence and auras of creatures of the dragon type (Sorceror/Wizard 1) (Divination) (Dragon Magic, pg. 65-66)

Eberron Campaign Setting
Magecraft (Pointless, 24 base duration) - Gain +5 competence on one craft check (Sorceror/Wizard 1) (Divination) (Eberron Campaign Setting, pg. 113)

Faiths of Eberron
Detect Manifest Zone - Detect areas where traits of other planes leak into the prime material (Adept 1, Cleric 1, Paladin 1, Sorceror/Wizard 1) (Divination) (Faiths of Eberron, pg. 150)

Magic of Eberron
Ancient Knowledge - Before making a knowledge check, can discharge spell to gain +5 insight.  With Mark of Finding dragonmark or Favored of the House (Tharashk), can treat knowledge check as a trained check even without ranks in skill (Bard 1, Sorceror/Wizard 1) (Divination) (Magic of Eberron, pg. 94)
Magic of Eberron
Ancient Knowledge - Before making a knowledge check, can discharge spell to gain +5 insight.  With Mark of Finding dragonmark or Favored of the House (Tharashk), can treat knowledge check as a trained check even without ranks in skill (Bard 1, Sorceror/Wizard 1) (Divination) (Magic of Eberron, pg. 94)
Detect Dragonmark - Detect presence/absence, number of dragonmarks, and location/type, etc. of dragonmarks by concentrating within 60ft cone emanation (Cleric 1, Sorceror/Wizard 1) (Divination) (Magic of Eberron, pg. 95)

Magic of Incarnum
Detect Incarnum - Detect Presence of Incarnum within a cone-shaped emanation (Bard 1, Blackguard 1, Cleric 1, Incarnum 1, Paladin 1, Sorceror/Wizard 1) (Divination) (Magic of Incarnum, pg. 101)

Player's Handbook
Comprehend Languages - You understand all spoken and written languages. (Bard 1, Cleric 1, Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 212)
Detect Secret Doors - Reveals hidden doors within 60 ft. Cone, more rounds spent concentrating reveal more information (Bard 1, Knowledge 1, Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 220)
Detect Undead - Detect Presence or Absence of Undead Auras (1st round), Number of auras and strength of each aura (2nd round), and Location of auras (3rd round), if of good alignment, detecting an overwhelming aura that has HD greater than twice character level stuns you (Cleric 1, Paladin 1, Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 220)
True Strike - Next attack roll receives a +20 insight bonus (Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 296)

Races of Destiny
Scholar's Touch - Touch a book and gain Knowledge as if it was completely read (Bard 1, Cleric 1, Sorceror/Wizard 1) (Divination) (Races of Destiny, pg. 167)

Spell Compendium
Appraising Touch - +10 Insight to Appraise, takes 2 minutes instead of 1, guessed worth is never off by more than 50% (Bard 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 15)
Arrow Mind - Threaten with a Bow, make attacks of opportunity with a bow, do not suffer attacks of opportunity for shooting with a bow while threatened (Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 15)
Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Assassin 1, Bard 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 56)
Golem's Strike - Can deal sneak attack damage to constructs (Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 105)
Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 108)
Insightful Feint - +10 insight to bluff checks in combat, can feint as move action, free action with improved feint (Assassin 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 124)
Instant Locksmith - Make one Disable Device or Open Lock Check/round as a free action with +2 insight (Assassin 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 124)
Instant Search - One free action search check/round with +2 Insight bonus (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 124)
Master's Touch - Gain proficiency with a single weapon or shield held in hand (Bard 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 139)
Sniper’s Shot - No distance limit for sneak attacks (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 194)

Tome of Magic
Detect Vestige - Detect Presence and Strength of Vestiges within Area Cone (Cleric 1, Paladin 1, Sorceror/Wizard 1) (Divination) (Tome of Magic, pg. 71)

Divination 2

Complete Adventurer
Balancing Lorecall - +4 Insight to Balance, 5 Balance Ranks - Balance on Vertical Surfaces and move as if climbing but retain Dex to AC. no penalty to sloped or angled surfaces.  10 Ranks, Balance on liquids, mud, snow, etc. (Druid 2, Ranger 2, Sorceror/Wizard 2) (Divination) (Complete Adventurer, pg. 143)
Listening Lorecall - +4 Insight to Listen, 5 ranks listen gain 30 ft. Blindsense, 10 ranks listen 30 ft blindsight (Druid 2, Ranger 2, Sorceror/Wizard 2) (Divination) (Complete Adventurer, pg. 154)

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #101 on: April 11, 2013, 06:52:29 PM »
continued...

Complete Divine
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) (Ref Half) starting on caster's turn (Druid 2, Sorceror/Wizard 2) (Transmutation) [Fire](Complete Divine, pg. 155)

Complete Mage
Near Horizon - No Ranged penalties for weapons (Assassin 2, Ranger 2) (Divination) (Complete Mage, pg. 111)
Magic Savant - +4 Insight to Use Magic Device, with 10 ranks can take 10 in Use Magic Device in all situations (Bard 2) (Divination) (Complete Mage, pg. 110)

Lords of Madness
Detect Aberration - Detect Aberrations within Cone Emanation (Cleric 2, Druid 2, Sorceror/Wizard 2) (Divination) (Lords of Madness, pg. 210-211)

Magic of Eberron
Expose the Dead - Gain +1 Insight/CL to Listen and Spot against undead, on Survival checks to track undead and can follow undead tracks as if held the Track Feat, Gain the the Investigate feat (Eberron Campaign Setting pg. 55) when looking at a dead body, save DC of any speak with the dead spell cast is +2 (Cleric 2, Paladin 2, Sorceror/Wizard 2) (Divination) (Magic of Eberron, pg. 96)

Player's Handbook
Detect Thoughts - Detect thoughts of creatures within 60ft cone emanation, 1st round detect presence or absence of thoughts, 2nd round determine # of thinking minds and intelligence scores of each, 3rd round read surface thoughts of creatures in the area as long as they fail a Will save, must cast spell again for it to work against the same creature if it made the save, spell ends during 2nd round if any creature has Int 26 or higher (Bard 2, Knowledge 2, Sorceror/Wizard 2) (Divination (Mind-Affecting)) (Player's Handbook, pg. 220)
See Invisibility - See any objects or beings within your range of vision that are invisible and/or ethereal and can distinguish between them and regular creatures (Bard 3, Sorceror/Wizard 2) (Divination) (Player's Handbook, pg. 275)

Spell Compendium
Balancing Lorecall - +4 Insight to Balance, 5 Balance Ranks - Balance on Vertical Surfaces and move as if climbing but retain Dex to AC. no penalty to sloped or angled surfaces.  10 Ranks, Balance on liquids, mud, snow, etc. (Druid 2, Ranger 2, Sorceror/Wizard 2) (Divination) (Spell Compendium, pg. 23)
Discern Shapechanger - Take standard action to concentrate, see true form of creatures within 60 feet (Sorceror/Wizard 2) (Divination) (Spell Compendium, pg. 66)
Marked Object (Pointless and Detrimental) - With owner's item, gain +10 on Search and Survival Checks to track owner (Assassin 2, Ranger 1, Sorceror/Wizard 2) (Divination) (Spell Compendium, pg. 139)

Divination 3

Complete Arcane
Commune with Lesser Spirit - Contact a spirit of up to 4 HD, and ask 1 question/2 CL, may only ask questions with one-word answers.  If a one-word answer would be misleading, the DM may have the spirit respond with up to 5 words, spirits contacted again within a week causes the spell to auto fail, spirits with alignment different than your own may save to resist spell (Wu Jen 3) (Divination) (Complete Arcane, pg. 101)
Discern Shapechanger - Take standard action to concentrate, see true form of creatures within 60 feet (Sorceror/Wizard 3, Wu Jen 3) (Divination) (Complete Arcane, pg. 103)

Complete Mage
Spellcaster's Bane - +2 bonus on dispel checks and caster level checks to counterspell, 5 ranks spellcraft=automatically recognize any spell being cast, 15 ranks spellcraft = auto recognize any spell being cast and know level of spell being cast (Sorceror/Wizard 3) (Divination) (Complete Mage, pg. 117)
Vital Strike - Attacks are sneak attacks even if target is not flat-footed or flanked, do not gain other benefits from effects that improve a sneak attack (such as ability damage from feats, etc.)  (Assassin 3) (Divination) (Complete Mage, pg. 122)

Draconomicon
Find the Gap - First Melee or Ranged Attack each round is a touch attack (Assassin 3, Paladin 3, Ranger 3) (Divination) (Draconomicon, pg. 113)

Dragon Magic
Ferocity of Sanguine Rage - 1/2CL Morale bonus to melee damage rolls (weapons or natural attacks), can expend spell to activate a true strike effect for one attack (Assassin 4, Sorceror/Wizard 3) (Transmutation) (Divination) (Dragon Magic pg. 67)
Vision of the Omniscient Eye - +10 Insight to Spot, Immune to dazzling and blindness.  If see invisibility-like spell active, use Faerie Fire at will as swift action on invisible creature within 60 ft.  Gain +1 competence to Spot by knowing spell (Bard 3, Cleric 3, Druid 3, Sorceror/Wizard 3) (Divination) (Evocation) [Light] (Dragon Magic, pg. 74)

Fiendish Codex II
Devil's Eye - Gain Darkvision and ability to see in Magical Darkness up to 30 Feet (Blackguard 2, Cleric 3, Diabolic 2, Sorceror/Wizard 3) (Divination) [Evil] (Fiendish Codex II, pg. 101)

Heroes of Battle
Battlemagic Perception - +5 Competence to Spellcraft to identify spells being cast, 5 ranks spellcraft sense the use of any spell within 100 feet and line of sight with spellcraft DC 15+Spell Level, can counter spell as a free action which ends the spell (Cleric 3, Sorceror/Wizard 3) (Divination) (Heroes of Battle, pg. 125)

Planar Handbook
Analyze Portal - Know whether area contains a portal and gain information about it (Bard 3, Sorceror/Wizard 3) (Divination) (Planar Handbook, pg. 92-93)
Analyze Touchstone - Know if area contains a Planar Touchstone and gain information about it (Bard 3, Cleric 3, Sorceror/Wizard 3) (Divination) (Planar Handbook, pg. 93)

Player's Handbook
Arcane Sight - See magical auras within 120 feet and know the strength and location of each aura, can spend a full-round action to determine whether the aura is divine or arcane, whether the creature has spellcasting or spell-like abilities and the strength of the most powerful ability the creature currently has (Sorceror/Wizard 3) (Divination) (Player's Handbook, pg. 201)

Spell Compendium
Analyze Portal - Know whether area contains a portal and gain information about it (Bard 3, Sorceror/Wizard 3) (Divination) (Spell Compendium, pg. 10)
Telepathic Bond, Lesser - Can communicate telepathically with one creature within 30 ft (Sorceror/Wizard 3) (Divination) [Mind-Affecting] (Spell Compendium, pg. 219)

Races of Eberron
Discern Shapechanger - Take standard action to concentrate, see true form of creatures within 60 feet (Sorceror/Wizard 3) (Divination) (Races of Eberron, pg. 184)

Book of Vile Darkness (3.0)
Devil's Eye - Gain Darkvision and ability to see in Magical Darkness up to 30 Feet (Blackguard 2, Cleric 3, Diabolic 2, Sorceror/Wizard 3) (Divination) [Evil] (Book of Vile Darkness, pg. 92)
Eyes of the Zombie - Replace controlled zombie eye with own eye to perceive  through the zombie; take 1d6 damage (Cleric 2, Sorceror/Wizard 3) (Divination) [Evil] (Book of Vile Darkness, pg. 94)
Glimpse of Truth (Pointless) - Ask a question that can be answered by a simple yes or no, answer is right 75% of the time, DM can decide not to give answer, misleading answers can be replaced with 5 words or less. (Sorceror/Wizard 3) (Divination) [Evil] (Book of Vile Darkness, pg. 96)

Forgotten Realms Campaign Setting (3.0)
Analyze Portal - Know whether area contains a portal and gain information about it (Bard 3, Portal 2, Sorceror/Wizard 3) (Divination) (Forgotten Realms Campaign Setting, pg. 66-67)

Manual of the Planes (3.0)
Analyze Portal - Know whether area contains a portal and gain information about it (Bard 3, Sorceror/Wizard 3) (Divination) (Manual of the Planes, pg. 33)

Oriental Adventures (3.0)
Commune with Lesser Spirit - Contact a spirit of up to 4 HD, and ask 1 question/2 CL, may only ask questions with one-word answers.  If a one-word answer would be misleading, the DM may have the spirit respond with up to 5 words, spirits contacted again within a week causes the spell to auto fail, spirits with alignment different than your own may save to resist spell (Celestial 2, Nature 2, Shaman 2, Shugenja 2 (water), Wu Jen 3) (Divination) (Oriental Adventures, pg. 99)
Discern Shapechanger - Take standard action to concentrate, see true form of creatures within 60 feet (Shaman 4, Sohei 4, Wu Jen 3) (Divination) (Oriental Adventures, pg. 101)

Races of Faerun
Detect Metal and Minerals - Determine presence, distance, direction, of metals and other minerals within 60 ft Cone even through solid stone and other barriers and approximate wealth by concentrating the appropriate amount of time (Cleric 3, Sorceror/Wizard 3) (Divination) (Races of Faerun, pg. 189)

Tome and Blood (3.0)
Arcane Sight - See magical auras within 120 feet and know the strength and location of each aura, can spend a full-round action to determine whether the aura is divine or arcane, whether the creature has spellcasting or spell-like abilities and the strength of the most powerful ability the creature currently has (Sorceror/Wizard 3) (Divination) (Tome and Blood, pg. 85-86)

Divination 4

Complete Arcane
Assay Spell Resistance - +10 on CL checks to overcome spell resistance of a specific creature, must be able to see creature (Cleric 4, Sorceror/Wizard 4) (Divination) (Complete Arcane, pg. 98)

Complete Mage
Deathsight - Next attack before next round is a Death without the need for 3 rounds of observation, must have death attack ability or no effect (Assassin 4) (Divination) (Complete Mage, pg. 102)

Player's Handbook
Detect Scrying (Pointless, 24 hour base duration) - Immediately know if someone tries to scry on you, and with opposed caster level check get an image and an accurate sense of the distance and direction they are from you  (Bard 4, Sorceror/Wizard 4) (Divination) (Player's Handbook, pg. 219)

Spell Compendium
Assay Spell Resistance - +10 on CL checks to overcome spell resistance of a specific creature, must be able to see creature (Cleric 4, Sorceror/Wizard 4) (Divination) (Spell Compendium, pg. 17)
Treasure Scent - Detect Coin types and gems within 30 feet. (Bard 3, Druid 3, Sorceror/Wizard 4) (Divination) (Spell Compendium, pg. 223)

Divination 5

Player's Handbook
Contact Other Plane - Ask 1 question/2CL from the powers of a different plane that can be answered by one word, the response depends on the plane contacted, also must make an intelligence check to avoid Charisma and Intelligence becoming 8 for the specified period of time (Sorceror/Wizard 5) (Divination) (Player's Handbook, pg. 212-213)
Prying Eyes - Create 1d4+CL Fine orb constructs that float, perceive, and follow your instructions, they can fly around at will and have normal vision of up to 120 feet, they can return to you and it takes one round to recover 1 hour's worth of intake, the eyes cannot extend past 1 mile away from you or they cease to exist (Sorceror/Wizard 5) (Divination) (Player's Handbook, pg. 266-267)

Divination 6

Dragon Magic
Eyes of the Oracle - +2 Insight to AC, Reflex; if Dragonblood: Bonuses +3; Can ready Standard action at end of turn, if taken, spell ends (Cleric 6, Sorceror/Wizard 6, Wu Jen 6) (Divination) (Dragon Magic, pg. 66-67)

Magic of Eberron
Glimpse of the Prophecy - Gain +1 Insight to AC and Saving throws, can end spell effect as an immediate action to gain +1 insight/2 CL (max 10) to a saving throw, with Dragon Prophesier feat can enter prophetic favor state as an immediate action (still counts against daily uses) and spell ends (Bard 6, Cleric 6, Sorceror/Wizard 6) (Divination) (Magic of Eberron, pg. 96)

Races of Stone
Eye of Stone - Gain an invisible magical sensor that sends you visual information that can move 30 ft/round looking straight ahead or 10ft/round looking up, down, and horizontally, can fit through up to a 1" diameter and can pass wholly through stone (Sorceror/Wizard 6) (Divination) (Scrying) (Races of Stone, pg. 162)

Divination 7

Complete Arcane
Commune with Greater Spirit - Contact a spirit of up to any HD, and ask 1 question/CL, may only ask questions with one-word answers.  If a one-word answer would be misleading, the DM may have the spirit respond with up to 5 words, spirits contacted again within a week causes the spell to auto fail, spirits with alignment different than your own may save to resist spell (Wu Jen 7) (Divination) (Complete Arcane, pg. 101)

Fiendish Codex I
Fiendish Clarity - Gain Darkvision 60 ft, can see in magical darkness as if it were regular darkness, see invisibility as per the spell, detect good at will (Cleric 7, Demonic 7, Sorceror/Wizard 7) (Divination) [Evil] (Fiendish Codex I, pg. 94)

Player's Handbook
Arcane Sight, Greater - See magical auras within 120 feet and know the strength and location of each aura, know whether the aura is divine or arcane, whether the creature has spellcasting or spell-like abilities and the strength of the most powerful ability the creature currently has (Sorceror/Wizard 7) (Divination) (Player's Handbook, pg. 201)

Book of Vile Darkness (3.0)
Fiendish Clarity - Gain darkvision 60, see in magical darkness, see invisible as per see invisibility spell, detect good at will (Cleric 7, Demonic 7, Sorceror/Wizard 7) (Divination) [Evil] (Book of Vile Darkness, pg. 95)

Oriental Adventures (3.0)
Commune with Greater Spirit - Contact a spirit of up to any HD, and ask 1 question/CL, may only ask questions with one-word answers.  If a one-word answer would be misleading, the DM may have the spirit respond with up to 5 words, spirits contacted again within a week causes the spell to auto fail, spirits with alignment different than your own may save to resist spell (Celestial 5, Divination 5, Nature 5, Shaman 5, Shugenja (water) 5, Wu Jen 7) (Divination) (Oriental Adventures, pg. 99)

Divination 8

Player's Handbook
Moment of Prescience - Gain +1 Insight/CL (max 25) on 1 attack, opposed ability, skill check, saving throw, or AC against a single attack, can activate this ability at any time, takes no action, not more than one Moment of Prescience can be active at a time (Luck 8, Sorceror/WIzard 8) (Divination) (Player's Handbook, pg. 255)

Divination 9

Player's Handbook
Foresight - Receive instantaneous warnings of impending danger to yourself such as knowing in advance a rogue was about to sneak attack you, can never be surprised or flat-footed, Gain +2 Insight to AC and Reflex Saves (Lost if you lose your Dex bonus) (Druid 9, Knowledge 9, Sorceror/Wizard 9) (Divination) (Player's Handbook, pg. 233)


ENCHANTMENT

Enchantment 1

Complete Adventurer
Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Enchantment) (Compulsion) [Mind-Affecting] (Complete Adventurer, pg. 149)
Herald’s Call - Creatures within radius save vs. Will or be Slowed (Bard 1) (Enchantment) (Compulsion) [Mind-Affecting, Sonic] (Complete Adventurer, pg. 151)
Inspirational Boost (Pointless, lasts until inspire courage effect ends) - Morale bonus from inspire courage increases by 1 (Bard 1) (Enchantment) (Compulsion) [Sonic, Mind-Affecting] (Complete Adventurer, pg. 153)

Spell Compendium
Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Enchantment) (Compulsion) [Mind-Affecting] (Spell Compendium, pg. 96)
Herald’s Call - Creatures within radius save vs. Will or be Slowed (Bard 1) (Enchantment) (Compulsion) [Mind-Affecting, Sonic] (Spell Compendium, pg. 113)
Inspirational Boost (Pointless, lasts until inspire courage effect ends) - Morale bonus from inspire courage increases by 1 (Bard 1) (Enchantment) (Compulsion) [Sonic, Mind-Affecting] (Spell Compendium, pg. 124)

Book of Vile Darkness (3.0)
Sacrificial Skill (Requires lock of hair from an unwilling creature) - Gain +5 to Knowledge Religion checks that have to do with making sacrifices to evil gods.  Helps gain boons from evil gods.  (Assassin 2, Cleric 1, Sorceror/Wizard 1) (Enchantment) [Evil] (Book of Vile Darkness, pg. 103)

Magic of Faerun (3.0)
Herald’s Call - Creatures within radius save vs. Will or be Slowed (Bard 1) (Enchantment) (Compulsion) [Mind-Affecting, Sonic] (Magic of Faerun, pg. 100)

Enchantment 2


Complete Mage
Caterwaul - Creatures in cone must save or be nauseated, successful save=Sickened (Bard 2) (Enchantment) (Compulsion) [Mind-Affecting, Sonic] (Complete Mage, pg. 98)

Spell Compendium
Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2, Sorceror/Wizard 4) (Enchantment) (Charm) [Mind-Affecting] (Spell Compendium, pg. 25)
War Cry - Gain +4 Morale to Attack and Damage rolls as part of a charge, damaged foe must succeed on a Will save or become panicked for one round (Bard 2) (Enchantment) (Compulsion) [Mind-Affecting, Sonic] (Spell Compendium, pg. 236)

Book of Vile Darkness (3.0)
Masochism - Every 10 points of damage/round taken gives +1 Luck to Attack, Saves, Skill Checks for the next round (Assassin 3, Blackguard 3, Cleric 3, Sorceror/Wizard 2) (Enchantment) [Evil] (Book of Vile Darkness, pg. 99)
Sadism - Every 10 points of damage dealt/round grants +1 Luck to Attack, Saves, Skill Checks in the following round (Assassin 3, Blackguard 3, Cleric 3, Pain 2, Sorceror/Wizard 2) (Enchantment) [Evil] (Book of Vile Darkness, pg. 103)

Song and Silence (3.0)
Getaway - Pursuers who lose sight of you must make a will save, or have 50% chance of heading down the wrong direction (Assassin 2) (Enchantment (Mind-Affecting)) (Song and Silence, pg. 92)

Enchantment 3

Book of Exalted Deeds
Elation - Allies within 80 ft. gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2, Emissary of Barachiel 2, Joy 2, Sorceror/Wizard 3) (Enchantment) (Mind-Affecting) (Book of Exalted Deeds)

Dragon Magic
Adoration of the Frightful - Shaken, Frightened, or Panicked creatures are now Friendly (Will negates), Dragonblood: +1 Competence to Diplomacy (Bard 3, Cleric 3, Hexblade 2, Sorceror/Wizard 3) (Enchantment) (Charm) (Dragon Magic, pg. 64)

Races of Faerun (3.0)
Verraketh's Shadow Crown - Bardic music ability taps into the shadow weave (doesn't stack with Shadow Weave Magic), +4 competence to perform checks (Bard 3) (Enchantment) (Charm) [Mind-Affecting] (Races of Faerun, pg. 191)

Enchantment 4

Complete Adventurer
War Cry - Gain +2 Morale on Attack and Damage rolls or +4 Morale to Attack and Damage rolls as part of a charge, damaged foe of melee attack must succeed on a Will save or become panicked for one round (Bard 4) (Enchantment) (Compulsion) [Mind-Affecting, Sonic] (Complete Adventurer, pg. 158)

Dragons of Faerun
Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4, Sorceror/Wizard 4) (Enchantment) (Compulsion) [Mind-Affecting] (Dragons of Faerun, pg. 114

Player's Handbook
Crushing Despair - Creatures within 30ft cone take -2 to attacks, saving throws, ability checks, skill checks, weapon damage rolls (Bard 3, Sorceror/Wizard 4) (Enchantment (Compulsion) [Mind-Affecting]) (Player's Handbook, pg. 215

Spell Compendium
Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2, Sorceror/Wizard 4) (Enchantment) (Charm) [Mind-Affecting] (Spell Compendium, pg. 25)

Ghostwalk (3.0)
War Cry - Gain +2 Morale on Attack and Damage rolls or +4 Morale to Attack and Damage rolls as part of a charge, damaged foe of melee attack must succeed on a Will save or become panicked for one round (Bard 4) (Enchantment) (Compulsion) [Mind-Affecting, Sonic] (Ghostwalk, pg. 61)

Magic of Faerun (3.0)
War Cry - Gain +2 Morale on Attack and Damage rolls or +4 Morale to Attack and Damage rolls as part of a charge, damaged foe of melee attack must succeed on a Will save or become panicked for one round (Bard 4) (Enchantment) (Compulsion) [Mind-Affecting, Sonic] (Magic of Faerun, pg. 132)

Enchantment 5

Player's Handbook
Symbol of Sleep (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures with 10HD or less within 60 ft that set it off must make a will save or fall into a catatonic sleep for 3d6x10 minutes and cannot be awakened by nonmagical means (Cleric 5, Sorceror/Wizard 5) (Enchantment [Compulsion] (Mind-Affecting)) (Player's Handbook, pg. 291)


Enchantment 6

Player's Handbook
Symbol of Persuasion (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures within 60 ft that set it off must make a will save or be charmed by the caster (Cleric 6, Sorceror/Wizard 6) (Enchantment) (Charm) (Mind-Affecting) (Player's Handbook, pg. 290)

Frostburn
Snowsong - Allies in area gain +4 Morale to Charisma, Attack, and AC; gain Fast healing 1, Cold Resistance 15, allies deal 1d6 extra cold damage, enemies have 20% chance of Spell Failure (Bard 6) (Enchantment) (Compulsion) [Mind-Affecting] (Frostburn, pg. 105)

Sandstorm
Symbol of Thirst - Those within 60 ft of Symbol must immediately drink all containers of liquid, when no liquid remains subjects fly into a rage and attack anyone they can (Cleric 6, Sorceror/Wizard 6, Thirst 6) (Enchantment (Compulsion)) (Sandstorm, pg. 123)

Enchantment 7

Player's Handbook
Symbol of Stunning (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures with 150HP or less within 60 ft that set it off must make a will save or become stunned for 1d6 rounds (Cleric 7, Sorceror/Wizard 7) (Enchantment [Compulsion] (Mind-Affecting)) (Player's Handbook, pg. 291)

Enchantment 8

Dragon Magic
Mind of the Labyrinth - An enemy that casts a mind-affecting spell  against you must make Will DC18+Int or become confused for one round, can expend spell to activate dominate person on a humanoid who casts a mind-affecting spell on you (Sorceror/Wizard 8) (Enchantment) (Compulsion) (Dragon Magic, pg. 70)

Player's Handbook
Symbol of Insanity (Pointless, Permanent until activated) - Enscribe a symbol onto a surface, creatures within 60 ft that set it off must make a will save or be become insane (Cleric 8, Sorceror/Wizard 8) (Enchantment (Compulsion) (Mind-Affecting)) (Player's Handbook, pg. 290)

Enchantment 9

EVOCATION

Evocation 1

Complete Arcane
Fiery Eyes - Eyes glow with fire, emitting light 5 ft., can use full-round action to focus on one object causing it to ignite, creatures wearing items taking 1d6 fire damage and must reflex save 15 or ignite themselves (Wu Jen 1) (Evocation) [Fire] (Complete Arcane, pg. 106)

Races of the Dragon
Ghostly Tail - Gain a ghostly tail that attacks foes if they provoke attacks of opportunity, make a melee touch attack and they suffer 2d6 force damage (Dragonblooded or dragons deal +1 force/CL (max 20) (Sorceror 1) (Evocation) [Force] (Races of the Dragon, pg. 113)
Wings of Swift Flying - Add 30 ft (40 if dragon or dragonblooded) to your fly speed granted by a temporary spell or effect (Sorceror 1) (Evocation) [Force] (Races of the Dragon, pg. 119-120)

Shining South
Darsson's Cooling Breeze - Create a 60ft line of light breeze from a point designated by you, vapors, fumes, clouds, smoke, gases, etc. drift away from the light breeze at a speed of 80ft/round and dissipate in 1/4th the amount of time, breeze can also move wind chimes, scatter pieces of paper, and so forth like a normal breeze (Druid 1, Sorceror/Wizard 1) (Evocation) [Air] (Shining South, pg. 45)

Spell Compendium
Luminous Gaze - Eyes glow as the light spell, creatures within 20 ft. radius are dazzled (Sorceror/Wizard 1) (Evocation) [Light] (Spell Compendium, pg. 135)

Oriental Adventures (3.0)
Fiery Eyes - Eyes glow with fire, emitting light 5 ft., can use full-round action to focus on one object causing it to ignite, creatures wearing items taking 1d6 fire damage and must reflex save 15 or ignite themselves (Wu Jen 1 (fire)) (Evocation) [Fire] (Oriental Adventures, pg. 103)

Unapproachable East (3.0)
Snilloc's Snowball - Gain 1 Icy sphere/CL (max 5) that can be used as a melee touch attack or ranged touch attack (120 ft, no distance penality) for 1d6+1/CL (max 5) damage.  Once a sphere is used another one appears up to the limit. (Sorceror/Wizard 1) (Evocation) [Cold] (Unapproachable East, pg. 52)

Evocation 2

City of Splendors: Waterdeep
Palarandusk's Fire Breath - Gain ability to spit out a 10ft cone, dealing 1d6 fire/CL (max 5d6) Reflex half (Sorceror/Wizard 2) (Evocation) [Fire] (City of Splendors: Waterdeep, pg. 156)

Drow of the Underdark
Shadow Shroud - No penalties from light blindness or light vulnerability, +5 Competence to hide checks in darkness or shadow, effect surpressed in areas with a light spell of level 3 or higher (Cleric 2, Sorceror/Wizard 2) (Evocation) [Darkness] (Drow of the Underdark, pg. 62)

Frostburn
Leomud's Tiny Igloo - Create a 5 ft. radius igloo that can house 1 large, 3 medium, or 12 small creatures, temp 50 F, sleeping platform and lamp for cooking (Sorceror/Wizard 2) (Evocation) [Cold] (Frostburn, pg. 101)

Libris Mortis
Blade of Pain and Fear - Gain weapon that deals 1d6+1/2 CL (max +10) touch attack, no Str damage, Will save or become frightened (Assassin 2, Blackguard 1, Cleric 2, Deathbound 2, Sorceror/Wizard 2) (Evocation) (Libris Mortis, pg. 63)

Lost Empires of Faerun
Toothed Tentacle - Create tentacle 30 feet long with 3 mouths with 10 ft reach each, can attack with one mouth as standard or 3 mouths as a Full Round action, Attack = CL+Main Ability Score, 2d6 damage, mouth has AC 15 and HP 10+CL (Sorceror/Wizard 2) (Evocation) (Lost Empires of Faerun, pg. 35)

Player's Handbook II
Bigby's Helpful Hand - Hand holds items up to 20 lbs for you, gain +2 competence to Craft, Disable Device, Open Lock (Sorceror/Wizard 2) (Evocation) [Force](Player's Handbook II)

Races of the Dragon
Local Tremor - cause CL tremors (max 5) that start from your location and extend in any direction you indicate, creatures within  30ft line must make ref save or fall prone, spells cast during tremor must make Concentration = 20+level to succeed, can make new tremors after first round by using a standard action (Cleric 2, Druid 2, Sorceror/Wizard 2) (Evocation) [Earth] (Races of the Dragon, pg. 114)
Tail Slap - When you first cast the spell (no standard action) and in future rounds Strike an adjacent target using a standard action melee touch attack dealing 1d6 Force/2CL (max 10d6), if subject is up to 1 size category larger, they make Str check DC=12+CL or be pushed back 5 ft+5ft/5 damage taken, if solid object prevents being pushed back, take 2d6 damage, cannot push back foe except in first round of spell unless you are dragonblooded or a Dragon (Sorceror 2, pg. 118) (Evocation) [Force] (Races of the Dragon, pg. 118)

Sandstorm
Scimitar of Sand - Sand Scimitar in Hand deals 1d6+1 damage/CL (Max +10), Touch Attack, no Str Damage.  Hit creatures save vs. Fort or are dehydrated (fatigued and nonlethal damage from heat and lack of water is lethal) (Druid 2, Sorceror/Wizard 2) (Evocation) [Earth] (Sandstorm, pg. 120)

Spell Compendium
Flame Dagger - Gain flame dagger dealing 1d4+1/CL (max +10) fire damage, no Str Bonus, touch attack, (Sorceror/Wizard 2) (Evocation) [Fire] (Spell Compendium, pg. 94)
Sonic Whip - Create Sonic whip and you gain proficiency with it, free action to make regular animals at bay unless they save vs. Will, strike animals for them to become frightened, use whip as normal whip to attack (Bard 2) (Evocation) [Sonic, Mind-Affecting] (Spell Compendium, pg. 195)
Veil of Shadow - Gain concealment (20% miss chance), not removed from see invisibility, dispelled with daylight or 3rd level light spell (Assassin 2, Blackguard 2, Cleric 2, Sorceror/Wizard 2) (Evocation) [Darkness] (Spell Compendium, pg. 228)

Magic of Faerun (3.0)
Cloud of Bewilderment - Breath out a 10 ft. cone shaped cloud, creatures in area make fort save or are blinded and stunned 6 rounds (Bard 2, Sorceror/Wizard 2) (Evocation) (Magic of Faerun, pg. 85)
Flame Dagger - Gain flame dagger dealing 1d4+1/CL (max +10) fire damage, no Str Bonus, touch attack, (Hathran 2, Sorceror/Wizard 2) (Evocation) [Fire] (Magic of Faerun, pg. 94)

Miniatures Handbook (3.0)
Veil of Shadow - Gain concealment (20% miss chance), not removed from see invisibility, dispelled with daylight or 3rd level light spell (Assassin 2, Blackguard 2, Cleric 2, Sorceror/Wizard 2) (Evocation) [Darkness] (Miniatures Handbook)

Evocation 3

Draconomicon
Dragon Breath Gain breath weapon of either a line, or cone and varying energy type, deals 3d6 damage+1d6/2CL (Max 10d6) (ref Half) as a standard action, can use breath weapon 3 times+1/2Cl after 5th, thereafter must wait 1d4+1 rounds between usages.  (Sorceror/Wizard 3) (Evocation) [Varies] (Draconomicon, pg. 111-112)

Dragon Magic
Vision of the Omniscient Eye - +10 Insight to Spot, Immune to dazzling and blindness.  If see invisibility-like spell active, use Faerie Fire at will as swift action on invisible creature within 60 ft.  Gain +1 competence to Spot by knowing spell (Bard 3, Cleric 3, Druid 3, Sorceror/Wizard 3) (Divination) (Evocation) [Light] (Dragon Magic, pg. 74)
Wingblast - Gain Dragon Wings for 60 ft. Flight. End spell by tranforming wings into wind or fog (Druid 3, Shugenja 3 (air), Sorceror/Wizard 3) (Evocation [Air] (Transmutation) (Dragon Magic, pg. 74-75)
Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3, Sorceror/Wizard 3, Wu Jen 3 (fire)) (Evocation) [Fire] (Dragon Magic, pg. 75)

Player's Handbook
Fire Shield - Choose cold or fire, creatures using nonreach or natural weapons that strike you take 1d6+1/CL (max 15) cold or fire damage, take only half damage from cold or fire based attacks, if they allow a reflex save, take no damage on a successful save (Duskblade 4, Player's Handbook II pg. 24) (Warmage 3, Complete Arcane, pg. 90) (Fire 5, Sorceror/Wizard 4, Sun 4) (Evocation [Fire] or [Cold]) (Player's Handbook, pg. 230-231)

Sandstorm
Body Blaze - When moving, leave a 20 ft high, 2 inch wide trail of flame on horizontal surfaces (not on air or vertical) creatures passing through blazing wall or squares you enter of creatures take 2d6+1/CL (max 20) fire damage, creatures do not take extra damage if you enter a square multiple times (Sorceror/Wizard 3) (Evocation) [Fire] (Sandstorm, pg. 112)

Spell Compendium
Blade of Pain and Fear - Gain weapon that deals 1d6+1/2 CL (max +10) touch attack, no Str damage, Will save or become frightened (Assassin 2, Blackguard 2, Cleric 3, Sorceror/Wizard 3) (Evocation) (Spell Compendium, pg. 30)
Hymm of Praise - +2 Caster level to each Good Divine Spellcaster in 50ft, +4 Sacred bonus to Turn undead for good divine spellcasters and -4 for Evil Divine Spellcasters (Bard 3) (Evocation) [Good, Sonic] (Spell Compendium, pg. 117-118)
Infernal Threnody - +2 Caster level to each Evil Divine Spellcaster in 50ft, +4 Profane bonus to Turn undead for evil divine spellcasters and -4 for good Divine Spellcasters (Bard 3) (Evocation) [Evil, Sonic] (Spell Compendium, pg. 122)
Sonorous Hum - Next spell cast that requires Concentration is maintained by Sonorous Hum (Bard 2, Cleric 3, Sorceror/Wizard 3) (Evocation (Sonic)) (Spell Compendium, pg. 196)

Stormwrack
Favorable Wind - Wind Blows in 60 ft. cone emnation with a strong windforce (30mph) directly behind you.  Tiny or smaller creatures in area must make save or be knocked prone or if flying blown back 1d6x10 feet.  Small creatures must save vs. fort or be unable to move forward or if airborn become blown back 1d6x5 feet.  Medium and larger creatures can move normally.  Creatures take -2 to Ranged Attacks and Listen if within the area.  (Druid 3, Sorceror/Wizard 3) (Evocation [Air]) (Stormwrack, pg. 117)

Book of Vile Darkness (3.0)
Stunning Screech - All creatures in 30 ft make Fort or be stunned (Bard 3) (Evocation) [Sonic, Evil] (Book of Vile Darkness, pg. 106)

Savage Species (3.0)
Sonorous Hum - Next spell cast that requires Concentration is maintained by Sonorous Hum (Bard 2, Cleric 3, Sorceror/Wizard 3) (Evocation (Sonic)) (Savage Species, pg. 69-70)

Evocation 4

Book of Exalted Deeds
Radiant Shield - Creatures attacking with natural or handheld weapons suffer 1d6+1/CL Electric Damage, take only half damage from electricity, on ref for half, on save take no damage, emit radiance = light spell for 10ft. radius, must not have cast darkness or necromancy spell within 24 hours (Sorceror/Wizard 4, Wrath 4) (Evocation) (Book of Exalted Deeds)

Dragon Magic
Passage of the Shifting Sands - Gain form as Cloud of Sand with Fly 40 ft, else treat as gaseous form.  End turn in creatures space Fort Save or be blinded. Expend to activate gust of wind (Druid 4, Sorceror/Wizard 4) (Transmutation) (Evocation) [Air] (Dragon Magic, pg. 70)

Player's Handbook
Fire Shield - Choose cold or fire, creatures using nonreach or natural weapons that strike you take 1d6+1/CL (max 15) cold or fire damage, take only half damage from cold or fire based attacks, if they allow a reflex save, take no damage on a successful save (Duskblade 4, Player's Handbook II pg. 24) (Warmage 3, Complete Arcane, pg. 90) (Fire 5, Sorceror/Wizard 4, Sun 4) (Evocation [Fire] or [Cold]) (Player's Handbook, pg. 230-231)

Spell Compendium
Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen (Cleric 5, Sorceror/Wizard 4) (Evocation) [Varies] (Spell Compendium, pg. 73)
Thunderlance - Gain lance of force, retract to 1 or expand to 20 foot reach, deals 3d6 x2, use Int or Cha instead of Str, striking targets with force effects of 3rd level or lower, make a dispel check (Sorceror/Wizard 4) (Evocation) [Force] (Spell Compendium, pg. 220)

Evocation 5

Complete Arcane
Fire Breath - 1/round as Standard action may make ranged touch attack (15 ft) for 1d8 fire/2CL (max 10d8), ignite combustibles and damage objects in area (Wu Jen 5) (Evocation) [Fire] (Complete Arcane, pg. 106)

Complete Divine
Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen (Cleric 5, Sorceror/Wizard 5) (Evocation) [Varies] (Complete Divine, pg. 164)

Complete Mage
Coat of Arms - Gain one force blade/3CL (max 6), gain shield bonus = # of blades, can direct a blade to break off and deal 2d6 damage to a target within 30 feet, lose 1 shield bonus (Sorceror/Wizard 5) (Evocation) [Force] (Complete Mage, pg. 99-100)

Dragon Magic
Lord of the Sky - Gain Fly Speed of 40 or 30 with medium or heavy armor, Use swift action to fire 60 ft ranged touch to deal 1 Electric damage/CL (max 20) and reduce Fly speed to 1/2 normal.  Activate Lightning Bolt to End Spell; if dragonblood grant 60 ft. instead or +10 fly speed (Shugenja 5 (air), Sorceror/Wizard 5) (Evocation) (Transmutation) [Electricity] (Dragon Magic, pg. 69-70)

Dragonmarked (Eberron)
Dragonmark Demesne (Requires Dragonmark) - Create a 20ft radius sphere of force centered on you, half above ground and half below ground, hold up to 25 medium creatures inside, no other creature may enter it without your permission, you may go and please as you wish, occupants have total concealment from the outside, but can see through the inside, missles, weapons, and spells can pass through from the inside but not vice versa (Bard 5, Sorceror/Wizard 5) (Evocation) [Force] (Dragommarked (Eberron), pg. 149)

Player's Handbook II
Radiance - 60 ft. Radius Sheds light equal to Daylight Spell, undead in area are dazzled in radius and for 1d6 rounds later, counters or dispels any darkness spell of equal or lower level (Cleric 5, Druid 5, Sorceror/Wizard 5) (Evocation) [Good, Light] (Player's Handbook II, pg. 122)
Sonic Shield - +4 Deflection, melee attackers suffer 1d8 sonic damage, save vs. Fort or be knocked 5 feet (Bard 3, Duskblade 5, Sorceror/Wizard 5) (Evocation) (Player's Handbook II, pg. 125)

Spell Compendium
Cacophonic Shield - Nonmagic sound does not pass personal emanation, magic sounds must succeed on caster level check (DC11+caster level), crossing barrier deals 1d6+1 Sonic/CL damage (Max +20) makes Fort save or is deafened, 20% miss chance for missiles through barrier. to cross barrier (Bard 4, Sorceror/Wizard 5) (Evocation) [Sonic] (Spell Compendium, pg. 41)
Sonic Rumble - Concentrate to cause a 30 foot cone of sound protrudes from you dealing 1d6 sonic/2CL (max 10d6) (Ref Half), Silence spell negates (Sorceror/Wizard 5) (Evocation) [Sonic] (Spell Compendium, pg. 195)

Evocation 6

Player's Handbook
Contingency (Pointless, Day/Level Duration) - Choose one spell to go into effect once a certain condition you specify occurs (Sorceror/Wizard 6) (Evocation) (Player's Handbook, pg. 213-214)

Magic of Faerun (3.0)
Cacophonic Shield - Nonmagic sound does not pass emanation, magic sounds must succeed on caster level check (DC11+caster level), crossing barrier deals 1d6+1 Sonic/CL damage (Max +20) makes Fort save or is deafened, 20% miss chance for missiles through barrier or to cross barrier(Bard 6, Sorceror/Wizard 6) (Evocation) [Sonic] (Magic of Faerun, pg. 83)

Spell Compendium
Dirge - Enemies in the area take 2 Str and Dex Damage on Failed Fort Save, must make new save each round (Bard 6) (Evocation) [Sonic] (Spell Compendium, pg. 65)

Magic of Faerun (3.0)
Dirge - Enemies in the area take 2 Str and Dex Damage on Failed Fort Save, must make new save each round (Bard 6) (Evocation) [Sonic] (Magic of Faerun, pg. 89)

Evocation 7

Complete Adventurer
Cacophonic Shield - 10 ft emanation. Nonmagic sound does not pass emanation, magic sounds must succeed on caster level check (DC11+caster level), crossing barrier deals 1d6+1 Sonic/CL damage (Max +20) makes Fort save or is deafened, 20% miss chance for missiles through barrier. to cross barrier(Bard 6, Sorceror/Wizard 7) (Evocation) [Sonic] (Complete Adventurer, pg. 144)

Dragon Magic
Glorious Master of the Elements - As a standard action can make a ranged touch attack within 60 ft. deal 1d6 energy/2CL (max 10d6), select acid, cold, electric, or fire before attack, gain a cumulative +2 damage bonus for each subsequent attack on the same target for the same spell, dragonblood: use d8 instead (Sorceror/Wizard 7) (Evocation) [Acid, Cold, Electricity, Fire] (Dragon Magic, pg. 67-68)


Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #102 on: April 11, 2013, 06:52:41 PM »
continued...

Evocation 8

Complete Mage
Prismatic Bow - Gain a +1 Longbow that can imbue its arrows with one prismatic spray effect, struck creatures suffer the prismatic spray effect as per the spell, once one color is used it disappears and cannot be used again, once all 7 colors have been used, the spell ends (Sorceror/Wizard 8) (Evocation) (Complete Mage, pg. 113-114)

Player's Guide to Faerun
Lightning Ring - Elec Res 20, at start of turn direct 2 lightning bolts dealing 5d6 electric damage (Ref Half) or unleash spell immediaely upon casting and unleash 8 lightning bolts that travel in all directions(Sorceror/Wizard 8) (Evocation) [Electricity] (Player's Guide to Faerun, pg. 105)

Spell Compendium
Lightning Ring - Elec Res 20, adjacent creatures take 10d6 electric (Ref Half), at start of turn, direct 2 lightning bolts dealing 5d6 electric damage (Ref Half) (Sorceror/Wizard 8) (Evocation) [Electricity] (Spell Compendium, pg. 132)

Races of Eberron
Illusion Purge - All 7th level illusions or lower within 5ft emanation/level are negated (Cleric 8, Sorceror/Wizard 8, Truth 7) (Evocation) (Races of Eberron, pg. 187)

Evocation 9

Complete Mage
Lash of Force - As immediate action can deal 5d6 force damage to a creature you can see (even concealment) within 10 ft, can release spell to send out 30 ft line of force for 15d6 Ref Half, failed save causes prone as well (Sorceror/Wizard 9) (Evocation) [Force] (Complete Mage, pg. 109)

Lords of Madness
Invoke Magic - Can cast a single 4th level spell or lower that works even in the area of an anti-magic field, a dead magic area, or a null-magic plane (Sorceror/Wizard 9) (Evocation) (Lords of Madness, pg. 212)


ILLUSION

Illusion 1

Player's Handbook
Disguise Self - Look Different (Different equipment, race gender, taller or shorter by 1 ft, etc.) and gain +10 to Disguise (Bard 1, Sorceror/Wizard 1, Trickery 1) (Illusion (Glamer)) (Player's Handbook, pg. 222)

Races of Destiny
Friendly Face - +5 Circumstance to Diplomacy and Gather Information (Bard 1, Sorceror/Wizard 1) (Illusion) (Glamer) (Races of Destiny, pg. 166)

Races of the Dragon
Instant Diversion - Create 1+1/4 CL (Max 5) Illusory doubles of yourself.  AC=10+Dex Mod+Size Mod, can only move, withdraw, or run, successful attack destroys a double (Bard 1, Sorceror/Wizard 1) (Illusion) (Figment) (Races of the Dragon, pg. 113-114)

Spell Compendium
Invisibility, Swift - Become Invisible (Assassin 2, Bard 1) (Illusion) (Glamer) (Spell Compendium)
Serene Visage - + 0.5 CL (Max +10) on Bluff Checks (Bard 1, Sorceror/Wizard 1) (Illusion) (Glamer) (Spell Compendium, pg. 82)

Illusion 2

Complete Adventurer
Bladeweave - 1/round if you attack with a melee weapon, you may make an additional touch attack with that weapon as a free action, creature hit takes no damage but must make Will save or be dazed 1 round (Bard 2, Sorceror/Wizard 2) (Illusion) (Pattern) (Complete Adventurer, pg. 144)
Spectral Weapon - Shadow weapon deals normal damage but as touch attacks, Will Save or enemy suffers 1/5 damage and 1/5 chance of being affected by special effects delivered by attack (Assassin 3, Bard 4, Sorceror/Wizard 3) (Illusion) (Shadow) (Complete Adventurer, pg. 157)

Player's Handbook
Invisibility - Become Invisible, lose invisibility if you purposefully attack another creature (Bard 2, Sorceror/Wizard 2, Trickery 2) (Illusion (Glamer)) (Player's Handbook, pg. 245)
Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it (Bard 2, Sorceror/Wizard 2) (Illusion (Figment)) (Player's Handbook, pg. 254-255)

Spell Compendium
Bladeweave - 1/round one creature hit by your melee attack must make a Will Save or be dazed 1 round  (Bard 2, Sorceror/Wizard 2) (Illusion) (Pattern) (Spell Compendium, pg. 31)
Claws of Darkness - Can make unarmed attacks as if natural weapons as melee touch attacks dealing 1d8 cold.  Deal claw damage during grapple, grappled targets are slowed if Fail Fort save, extend claws to give natural reach of 10 feet, can only cast spells with verbal components, cannot carry items with hands (Sorceror/Wizard 2) (Illusion) (Shadow) (Spell Compendium, pg. 47)
Reflective Disguise - Creatures viewing you perceive you as the same species and gender as themselves (Bard 2, Sorceror/Wizard 2) (Illusion) (Glamer) (Spell Compendium, pg. 171)
Shadow Mask - +4 saving throw against light, dark, or brightness-like spells, 50% chance to avoid having to make saving throw vs. gaze attacks, get another chance to avert eyes (Sorceror/Wizard 2) (Illusion) (Shadow) (Spell Compendium, pg. 185)

Forgotten Realms Campaign Setting (3.0)
Claws of Darkness - Can make unarmed attacks as if natural weapons as melee touch attacks dealing 1d4 cold.  Deal claw damage during grapple, grappled targets are slowed if Fail Fort save, extend claws to give natural reach of 10 feet, can only cast spells with verbal components, cannot carry items with hands (Sorceror/Wizard 2) (Illusion) (Shadow) (Forgotten Realms Campaign Setting, pg. 67-68)

Miniatures Handbook (3.0)
Invisibility, Swift - Become Invisible (Assassin 2, Bard 2) (Illusion) (Glamer) (Miniatures Handbook, pg. 36)

Underdark (3.0)
Reflective Disguise - Creatures viewing you perceive you as the same species and gender as themselves (Bard 2, Prime Underdark Guide 2, Sorceror/Wizard 2) (Illusion (Glamer)) (Underdark, pg. 60)

Illusion 3

Complete Mage
Mask of the Ideal - +4 competence to Bluff, Diplomacy, Disguise, Charisma checks to influence enchanted or conjured creature (Bard 2, Sorceror/Wizard 3) (Illusion) (Glamer) (Complete Mage pg. 110)

Player's Handbook
Invisibility Sphere - All creatures around target (personal or touch) within 10ft emanation are invisible.  Effect ends for individual creatures if they attack or if they leave the emanation.  Spell ends if the target attacks (Bard 3, Sorceror/Wizard 3) (Illusion (Glamer)) (Player's Handbook, pg. 245)

Spell Compendium
Spectral Weapon - Shadow weapon deals normal damage but as touch attacks, Will Save or enemy suffers 1/2 damage (Assassin 3, Bard 4, Sorceror/Wizard 3) (Illusion) (Shadow) (Spell Compendium, pg. 197)

Forgotten Realms Campaign Setting (3.0)
Shadow Mask - +4 saving throw against light, dark, or brightness-like spells, 50% chance to avoid having to make saving throw vs. gaze attacks, get another chance to avert eyes (Harper 2,Sorceror/Wizard 2) (Illusion) (Shadow) (Forgotten Realms Campaign Setting, pg. 73)

Illusion 4

Complete Mage
Lingering Chorus (Requires Bardic Music) - Continues any bardic music effect for spell duration (Bard 4) (Illusion) (Figment) (Complete Mage, pg. 110)
Unseen Strike - The next time you deliver a successful melee attack become invisible (Assassin 4, Hexblade 4) (Illusion) (Glamer) (Complete Mage, pg. 122)

Player's Handbook
Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4, Sorceror/Wizard 4) (Illusion (Glamer)) (Player's Handbook, pg. 245)
Zone of Silence - No one outside of 5ft emanation centered on you, can hear what is said inside (Bard 4) (Illusion) (Glamer) (Player's Handbook, pg. 303)

Player's Handbook II
Mirror Image, Greater - As Mirror Image, but 1 image created every round (Max 8), spell ends if all images destroyed (Bard 4, Beguiler 4, Sorceror/Wizard 4) (Illusion) (Figment) (Player's Handbook II, pg. 120)

Illusion 5

Illusion 6

Illusion 7

Illusion 8

Spell Compendium
Invisibility, Superior - Invisible to image, scent, and sound, cannot be detected by blindsense, tremorsense, blindsight, other immunities (Sorceror/Wizard 8) (Illusion) (Glamer) (Spell Compendium, pg. 125)

Savage Species (3.0)
Stalking Spell - Become invisible and remain invisible even if attacking, radiate a silence effect of 5ft radius, leave no scent and cannot be detected by scent (Sorceror/Wizard 8) (Illusion (Glamer)) (Savage Species, pg. 71)

Illusion 9

Complete Arcane
Superior Invisibility - Invisible to image, scent, and sound, cannot be detected by blindsense, tremorsense, see invisibility, faerie fire, glitterdust, invisibility purge, and dust of appearance, detectable by Blindsight or True Seeing (Sorceror/Wizard 9) (Illusion) (Glamer) (Complete Arcane, pg. 125)


NECROMANCY

Necromancy 1

Libris Mortis
Necrotic Awareness - Sense Presence of creatures who bear a Necrotic Cyst (Cleric 1, Sorceror/Wizard 1) (Necromancy) (Libris Mortis, pg. 67)

Necromancy 2

Player's Handbook
False Life - Gain 1d10+1/CL (max 10) Temporary HP (Sorceror/Wizard 2) (Necromancy) (Player's Handbook, pg. 229)

Spell Compendium
Death Armor - Creatures with natural or handheld weapons (but not reach weapons) take 1d4+1/2CL (max +10) damage if they hit you (Sorceror/Wizard 2) (Necromancy) (Spell Compendium, pg. 60)
Shroud of Undeath - Undead Consider you Undead, +5 Disguise to apear as undead, inflict spells heal and cure spells hurt, treated as undead with regard to spell effects, attack undead or suffer turn undead and spell ends (Cleric 2, Sorceror/Wizard 2) (Necromancy) (Spell Compendium, pg. 189)

Ghostwalk (3.0)
Death Armor - Creatures with natural or handheld weapons (but not reach weapons) take 1d4+1/2CL (max +10) damage if they hit you (Sorceror/Wizard 2) (Necromancy) (Ghostwalk, pg. 50)
Shroud of Undeath - Undead Consider you Undead, +5 Disguise to apear as undead, inflict spells heal and cure spells hurt, treated as undead with regard to spell effects, attack undead or suffer turn undead and spell ends (Bone Collector 2, Sorceror/Wizard 2) (Necromancy) (Ghostwalk, pg. 57-58)

Magic of Faerun (3.0)
Shroud of Undeath - Undead Consider you Undead, +5 Disguise to apear as undead, inflict spells heal and cure spells hurt, treated as undead with regard to spell effects, attack undead or suffer turn undead and spell ends (Sorceror/Wizard 2) (Necromancy) (Magic of Faerun, pg. 117)


Necromancy 3

Necromancy 4

Player's Handbook
Fear - Creatures in 30ft cone must save vs. Will or become panicked (if cornered become cowered), if save succeeds they are shaken instead (Bard 3, Sorceror/Wizard 4) (Necromancy (Fear) (Mind-Affecting)) (Player's Handbook, pg. 229)

Spell Compendium
Rebuking Breath - Undead that fail their saving throws against your breath weapon cower in awe for 1 round after being affected (Sorceror/Wizard 4) (Necromancy) (Spell Compendium, pg. 170)

Necromancy 5

Complete Arcane
Spirit Self - Spirit leaves body with incorporeal qualities and speed of 90, cannot move more than 200 ft from body, cannot attack, but may cast spells with only verbal components, within 5 ft, can command body to take simple actions, body gains 1 move action/round, no dex bonus, -2 AC, share total hp between spirit and body, die if somehow spirit is forced beyond 200 ft and you cannot follow (Wu Jen 5) (Necromancy) (Complete Arcane  pg. 123-124)

Planar Handbook
Death Throes - When killed, explode in a 30ft radius burst of force dealing 1d8/CL damage (Cleric 5, Sorceror/Wizard 5) (Necromancy) [Force] (Planar Handbook, pg. 97)

Player's Handbook
Symbol of Pain (Pointless, Permanent until activated) - Enscribe a symbol onto a surface, creatures within 60 ft that set it off must make a fort save or suffer pains causing -4 to attacks, skill checks, ability checks that last for 1 hour after leaving 60ft from the symbol (Cleric 5, Sorceror/Wizard 5) (Necromancy [Evil]) (Player's Handbook, pg. 290)

Magic of Faerun (3.0)
Kiss of the Vampire - Gain DR 10/+1, can use enervation, vampiric touch, charm person, gaseous form (self) as a standard action, count as undead for neg+pos energy and undead turning (Sorceror/Wizard 5) (Necromancy) [Evil] (Magic of Faerun, pg. 103)

Libris Mortis
Kiss of the Vampire - Gain DR 10/+1, can use enervation, vampiric touch, charm person, gaseous form (self) as a standard action, count as undead for neg+pos energy and undead turning (Sorceror/Wizard 5) (Necromancy) [Evil] (Libris Mortis, pg. 67)

Spell Compendium
Wail of Doom (Offensive) - Those in area take 1d4/CL (Max 15d4) and panicked for Duration, Save to Halve damage and reduce effect to shaken and duration to 1 round (Bard 5) (Necromancy) [Fear, Mind-Affecting, Sonic] (Spell Compendium, pg. 233)

Oriental Adventures (3.0)
Spirit Self - Spirit leaves body with incorporeal qualities and speed of 90, cannot move more than 200 ft from body, cannot attack, but may cast spells with only verbal components, within 5 ft, can command body to take simple actions, body gains 1 move action/round, no dex bonus, -2 AC, share total hp between spirit and body, die if somehow spirit is forced beyond 200 ft and you cannot follow (Wu Jen 5) (Necromancy) (Oriental Adventures, pg. 114)

Tome and Blood (3.0)
Spiritwall - Create wall up to 1 10ft square/level or sphere or hemisphere with radius up to 1ft/level, 1 side of the wall emits a shriek causing those within 60 ft to make will save or become panicked for 1d4 rounds, wall provides total concealment, blocks magical effects, provides 9/10 cover against melee attacks, touching the wall causes 1d10 damage, going through the wall causes 1d10 damage and make a fort save or suffer a negative level (Sorceror/Wizard 5) (Necromancy) (Tome and Blood, pg. 96)

Necromancy 6

Draconomicon
Aura of Terror - Whenever you Attack or Charge, creatures within radius with fewer HD than CL must make Will save or become Shaken, extra bonuses if you already have frightful presence (Sorceror/Wizard 6) (Necromancy) [Fear, Mind-Affecting] (Draconomicon, pg. 77)

Frostburn
Waves of Cold - Save vs. Will or Fire Subtype creatures are shaken for spell duration, Cold Subtype creatures lose immunity to cold (Sorceror/Wizard 6) (Necromancy) [Cold] (Frostburn, pg. 106)

Player's Handbook
Symbol of Fear (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures with 150 hp or less within 60 ft that set it off must make a will save or be panicked for 1 round/CL (Cleric 6, Sorceror/Wizard 6) (Necromancy [Fear] (Mind-Affecting)) (Player's Handbook, pg. 290)

Spell Compendium
Aura of Terror - Whenever you Attack or Charge, creatures within radius with fewer HD than CL must make Will save or become Shaken, extra bonuses if you already have frightful presence (Sorceror/Wizard 6) (Necromancy) [Fear, Mind-Affecting] (Spell Compendium, pg. 18)

Necromancy 7

Book of Exalted Deeds
Righteous Glare - Gain Su Gaze attack, evil creatures with 5 HD or less within 60 ft must make Will save or die, success means affected by fear spell for 2d10 rounds, Evil creatures with more than 5 HD or Neutral creatures must save or suffer fear effect (Cleric 7, Sorceror/Wizard 7) (Necromancy) [Death, Good] (Book of Exalted Deeds, pg. 105)

Complete Mage
Retributive Enervation - Non-undead creatures making a successful melee attack against you suffer 1 negative level, undead creatures gain 5 temp hp instead, bestow a maximum of 1/2 CL (Max 10) negative levels, after this the spell ends (Sorceror/Wizard 7) (Necromancy) (Complete Mage, pg. 116)

Player's Handbook
Symbol of Weakness (Pointless, Permanent until activated) - Inscribe a symbol onto a surface, creatures within 60 ft that set it off must make a fort save or suffer 3d6 Str Damage (Cleric 7, Sorceror/Wizard 7) (Necromancy) (Player's Handbook, pg. 291)

Player's Handbook II
Pulse of Hate - 2d6 unholy damage to all enemies within 20ft radius/round at start of your turn (Cleric 7, Sorceror/Wizard 7) (Necromancy) [Evil] (Player's Handbook II, pg. 122)

Spell Compendium
Kiss of the Vampire - Gain DR/10 Magic, can use enervation, vampiric touch, charm person, gaseous form (self) as a standard action, count as undead for neg+pos energy and undead turning (Sorceror/Wizard 7) (Necromancy) [Evil] (Spell Compendium, pg. 128)

Necromancy 8

Complete Arcane
Heart of Stone - Exchange heart for piece of stone, gain DR 5/-, ER 5: Cold, fire electricity, heal naturally 1 hp/day, healing effects require CL check = 10+your CL to heal you, if original heart is destroyed, instantly killed. (Sorceror/Wizard 8) (Necromancy) (Complete Arcane, pg. 110)

Libris Mortis
Necrotic Empowerment - +8 enh to Dex, Int, Wis, +8 Natural Armor, +5 competence to Fort, 100 temp hp (Cleric 8, Sorceror/Wizard 8) (Necromancy) [Evil] (Libris Mortis, pg. 68)
Veil of Undeath - Immune to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, effects that require fort save unless they affect objects or are harmless, don't need to eat, sleep, or breathe, Con becomes -, cured by inflict spells and harmed by cure spells (Cleric 8, Sorceror/Wizard 8) (Necromancy) [Evil] (Libris Mortis, pg. 72)

Player's Handbook
Symbol of Death (Pointless, Permanent until activated) - Enscribe a symbol onto a surface, creatures with 150 hp or less within 60 ft that set it off must make a fort save or die (Cleric 8, Sorceror/Wizard 8) (Necromancy [Death]) (Player's Handbook, pg. 289-290)

Necromancy 9

Spell Compendium
Enervating Breath - Creatures that fail their save against your breath weapon take 2d4 negative levels. (Sorceror/Wizard 9) (Necromancy) [Negative] (Spell Compendium, pg. 82)

TRANSMUTATION 0-4


Transmutation 0

Spell Compendium
Minor Disguise - +2 Competence to next Disguise Check (Bard 0) (Transmutation) (Spell Compendium, pg. 142)

Magic of Faerun (3.0)
Minor Disguise - +2 Competence to next Disguise Check (Bard 0) (Transmutation) (Spell Compendium, pg. 142)

Transmutation 1

Complete Adventurer
Accelerated Movement - Move normal speed when using Balance, Climb, Move Silently without penalty (Bard 1, Ranger 1, Sorceror/Wizard 1) (Transmutation) (Complete Adventurer, pg. 142)
Expeditious Retreat, Swift - +30 Enhancement to land speed (Bard 1, Sorceror/Wizard 1) (Transmutation) (Complete Adventurer, pg. 149)

Complete Arcane
Fist of Stone - Gain +6 Enhancement to Str, gain slam attack for 1d6+Str or 1.5 Str.  Can make Slam attack as natural secondary attack (Sorceror/Wizard 1, Warmage 1) (Transmutation [Earth]) (Complete Arcane, pg. 107-108)
Scales of the Lizard - Gain Natural armor enhancement that stacks with racial natural armor but not any other type of natural armor, +2 base, +3 at 6th, +4 at 9th, +5 at 12th+ (Wu Jen 1) (Transmutation) (Complete Arcane, pg. 121)

Complete Scoundrel
Mimicry - Perfectly Mimic sounds, voices, and accents you have previously heard, vocal chords must be capable of such action (Assassin 1, Bard 1) (Transmutation) (Complete Scoundrel pg. 101)

Draconomicon
Cheat - Reroll once the outcome of a game of chance  if failure occurred (Bard 1, Greed 1,Sorceror/Wizard 1) (Transmutation [Evil]) (Draconomicon, pg. 109)

Dragon Magic
Hoard Gullet - Can swallow and transport objects in a transdimensional stomach up to 3 size categories smaller than you, max capacity 100 pounds and/or 10 cubic feet/CL  (max 1000 pounds or 100 cubic feet) cannot remove individual items but can expel contents as a full-round action (Sorceror/Wizard 1) (Transmutation) (Dragon Magic, pg. 68)
Path of Frost - Up to 5 Squares gain slippery frost requiring balance checks and dealing damage to those on or adjacent to them (Druid 1, Sorceror/Wizard 1) (Transmutation) [Cold] (Dragon Magic, pg. 71)

Dragonmarked (Eberron)
Mask Aberrant Dragonmark (Requires Dragonmark) - Alters aberrant dragonmark to look like a true dragonmark up to strength of your aberrant dragonmark (Assassin 1, Bard 1, Sorceror/Wizard 1) (Transmutation) (Dragonmarked (Eberron), pg. 152-153)

Drow of the Underdark
Spider Form, Lesser - Take the form of a Fiendish Medium Monstrous Spider and 5 temp hp (Sorceror/Wizard 1) (Transmutation) (Polymorph) (Drow of the Underdark, pg. 63)

Player's Handbook
Expeditious Retreat - +30 Enhancement to land speed (Bard 1, Sorceror/Wizard 1) (Transmutation) (Player's Handbook, pg. 228)

Races of Destiny
Rooftop Strider - +5 competence to Balance, Jump, automatically succeed on jump checks for 5 feet horizontally, no balance checks for running or charging across a sloped surface (Assassin 1, City 1) (Transmutation) (Races of Destiny, pg. 167)

Spell Compendium
Accelerated Movement - Move normal speed when using Balance, Climb, Hide, Move Silently, Tumble without penalty (Bard 1, Sorceror/Wizard 1) (Transmutation) (Spell Compendium, pg. 7)
Breath Flare - Electric or Fire Breath also causes creatures failing saving throws to be dazzled for 1 min/CL (Sorceror/Wizard 1) (Transmutation) (Light) (Spell Compendium, pg. 39)
Cheat - Reroll once the outcome of a game of chance  if failure occurred (Bard 1, Sorceror/Wizard 1) (Transmutation) [Evil] (Spell Compendium, pg. 46)
Cutting Hand - Hand does 1d4 small, 1d6 medium, etc. damage and you are armed, +2 enhancement to attack and damage with hand (Sorceror/Wizard 1) (Transmutation) (Spell Compendium, pg. 57)
Expeditious Retreat, Swift - +30 Enhancement to land speed (Bard 1, Sorceror/Wizard 1) (Transmutation) (Spell Compendium, pg. 85)
Fist of Stone - Gain +6 Enhancement to Str, gain slam attack for 1d6+Str or 1.5 Str.  Can make Slam attack as natural secondary attack (Sorceror/Wizard 1) (Transmutation) [Earth] (Spell Compendium, pg. 94)
Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Transmutation) (Spell Compendium, pg. 121)
Spell Flower - Hold 1 touch spell per limb (Cleric 1, Sorceror/Wizard 1) (Transmutation) (Spell Compendium, pg. 198)
Sticky Fingers - +10 to Sleight of Hand Checks (Assassin 1, Bard 1) (Transmutation) (Spell Compendium, pg. 206)
Undersong - Make Performance Checks in place of Concentration Checks (Bard 1) (Transmutation) (Spell Compendium, pg. 227)

Stormwrack
Quickswim - +10 enhancement to swim speed, must have a swim speed for spell to be effective (Bard 1, Druid 1, ranger 1, Seafolk 1, Sorceror/Wizard 1) (Transmutation) (Stormwrack, pg. 120)

Races of Eberron
Shifter Prowess (Requires Shifter Component) - While shifting increase Balance, Climb, and Jump racial bonus by +8, ends once shifting ends (Druid 1, Ranger 1, Sorceror/Wizard 1) (Transmutation) (Races of Eberron, pg. 190)

Races of Stone
Harmonize - Starting Bardic Music only requires a move action (Bard 2) (Transmutation) (Races of Stone, pg. 162)

Book of Vile Darkness (3.0)
Cheat - Reroll once the outcome of a game of chance if failure occurred (Bard 1, Sorceror/Wizard 1) (Transmutation) [Evil] (Book of Vile Darkness)

Magic of Faerun (3.0)
Cutting Hand -  You are considered armed, +2 enhancement to attack and damage with hand, cannot cast spells with hand (Sorceror/Wizard 1) (Transmutation) (Magic of Faerun, pg. 104)

Miniatures Handbook (3.0)
Lightfoot - Provoke no attacks of opportunity while moving (Assassin 1, Ranger 1) (Transmutation) (Miniatures Handbook, pg. 37)

Oriental Adventures (3.0)
Scales of the Lizard - Gain Natural armor enhancement that stacks with racial natural armor but not any other type of natural armor, +2 base, +3 at 6h, +4 at 9th, +5 at 12th+ (Wu Jen 1) (Transmutation) (Oriental Adventures, pg. 112)

Savage Species (3.0)
Spell Flower - Hold 1 touch spell per limb (Cleric 1, Sorceror/Wizard 1) (Transmutation) (Savage Species)

Transmutation 2

Complete Adventurer
Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor (Bard 2, Druid 3,Sorceror/Wizard 2) (Transmutation) (Complete Adventurer, pg. 149)
Wraithstrike - Melee attacks are resolved as melee touch attacks (Assassin 2, Sorceror/Wizard 2) (Transmutation) (Complete Adventurer, pg. 158)

Complete Divine
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) (Ref Half) starting on caster's turn (Druid 2, Sorceror/Wizard 2) (Transmutation) [Fire](Complete Divine, pg. 155)

Complete Mage
Heart of Air - Gain +10 Enhancement to Jump Checks, +10 Enhancement to Fly, expend as Feather Fall (Druid 2, Sorceror/Wizard 2, Wu Jen 2 (air)) (Transmutation) [Air] (Complete Mage, pg. 106)

Complete Scoundrel
Smoke Stairs - Gain Ability to climb up a single cloud of smoke as if it were stairs (Assassin 2, Druid 2) (Transmutation) [Air] (Complete Scoundrel, pg. 103)

Draconomicon
Razorfangs - Choose 1 natural weapon, its threat range doubles (does not stack with other effects that increase a threat's range (Sorceror/Wizard 2) (Transmutation) (Draconomicon, pg. 80)

Dragon Magic
Magic of the Dragonheart - Count as having 2 more draconic feats than you currently have, count this spell as having a spell level = 1/2 CL for purposes of draconic feats, gain +1/2 CL (max 10) competence bonus to skill checks made with the skill granted by your Draconic Heritage feat (Sorceror 2) (Transmutation) (Dragon Magic, pg. 70)
Primal Hunter (Pointless - 24 hour base duration) - Gain +5 Competence on Climb, Jump, Swim (Druid 2, Ranger 1, Sorceror 2) (Transmutation) (Dragon Magic, pg. 71-72)
Soul of Anarchy (Cancels Soul of Order) - +5 Competence to Escape Artist and to resist grapple, natural weapons are chaotic-aligned, Bonus if Soul of Light or Soul of Shadow is active (Bard 2, Sorceror/Wizard 2) (Transmutation) [Chaotic] (Dragon Magic, pg. 72-73)
Soul of Order (Cancels Soul of Anarchy) - +2 morale to Will Saves to resist enchantment effects, natural weapons are also lawful aligned.  Damage reduction if soul of light or shadow also present (Paladin 1, Sorceror/Wizard 2) (Transmutation) [Lawful] (Dragon Magic, pg. 73)

Lords of Madness
Whispercast - The next spell you cast requires no somatic or material components (Sorceror/Wizard 2) (Transmutation) (Lords of Madness, pg. 129-130)

Magic of Eberron
Suffer the Flesh - Take up to 2 Constitution damage/CL (max 10), for every 2 points of damage taken increase caster level by +1 (max +5) (Sorceror/Wizard 2) (Transmutation) (Magic of Eberron, pg. 103)

Player's Guide to Faerun
Lively Step (12 hour Duration) - Allies within 30 feet emanation move +10 feet, if any creature does something other than move, spell ends (Bard 2, Sorceror/Wizard 2) (Transmutation) (Player's Guide to Faerun, pg. 106)

Player's Handbook
Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Assassin 2,Dungeon Master's Guide, pg. 181) (Hexblade 2, Complete Warrior, pg. 116) ( Wu Jen, Complete Arcane, pg. 92) (Bard 2, Sorceror/Wizard 2) (Transmutation)  (PHB, pg. 197)
Levitate - Target of spell (Personal or Touch) can use a move action to move up or down 20 ft, each attack applies a -1 cumulative  penalty (max -5), can use a full-round action to restabilize and reset penalty to -1 (Sorceror/Wizard 2) (Transmutation) (Player's Handbook, pg. 248)

Player's Handbook II
Stretch Weapon - 1 Melee Weapon wielded gains an additional 5 ft reach (Bard 2, Cleric 2, Duskblade 2, Sorceror/Wizard 2) (Transmutation) (Player's Handbook II, pg. 126)

Serpent Kingdoms
Razorscales (must be a Scaled One) - Nonlethal Damage from grapples is lethal (Cleric 2, Druid 2, Ranger 2, Sorceror/Wizard 2) (Transmutation) (Serpent Kingdoms, pg. 157)

Spell Compendium
Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage (Cleric 2, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 24)
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) starting on caster's turn (Druid 2, Sorceror/Wizard 2) (Transmutation) [Fire] (Spell Compendium, pg. 35)
Extend Tentacles - Tentacle reach increases with 5 feet (Cleric 2, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 86)
Fearsome Grapple - Grow two tentacles that grant +4 circumstance to grapple, +8 if CL 9 (Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 90)
Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor (Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 96)
Lively Step (12 hour Duration) - Allies within 30 feet emanation move +10 feet, if any creature does something other than move, spell ends (Bard 2, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 133)
Razorfangs - Choose one natural weapon that deals slashing or piercing, it's threat range doubles (Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 168)
Surefooted Stride - +2 Competence to Climb, Move through Difficult Terrain as if it were normal Terrain (Bard 2, Druid 1, Ranger 1, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 216)
Wraithstrike - Melee attacks are resolved as melee touch attacks (Assassin 3, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 243)

Book of Vile Darkness (3.0)
Graz'zt's Long Grasp - Detach one hand, it can fly at 20 ft (perfect), move hand by thought as normal, can use hand to deliver touch attacks with +2, hand can flank opponents, punch (+2 attack), or grapple (tiny), and has 2d4 hp and improved evasion and AC22+IntMod, if caster can no longer see or is no longer directing hand, it returns to caster, caster loses 2d4 hp when cast and gains 2d4 hp when hand reattaches. (Sorceror/Wizard 2) (Transmutation) [Evil] (Book of Vile Darkness, pg. 96)

Masters of the Wild (3.0)
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) (Ref Half) to any creature it touches (Druid 2, Sorceror/Wizard 2) (Transmutation [Fire]) (Masters of the Wild, pg. 84)

Transmutation 3

Complete Adventurer
Allegro - All Allies gain 30ft Enhancement to Landspeed (Bard 3) (Transmutation) (Complete Adventurer, pg. 142)

Complete Arcane
Fire Wings - Transform Arms into fire wings.  Fly speed of 60 ft or 40 ft in medium or heavy armor.  If not flying gain 2 natural attacks for 2d6 fire damage (Wu Jen 3) (Transmutation) [Fire] (Complete Arcane, pg. 107)
Thornskin - Unarmed Strikes do Lethal Damage +1d6 piercing.  Unarmed strike or natural weapon attackers suffer 5 piercing (Druid 3, Wu Jen 3 (wood) (Transmutation) (Complete Arcane, pg. 127)

u]Complete Mage[/u]
Heart of Water - Gain Swim speed equal to land speed, +8 Racial to Swim, Breathe Water, +5 Enhancement to Escape Artist. Expend to gain Freedom of Movement, gain benefits if Heart of air, earth, and/or fire active (Druid 3, Sorceror/Wizard 3, Wu Jen 3 (water)) (Transmutation) [Water] (Complete Mage pg. 107)
Shape of the Hellspawned Stalker - Gain the form of a Hell Hound and 10 temp hp (Sorceror/Wizard 3) (Transmutation) (Polymorph) (Complete Mage, pg. 117)
Unicorn Horn  - Use Standard action to Gore for 1d8+1.5Str. Double Damage on Charge (Triple if Critical Hit) Expend to enhance attack and damage temporarily (Druid 3, Sorceror/Wizard 3) (Transmutation) (Good) (Complete Mage, pg. 121-122)

Draconomicon
Dragonskin - Choose a color, gain energy resistance 10 of the color, gain +3 NA CL5, +4 NA CL7, or +5NA CL9 (Sorceror/Wizard 3) (Transmutation) (Draconomicon pg. 112)

Dragon Magic
Dragonshape, Least - Take the form of a Psuedodragon (Sorceror/Wizard 3) (Transmutation) (Polymorph) (Dragon Magic, pg. 66)
Ferocity of Sanguine Rage - 1/2CL Morale bonus to melee damage rolls (weapons or natural attacks), can expend spell to activate a true strike effect for one attack (Assassin 4, Sorceror/Wizard 3) (Transmutation) (Divination) (Dragon Magic pg. 67)
Primal Instinct (Pointless - 24 hour base duration) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype.  Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2, Sorceror 3) (Transmutation) (Dragon Magic pg. 72)
Wingblast - Gain Dragon Wings for 60 ft. Flight. End spell by tranforming wings into wind or fog (Druid 3, Shugenja 3 (air), Sorceror/Wizard 3) (Evocation [Air] (Transmutation) (Dragon Magic, pg. 74-75)

Dragonmarked (Eberron)
Dragonmark Whip - Magic weapon, 10 ft reach, but does not threaten, cannot be sundered or disarmed, melee attacks deal 1d8+1/CL (max 10), can be used to deliver touch spells of 4th or lower (Sorceror/Wizard 3) (Transmutation) (Dragonmarked (Eberron), pg. 150-151)

Drow of the Underdark
Spider Form - Take the form of a Fiendish Large Monstrous Spider and 5 temp hp (Sorceror/Wizard 1) (Transmutation) (Polymorph) (Drow of the Underdark, pg. 63)

Libris Mortis
Fangs of the Vampire King - Gain bite natural attack for 1d6+Str+1 Con Damage, attack bonus=10+Str (Assassin 3, Blackguard 3, Deathbound 3) (Transmutation) [Evil] (Libris Mortis, pg. 64)

Lords of Madness
Permeable Form - Become incorporeal and gain all the benefits and disadvantages thereof (Sorceror/Wizard 3) (Transmutation) (Lords of Madness, pg. 129)

Player's Handbook
Blink - Blink back and force betweeen the material and ethereal plane.  Gain 50% miss chance against all attacks.  If attacker can see invisible or strike ethereal creatures, chance is 20%, if attacker can both see invisible and strike ethereal creatures, miss chance is 0%.  Targeted spells against you have a 50% chance to fail unless the attacker can see invisible ethereal creatures.  Your attacks and spells have a 20% chance of affecting the ethereal rather than material plane (wouldn't normally continue to work unless force effect).  Take half damage from area effects in material plane (full in ethereal plane). Move a 3/4 Speed.  Can move through solid spaces in the material plane but for every 5 ft moved, 50% chance of being shunted to the nearest open space taking 1d6 damage/5ft moved. (Bard 3, Sorceror/Wizard 3) (Transmutation) (Player's Handbook, pg. 206)

Player's Handbook II
Evard's Menacing Tentacles - Gain 2 10 ft. Reach Tentacle attacks/round  for free action that deal 1d8+Str  Tentacles threaten area and can make 1 attack of opportunity/round (Druid 3, Sorceror/Wizard 3) (Transmutation) (Player's Handbook II, pg. 113)

Sandstorm
Whispering Sand - Fix your mind on creatures whom you know, have me, or know the name of, if both you and them have at least 1 pound of sand, dust, or ash, you can speak back and forth through the material as long as you are on the same plane (Druid 3, Sorceror/Wizard 3) (Transmutation [Language-Dependent]) (Sandstorm, pg. 128)

Serpent Kingdoms
Handfang - Gain Touch attack for 1d8 damage, on Crit, start Grapple as free action without provoking AoO, if successful 1d6 damage/round until hold broken (Cleric 3, Sorceror/Wizard 3) (Transmutation) (Serpent Kingdoms, pg. 156)

Spell Compendium
Allegro - All Allies gain 30ft Enhancement to Landspeed (Bard 3) (Transmutation) (Spell Compendium, pg. 9)
Bite of the Wererat - Gain +6 enh. to Dex, +2 Enh. to Con, +3 Enh. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2, Sorceror/Wizard 3) (Transmutation) (Spell Compendium, pg. 28)
Dragonskin - Choose a color, gain energy resistance 10 of the color, gain +1 Natural Armor/2 CL (max +5) (Sorceror/Wizard 3) (Transmutation) (Spell Compendium, pg. 73)
Fangs of the Vampire King - Gain bite natural attack for 1d6+Str+1 Con Damage, can make bite as natural secondary attack (Assassin 3, Blackguard 3, Deathbound 3) (Transmutation) [Evil] (Spell Compendium, pg. 88)
Find the Gap - First Melee or Ranged Attack each round is a touch attack (Assassin 3, Paladin 3, Ranger 3) (Divination) (Spell Compendium)
Giant's Wrath - Turn 1 pebble/3 CL into boulders.  Throw up to 120 feet, deal 2d6+Str damage, +1 insight/CL (max 10) to attack and damage (Druid 3, Sorceror/Wizard 3) (Transmutation) (Spell Compendium, pg. 105)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3, Sorceror/Wizard 3) (Transmutation) (Spell Compendium, pg. 161)
Tremorsense - Automatically Pinpoint location of creature or object on the ground within 30 feet (Ranger 2, Sorceror/Wizard 3) (Transmutation) (Spell Compendium, pg. 224)

Oriental Adventures (3.0)
Fire Wings - Transform Arms into fire wings.  Fly speed of 60 ft or 40 ft in medium or heavy armor.  If not flying gain 2 natural attacks for 2d6 fire damage (Shugenja 3 (fire), Wu Jen 3 (fire)) (Transmutation) [Fire] (Oriental Adventures, pg. 104)

Races of Faerun
Burrow - Gain burrow 10 ft speed, gain claws on hands (usually 2) that do 1d6 damage, considered armed (Cleric 3, Sorceror/Wizard 3) (Transmutation) (Races of Faerun, pg. 189)

Underdark (3.0)
Tremorsense - Automatically Pinpoint location of creature or object on the ground within 30 feet (Harper Scout 3, Ranger 3, Sorceror/Wizard 3) (Transmutation) (Underdark, pg. 62)

Transmutation 4

Complete Adventurer
Sniper's Eye - +10 Comp to Spot, Darkvision 60 feet, Ranged sneak attacks up to 60feet, Death attack with ranged weapons, works only on spot cast from (Assassin 4) (Transmutation) (Complete Adventurer, pg. 156)

Complete Arcane
Darkvision, Mass - All allies with 10 feet burst gain Darkvision 60 feet (Sorceror/Wizard 4) (Transmutation) (Complete Arcane, pg. 102)

Complete Mage
Heart of Earth - +8 to resist Bull Rush, Overrun, Trip, 2 Temp HP/CL (Max 30) expend to gain Stoneskin for 1 round/CL, bonuses if heart of air, fire or water also active (Druid 4, Sorceror/Wizard 4, Wu Jen 4 (earth)) (Transmutation) [Earth] (Complete Mage, pg. 106)

Draconomicon
Sharptooth - Choose one natural weapon, attack deals damage as if it were one size larger (Sorceror/Wizard 4) (Transmutation) (Draconomicon, pg. 81)
Voice of the Dragon - +10 Enh to Bluff, Diplomacy, Intimidate, speak and understand but not read Draconic, end spell to use suggestion on creature (Bard 4, Dragon 4, Sorceror/Wizard 4) (Transmutation) (Draconomicon, pg. 115)

Dragon Magic
Mark of the Enlightened Soul - Spells gain Good Descriptor, spells cast of 3rd or lower deal +50% damage to evil creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Mark of the Enlightened Soul affects; dragonblood subtype end spell to activate Protection from Evil (Cleric 4, Sorceror/Wizard 4) (Transmutation) [Good] (Dragon Magic, pg. 70)
Passage of the Shifting Sands - Gain form as Cloud of Sand with Fly 40 ft, else treat as gaseous form.  End turn in creatures space Fort Save or be blinded. Expend to activate gust of wind (Druid 4, Sorceror/Wizard 4) (Transmutation) (Evocation) [Air] (Dragon Magic, pg. 70)
Primal Senses (Pointless - 24 hour base duration) - Gain Low Light Vision +5 Competence to Listen, Spot.  With Dragonblood gain Blindsense 10 ft.  With other Primal spell active gain Uncanny Dodge (Druid 4, Ranger 3, Sorceror 4) (Transmutation) (Dragon Magic, pg. 72)
Touch of the Blackened Soul - Spells gain Evil Descriptor, spells cast of 3rd or lower deal +50% damage to good creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Touch of the Blackened Soull affects; dragonblood subtype end spell to activate Protection from Good (Cleric 4, Sorceror/Wizard 4) (Transmutation) [Evil] (Dragon Magic, pg. 73)

Planar Handbook
Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage (Cleric 4, Sorceror/Wizard 4) (Transmutation) (Planar Handbook, pg. 95)

Player's Guide to Faerun
Spell Enhancer - The next spell you cast has +2 to CL (Sorceror/Wizard 4) (Transmutation) (Player's Guide to Faerun, pg. 112)

Player's Handbook II
Trollshape - Take on abilities of a troll, Str23, Dex14,Con23, Large Size, 2 Claws and Bite, Rend, Darkvision 90ft, lowlight vision, Regeneration 5, Scent, 30 temp hp and lose all class features (Sorceror/Wizard 4) (Transmutation) (Polymorph) (Player's Handbook II, pg. 127)

Races of the Wild
Aerial Alacrity - Increase Fly speed by 30 ft and maneuverability 1 category (max perfect), gain +1 dodge to AC and on Reflex while airborne (Sky 4, Sorceror/Wizard 4) (Transmutation)  (Races of the Wild, pg. 174)
Enduring Flight - Can fly at normal speed while carrying a medium load or wearing medium armor, double the duration of a effect which grants flight which has limited duration (Sky 3, Sorceror/Wizard 4) (Transmutation) (Races of the Wild, pg. 175)

Sandstorm
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4, Sorceror/Wizard 4) (Transmutation) (Sandstorm, pg. 119)

Spell Compendium
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor.  Gain bite attack for 1d6+1.5 Str.  Gain Blind Fight Feat (Druid 3, Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 29)
Displacer Form - Assume form of Displacer Beast, Size Large, two tentacle attacks 1d6+Str, have Str18, Dex15, Con16, speed 40, darkvision 60, lowlight vision, can speak and cast spells, natural armor +5, gain displacer beast's displacement (Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 67)
Flame Whips - Turn arms into flaming whips, 15 ft reach, 6d6 fire damage, cannot use arms (Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 95)
Flight of the Dragon - Gain wings with fly speed 100 feet (average), cannot carry more than light load (Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 95)
Ruin Delver’s Fortune - Gain either Cha as Luck to Fortitude +immune to poison, Cha as Luck to Ref+Evasion, Cha as Luck to Will+Fear immunity, or Temp HP=4d8+Cha, spell can be cast multiple times (Bard 4, Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 178)
Sharptooth - Choose one natural weapon or unarmed strike, attack deals damage as if it were one size larger (Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 187)
Sniper's Eye - +10 Comp to Spot, Darkvision 60 feet, Ranged sneak attacks up to 60feet, Death attack with ranged weapons, works only on spot cast from (Assassin 4) (Transmutation) (Spell Compendium, pg. 193)

Forgotten Realms Campaign Setting (3.0)
Fire Stride - If within a fire, can transport from sufficiently large fire to sufficiently large fire within 400 ft+40ft/CL, can transport oneself 1 time/CL (Sorceror/Wizard 4) (Transmutation) (Telportation) (Forgotten Realms Campaign Setting, pg. 69-70)

Magic of Faerun (3.0)
Gutsnake - Grow snake from stomach and it can attack as a free action as a giant constrictor, if constricting, you may not move more than 5 feet, may use the giant constrictor's ability modifiers for balance and climb in lieu of your own. (Sorceror/Wizard 4) (Transmutation) (Magic of Faerun, pg. 98)
Spell Enhancer - The next spell you cast has +2 to DC (Sorceror/Wizard 4) (Transmutation) (Magic of Faerun, pg. 121-122)

Savage Species (3.0)
Extend Tentacles - Tentacle reach increases by 5 feet, also extends the length of a medusa's snakes by 5ft and gives them the improved grab abillity with the ability to constrict for 1d3+your Str damage on a successful grapple attempt (Cleric 4, Sorceror/Wizard 4) (Transmutation) (Savage Species, pg. 66)
Weapon of Energy - Choose Acid, Cold, Electricity, Fire, or Sonic, the targeted weapon weapon deals an additional 1d6 damage of that type on a hit, and on a critical hit the weapon deals additional damage (1d10 x2, 2d10 x3, 3d10 x4, etc.) (Cleric 4,Sorceror/Wizard 4) (Transmutation) (Savage Species, pg. 72)

Tome and Blood
Polymorph Self - Gain the form of a creature from Diminuitive up to one size larger than yourself as long as its HD does not exceed your own and does not exceed 15, can't change into Elementals, outsiders, or undead unless the subject is already of that type, gain the physical stats (Str, Dex, and Con), natural armor, and natural movement modes and natural attacks and qualities of the form but nothing else, heal as if the subject had rested a day (Sorceror/Wizard 4) (Transmutation) (Tome and Blood, pg. 95)

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #103 on: April 11, 2013, 06:54:59 PM »
Top 10 Arcane Persistable Spells by Level (For Future Handbook)

by Bill Bisco: Eloquent Elf

This is a list of what we somewhat arbitrarily believe are the best Arcane Persistable Spells by Level.  Please suggest any changes or additions.  Thanks!

Work-in-Progress

Level 1
1. Fist of Stone - Gain +6 Enhancement to Str, gain slam attack for 1d6+Str or 1.5 Str.  Can make Slam attack as natural secondary attack (Sorceror/Wizard 1) (Transmutation) [Earth] (Spell Compendium, pg. 94)
2. Shield - Gain +4 Shield to AC that counts against incorporeal touch attacks and negate magic missiles targeted at you (Sorceror/Wizard 1) (Abjuration [Force]) (Player's Handbook, pg. 278)
3. Wings of Swift Flying - Add 30 ft (40 if dragon or dragonblooded) to your fly speed granted by a temporary spell or effect (Sorceror 1) (Evocation) [Force] (Races of the Dragon, pg. 119-120)
4. Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 108)
5. Instant Search - One free action search check/round with +2 Insight bonus (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 124)
6. Bulwark of Reality - Gain +6 Armor Bonus that also applies to incorporeal creatures, must speak own truename (Sorceror/Wizard 1) (Conjuration (Creation [Force])) (Tome of Magic, pg. 256)
7. Expeditious Retreat, Swift - +30 Enhancement to land speed (Bard 1, Sorceror/Wizard 1) (Transmutation) (Complete Adventurer, pg. 149)
8. Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Transmutation) (Spell Compendium, pg. 121)
9. Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Assassin 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 145)
10. Master's Touch - Gain proficiency with a single weapon or shield held in hand (Bard 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 139)

Level 2
1. Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor (Bard 2, Druid 3, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 96)
2. Scimitar of Sand - Sand Scimitar in Hand deals 1d6+1 damage/CL (Max +10), Touch Attack, no Str Damage.  Hit creatures save vs. Fort or are dehydrated (fatigued and nonlethal damage from heat and lack of water is lethal) (Druid 2, Sorceror/Wizard 2) (Evocation) [Earth] (Sandstorm, pg. 120)
3. Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it (Bard 2, Sorceror/Wizard 2) (Illusion (Figment)) (Player's Handbook, pg. 254-255)
4. Suffer the Flesh - Take up to 2 Constitution damage/CL (max 10), for every 2 points of damage taken increase caster level by +1 (max +5) (Sorceror/Wizard 2) (Transmutation) (Magic of Eberron, pg. 103)
5. Wraithstrike - Melee attacks are resolved as melee touch attacks (Assassin 3, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 243)
6. Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Assassin 2,Dungeon Master's Guide, pg. 181) (Hexblade 2, Complete Warrior, pg. 116) ( Wu Jen, Complete Arcane, pg. 92) (Bard 2, Sorceror/Wizard 2) (Transmutation)  (PHB, pg. 197)
7. Cloud of Knives - As free action attack target with flying magic knife within 30 ft, Attack =CL+Ability mod; Damage= 1d6+1/3CL (Max +5) 19-20 Crit; (Cleric 2, Sorceror/Wizard 2) (Conjuration) (Player's Handbook II, pg. 107)
8. Elation - Allies within 80 ft. gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2, Emissary of Barachiel 2, Joy 2, Sorceror/Wizard 3) (Enchantment) (Mind-Affecting) (Book of Exalted Deeds)
9. See Invisibility - See any objects or beings within your range of vision that are invisible and/or ethereal and can distinguish between them and regular creatures (Bard 3, Sorceror/Wizard 2) (Divination) (Player's Handbook, pg. 275)
10. Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2, Sorceror/Wizard 4) (Enchantment) (Charm) [Mind-Affecting] (Spell Compendium, pg. 25)

Level 3
1. Battlemagic Perception - +5 Competence to Spellcraft to identify spells being cast, 5 ranks spellcraft sense the use of any spell within 100 feet and line of sight with spellcraft DC 15+Spell Level, can counter spell as a free action which ends the spell (Cleric 3, Sorceror/Wizard 3) (Divination) (Heroes of Battle, pg. 125)
2. Permeable Form - Become incorporeal and gain all the benefits and disadvantages thereof (Sorceror/Wizard 3) (Transmutation) (Lords of Madness, pg. 129)
3. Avoid Planar Effects - 1 creature/level gains protection from 1 plane (Cleric 2, Druid 2, Sorceror/Wizard 3) (Abjuration) (Spell Compendium, pg. 19)
4. Blink - Blink back and force betweeen the material and ethereal plane.  Gain 50% miss chance against all attacks.  If attacker can see invisible or strike ethereal creatures, chance is 20%, if attacker can both see invisible and strike ethereal creatures, miss chance is 0%.  Strike as an invisible creature (+2 unless target can see invisible), targeted spells against you have a 50% chance to fail unless the attacker can see invisible ethereal creatures.  Your attacks and spells have a 20% chance of affecting the ethereal rather than material plane (wouldn't normally continue to work unless force effect).  Take half damage from area effects in material plane (full in ethereal plane). Move a 3/4 Speed.  Can move through solid spaces in the material plane but for every 5 ft moved, 50% chance of being shunted to the nearest open space taking 1d6 damage/5ft moved. (Bard 3, Sorceror/Wizard 3) (Transmutation) (Player's Handbook, pg. 206)
5. Evard's Menacing Tentacles - Gain 2 10 ft. Reach Tentacle attacks/round  for free action that deal 1d8+Str  Tentacles threaten area and can make 1 attack of opportunity/round (Druid 3, Sorceror/Wizard 3) (Transmutation) (Player's Handbook II, pg. 113)
6. Adoration of the Frightful - Shaken, Frightened, or Panicked creatures are now Friendly (Will negates), Dragonblood: +1 Competence to Diplomacy (Bard 3, Cleric 3, Hexblade 2, Sorceror/Wizard 3) (Enchantment) (Charm) (Dragon Magic, pg. 64)
7. Whispering Sand - Fix your mind on creatures whom you know, have me, or know the name of, if both you and them have at least 1 pound of sand, dust, or ash, you can speak back and forth through the material as long as you are on the same plane (Druid 3, Sorceror/Wizard 3) (Transmutation [Language-Dependent]) (Sandstorm, pg. 128)
8. Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4, Sorceror/Wizard 4) (Enchantment) (Compulsion) [Mind-Affecting] (Dragons of Faerun, pg. 114)
9. Vital Strike - Attacks are sneak attacks even if target is not flat-footed or flanked, do not gain other benefits from effects that improve a sneak attack (such as ability damage from feats, etc.)  (Assassin 3) (Divination) (Complete Mage, pg. 122)
10. Hymm of Praise - +2 Caster level to each Good Divine Spellcaster in 50ft, +4 Sacred bonus to Turn undead for good divine spellcasters and -4 for Evil Divine Spellcasters (Bard 3) (Evocation) [Good, Sonic] (Spell Compendium, pg. 117-118)
11. Infernal Threnody - +2 Caster level to each Evil Divine Spellcaster in 50ft, +4 Profane bonus to Turn undead for evil divine spellcasters and -4 for good Divine Spellcasters (Bard 3) (Evocation) [Evil, Sonic] (Spell Compendium, pg. 122)

Level 4

1. Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4, Sorceror/Wizard 4) (Illusion (Glamer)) (Player's Handbook, pg. 245)
2. Thunderlance - Gain lance of force, retract to 1 or expand to 20 foot reach, deals 3d6 x2, use Int or Cha instead of Str, striking targets with force effects of 3rd level or lower, make a dispel check (Sorceror/Wizard 4) (Evocation) [Force] (Spell Compendium, pg. 220)
3. Mirror Image, Greater - As Mirror Image, but 1 image created every round (Max 8), spell ends if all images destroyed (Bard 4, Beguiler 4, Sorceror/Wizard 4) (Illusion) (Figment) (Player's Handbook II, pg. 120)
4. SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4, Sorceror/Wizard 4) (Transmutation) (Sandstorm, pg. 119)
5. Displacer Form - Assume form of Displacer Beast, Size Large, two tentacle attacks 1d6+Str, have Str18, Dex15, Con16, speed 40, darkvision 60, lowlight vision, can speak and cast spells, natural armor +5, gain displacer beast's displacement (Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 67)
6. Ruin Delver’s Fortune - Gain either Cha as Luck to Fortitude +immune to poison, Cha as Luck to Ref+Evasion, Cha as Luck to Will+Fear immunity, or Temp HP=4d8+Cha, spell can be cast multiple times (Bard 4, Sorceror/Wizard 4) (Transmutation) (Spell Compendium, pg. 178)
7. Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen (Cleric 5, Sorceror/Wizard 4) (Evocation) [Varies] (Spell Compendium, pg. 73)
8. Lingering Chorus (Requires Bardic Music) - Continues any bardic music effect for spell duration (Bard 4) (Illusion) (Figment) (Complete Mage, pg. 110)
9. Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Assassin 4) (Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4) (Abjuration) (Dungeon Master's Guide, pg. 181) (Player's Handbook, pg. 233)
10. Mark of the Enlightened Soul - Spells gain Good Descriptor, spells cast of 3rd or lower deal +50% damage to evil creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Mark of the Enlightened Soul affects; dragonblood subtype end spell to activate Protection from Evil (Cleric 4, Sorceror/Wizard 4) (Transmutation) [Good] (Dragon Magic, pg. 70)
11. Touch of the Blackened Soul - Spells gain Evil Descriptor, spells cast of 3rd or lower deal +50% damage to good creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Touch of the Blackened Soull affects; dragonblood subtype end spell to activate Protection from Good (Cleric 4, Sorceror/Wizard 4) (Transmutation) [Evil] (Dragon Magic, pg. 73)

Level 5

1. Skin of the Steel Dragon - Gain Spell Resistance 10+CL, if Sorceror gain +5 resistance bonus on saves vs. poison (Sorceror/Wizard 5) (Abjuration) (Champions of Valor, pg. 58)
2. Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5, Celerity 8, Sorceror/Wizard 5) (Transmutation) (Spell Compendium, pg. 32)
3. Draconic Polymorph - As polymorph except that you can assume a form up to 20 HD and form has an additional +8 Str and +2 Con (Sorceror/Wizard 5) (Transmutation) (Polymorph) (Draconomicon, pg. 79)
4. Unfettered Heroism - Gain Temporary Action Point each round (Bard 5, Sorceror/Wizard 5) (Transmutation) (Races of Eberron, pg. 190-191)
5. Lord of the Sky - Gain Fly Speed of 40 or 30 with medium or heavy armor, Use swift action to fire 60 ft ranged touch to deal 1 Electric damage/CL (max 20) and reduce Fly speed to 1/2 normal.  Activate Lightning Bolt to End Spell; if dragonblood grant 60 ft. instead or +10 fly speed (Shugenja 5 (air), Sorceror/Wizard 5) (Evocation) (Transmutation) [Electricity] (Dragon Magic, pg. 69-70)
6. Spell Matrix, Lesser - Cast up to a 3rd level spell (that can be quickened) into the Matrix, can cast the spell later as a swift action, take 1d6 damage that cannot be healed by any means while spell active (Sorceror/Wizard 5) (Transmutation) (Spell Compendium, pg. 199)
7. Dimensional Jumper - Teleport 30 feet as a Move Action (Bard 5, Sorceror/Wizard 5) (Conjuration) (Teleportation) (Complete Mage, pg. 102)
8. Fiendform - Take form of any fiendish creature that can be summoned by Summon Monster I-IV,  gain all extraordinary, spell-like, and supernatural abilities, gain outsider type (gain proficiency with all simple and martial weapons, darkvision 60ft, don't need to eat or sleep) (Sorceror/Wizard 5) (Transmutation) (Polymorph) [Evil] (Spell Compendium, pg. 90)
9. Dridershape - Take on the forms and abililities of a drider but without drider spellcasting, but retain your spellcasting. (Sorceror/Wizard 5) (Transmutation) (Polymorph) (Drow of the Underdark, pg. 61)
10. Shard Blessing Aura - Blue-white light shines from your space equal to the lumens of a candle, gain a lesser globe of invulnerability effect (Sorceror/Wizard 5) (Abjuration) (Champions of Valor, pg. 57)

Level 6

1. Eyes of the Oracle - +2 Insight to AC, Reflex; if Dragonblood: Bonuses +3; Can ready Standard action at end of turn, if taken, spell ends (Cleric 6, Sorceror/Wizard 6, Wu Jen 6) (Divination) (Dragon Magic, pg. 66-67)
2. Antimagic Field - All spells, spell-like abilities, supernatural abilities, and magic items cease to function within 10ft radius emanation. (Cleric 8, Magic 6, Protection 6, Sorceror/Wizard 6) (Abjuration) (Player's Handbook, pg. 200)
3. Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5, Sorceror/Wizard 6) (Transmutation) (Spell Compendium, pg. 28)
3. Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, stunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6, Sorceror/Wizard 6) (Transmutation) (Spell Compendium, pg. 207)
4. Nixie’s Grace - Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Transmutation) [Water] (Spell Compendium, pg. 48)
5. Empyreal Ecstasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6, Pleasure 7) (Abjuration) (Book of Exalted Deeds, pg. 98)
6. Aura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons, those with Evasion gain +4 to Ref for Breath (Cleric 5, Sorceror/Wizard 6) (Abjuration) (Spell Compendium, pg. 18)
7. Eye of Stone - Gain an invisible magical sensor that sends you visual information that can move 30 ft/round looking straight ahead or 10ft/round looking up, down, and horizontally, can fit through up to a 1" diameter and can pass wholly through stone (Sorceror/Wizard 6) (Divination) (Scrying) (Races of Stone, pg. 162)
8. Aura of Terror - Whenever you Attack or Charge, creatures within radius with fewer HD than CL must make Will save or become Shaken, extra bonuses if you already have frightful presence (Sorceror/Wizard 6) (Necromancy) [Fear, Mind-Affecting] (Draconomicon, pg. 77)
9. Prismatic Aura - Gain Concealment, any creature striking you with a non-reach melee weapon is subject to one prismatic spray spell effect, once a color has been expended it disappears from the aura, once all 7 colors have been expended the spell ends (Sorceror/Wizard 6) (Abjuration) (Complete Mage, pg. 113)
10. Quickshift (Requires Celestial Component and Teleport Spell-like ability) - Teleport Spell-like ability is quickened (Cleric 6, Sorceror/Wizard 6) (Transmutation) [Good] (Book of Exalted Deeds)
11. Fiendish Quickening (Requires Fiend Component) - Cast Teleport or Teleport without Error spell-like ability is quickened. (Cleric 6, Sorceror/Wizard 6) (Transmutation) (Book of Vile Darkness, pg. 95)

Level 7

1. Arcane Spellsurge - Spells that take 2-10 rounds take 1 less round to cast, 1 full round spells take a standard action, standard action spells take a swift action, doesn't stack with other abilities that reduce casting times (Sorceror/Wizard 7, Wu Jen 7) (Universal) (Dragon Magic, pg. 64)
2. Glorious Master of the Elements - As a standard action can make a ranged touch attack within 60 ft. deal 1d6 energy/2CL (max 10d6), select acid, cold, electric, or fire before attack, gain a cumulative +2 damage bonus for each subsequent attack on the same target for the same spell, dragonblood: use d8 instead (Sorceror/Wizard 7) (Evocation) [Acid, Cold, Electricity, Fire] (Dragon Magic, pg. 67-68)
3. Kiss of Draconic Defiance - An enemy attempting to cast a spell within 40ft radius must make fort save or lose spell, a successful save makes the subject immune for 24 hours, can expend spell to automatically counter a spell of 5th or lower and don't need to lose a slot (Sorceror/Wizard 7) (Abjuration) (Dragon Magic, pg. 69)
4. Animate Breath - If you have a breath weapon, turn breathe into animated Huge Fire Elemental under your command.  (other breath weapons will turn it into another elemental type depending on energy type). (Sorceror/Wizard 7) (Transmutation) (Spell Compendium, pg. 11)
5. Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6, Sorceror/Wizard 7) (Transmutation) (Spell Compendium, pg. 28)
6. Body Outside Body - Create 1 Duplicate/5 CL, has all mundane version of all equipment you posess, completely loyal, has all abilities of yours but cannot cast spells, has 1/4 of your hp.  If slain, you lose 10 hp. (Wu Jen 7) (Conjuration) (Creation) (Complete Arcane)
7. Giant Size - CL1-15 Become Huge, CL16-18 Become Gargantuan, CL19+ become Colossal Size, gain commensurate bonuses and penalties for size (Wu Jen 7) (Transmutation) (Complete Arcane, pg. 109-110)
8. Ghost Trap -  Incorporeal Creatures within 5 ft./CL Emanation become corporeal, and creatures cannot shift to or from the Ethereal Plane (Cleric 6, Sorceror/Wizard 7) (Abjuration) [Ectomancy] (Libris Mortis, pg. 65)
9. Pulse of Hate - 2d6 unholy damage to all enemies within 20ft radius/round at start of your turn (Cleric 7, Sorceror/Wizard 7) (Necromancy) [Evil] (Player's Handbook II, pg. 122)
10. Eye of the Beholder - Gain +2 Circumstance on Spot checks, gain random ray ability (usable by standard action) that either lets you use, Charm Person, Charm Monster, Sleep (no max HD), Flesh to Stone, Disintegrate, Fear, Slow, Inflict Moderate wounds, Finger of Death, or Telekinesis.  Ray has range of 150 ft, DC18 (Sorceror/Wizard 7) (Transmutation) [Evil] (Book of Vile Darkness, pg. 94)

Level 8

1. Mysterious Redirection - Melee Attacks, Ranged attacks, and spells delivered by melee touch cause the attacker to make a will save, failure means 50% chance that attack is redirected to an adjacent target (determined randomly) within reach of the original attacker, if no eligible target is available the attack misses (Sorceror/Wizard 8, Wu Jen 8) (Abjuration) (Complete Mage, pg. 111)
2. Veil of Undeath - Immune to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, effects that require fort save unless they affect objects or are harmless, don't need to eat, sleep, or breathe, Con becomes -, cured by inflict spells and harmed by cure spells (Cleric 8, Sorceror/Wizard 8) (Necromancy) [Evil] (Libris Mortis, pg. 72)
3. Lightning Ring - Elec Res 20, adjacent creatures take 10d6 electric (Ref Half), at start of turn, direct 2 lightning bolts dealing 5d6 electric damage (Ref Half) (Sorceror/Wizard 8) (Evocation) [Electricity] (Spell Compendium, pg. 132)
4. Invisibility, Superior - Invisible to image, scent, and sound, cannot be detected by blindsense, tremorsense, blindsight, other immunities (Sorceror/Wizard 8) (Illusion) (Glamer) (Spell Compendium, pg. 125)
5. Illusion Purge - All 7th level illusions or lower within 5ft emanation/level are negated (Cleric 8, Sorceror/Wizard 8, Truth 7) (Evocation) (Races of Eberron, pg. 187)
6. Minute Form - CL 15-16 Shrink to Tiny, CL17-18 Shrink to Diminutive, CL 19+, shrink to Fine Size.  Gain commensurate bonuses and penalties for small size (Wu Jen 8) (Transmutation) (Complete Arcane, pg. 115)
7. Iron Body - Gain DR 15/Adamantine, Immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect physiology and/or respiration because you have none during this spell, half damage from acid, become slowed if struck by electricity and vulnerable to a rust monster, +6 Enh to Str, -6 Penalty to Dex, speed reduced by half, Arcane Failure 50%, -8 armor check penalty, cannot drink, weigh 10x as much as you do now, can survive the crushing pressure and lack of air from the bottom of the ocean, armed when making unarmed attacks, unarmed attacks deal damage as a club for your size (1d4 small, 1d6 medium, etc.) (Earth 8, Sorceror/Wizard 8) (Transmutation) (Player's Handbook, pg. 245-246)
8. Moment of Prescience - Gain +1 Insight/CL (max 25) on 1 attack, opposed ability, skill check, saving throw, or AC against a single attack, can activate this ability at any time, takes no action, not more than one Moment of Prescience can be active at a time (Luck 8, Sorceror/WIzard 8) (Divination) (Player's Handbook, pg. 255)
9. Surelife - Protect yourself from death against a certain natural cause such as buried under an avalanche or being immersed in oil, if exposed to condition suffer no pain or discomfort (Fortune 8, Guardian 8, Wu Jen 8) (Abjuration) (Oriental Adventures, pg. 115)
10. Necrotic Empowerment - +8 enh to Dex, Int, Wis, +8 Natural Armor, +5 competence to Fort, 100 temp hp (Cleric 8, Sorceror/Wizard 8) (Necromancy) [Evil] (Libris Mortis, pg. 68)

Level 9

1. Invoke Magic - Can cast a single 4th level spell or lower that works even in the area of an anti-magic field, a dead magic area, or a null-magic plane (Sorceror/Wizard 9) (Evocation) (Lords of Madness, pg. 212)
2. Lash of Force - As immediate action can deal 5d6 force damage to a creature you can see (even concealment) within 10 ft, can release spell to send out 30 ft line of force for 15d6 Ref Half, failed save causes prone as well (Sorceror/Wizard 9) (Evocation) [Force] (Complete Mage, pg. 109)
3. Foresight - Receive instantaneous warnings of impending danger to yourself such as knowing in advance a rogue was about to sneak attack you, can never be surprised or flat-footed, Gain +2 Insight to AC and Reflex Saves (Lost if you lose your Dex bonus) (Druid 9, Knowledge 9, Sorceror/Wizard 9) (Divination) (Player's Handbook, pg. 233)
4. Shapechange - Assume the form of any single non-unique creature of any size with HD up to your CL (max 25), gain all extraordinary and supernatural abilities assumed form but lose your own supernatural abilities, and gain the type of the creature in question.  Can change form once/round as a free action.  Gain +10 Disguise. (Animal 9, Druid 9, Sorceror/Wizard 9) (Transmutation) (Player's Handbook, pg. 277-278)
5. Time Stop - Move so fast that time appears to cease to flow for everthing and everyone but you, Other creatures are invulnerable to your spells and attacks and they may not be targeted for the duration of Time Stop, spells with a remaining duration after the timestop proceed normally, you cannot move or harm items held or carried by another creature while time stop is active, cannot enter an anti-magic field while spell is active (Sorceror/Wizard 9, Trickery 9) (Transmutation) (Player's Handbook, pg. 294)
6. Absorption - Absorb 1d4+6 levels of spells targeted at you, can use absorbed spells to cast as many additional spell levels as spells without loss of prepared spells or spells per day (Sorceror/Wizard 9) (Abjuration) (Spell Compendium, pg. 6)
7. Enervating Breath - Creatures that fail their save against your breath weapon take 2d4 negative levels. (Sorceror/Wizard 9) (Necromancy) [Negative] (Spell Compendium, pg. 82)
8. Undermaster - Can use any of the following spells as a Spell-like ability (1 spell/round) requiring a standard action (even if the spell normally requires more than that), : Burrow, Earthquake, Excavate, Flesh to Stone, Meld into Stone, Move Earth, Reverse Gravity, Soften Earth and Stone, Statue, Stone Shape, Stone Sphere, Stone Tell, Stone to Flesh, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone (Druid 9, Sorceror/Wizard 9) (Transmutation) [Earth] (Underdark, pg. 62)
9. Dimensional Jumper, Greater - Teleport 60 feet as a Swift Action (Sorceror/Wizard 9) (Conjuration) (Teleportation) (Complete Mage, pg. 102)
10. Transcend Mortality - Gain DR 30/Epic, SR21+CL, Acid, Cold, Fire, Electricity, and Sonic Resistance 50, Immune to ability damage, disease, energy drain, poison, and death effects, don't need to eat, drink, or breath, +10 enhancement to saving throws, instantly slain and reduced to pile of dust at end of spell, cannot prevent this by any means (Wu Jen 9) (Transmutation) (Complete Mage, pg. 121)

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #104 on: April 11, 2013, 06:56:52 PM »
List of Persistable Divine Spells up to 6th Level

by Bill Bisco: Eloquent Elf

Alright everyone, I'm trying to get a list of all the Divine Persistable Spells up to 6th level for a future Handbook.  If that handbook never gets made, at least this thread will still be useful as a list of information.  I've divided available spells by Class and book since not every game allows every book.  There are still several books missing, but I've gone through the PHB and Spell Compendium, the two big ones, so that's a promising Start.

Please mention any illegal spells that don't belong or any spells that were left out as well as Persistable Divine Spells from other Sources.

Books Checked


Book of Vile Darkness
Book of Exalted Deeds
Cityscape
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Psionic
Complete Scoundrel
Complete Warrior
Deities and Demigods
Draconomicon
Dragon Magic
Drow of the Underdark
EB - Dragonmarked
EB - Explorer's Handbook
EB - Faiths of Eberron
EB - Five Nations
EB - Player's Guide to Eberron
EB - Races of Eberron
EB - Secrets of Xen'Drik
EB - Sharn: City of Towers
Fiendish Codex I
Fiendish Codex II
FR - Dragons of Faerun
FR - Forgotten Realms Campaign Setting
FR - Lost Empires of Faerun
FR - Magic of Faerun
FR - Player's Guide to Faerun
FR- Unapproachable East
Frostburn
Ghostwalk
Heroes of Horror
Libris Mortis
Lords of Madness
Magic of Incarnum
Miniatures Handbook
Oriental Adventures
PHB
Planar Handbook
Player's Handbook II
Races of Destiny
Races of Stone
Races of the Dragon
Races of the Wild
Serpent Kingdoms
Savage Species
Sandstorm
Spell Compendium
Tome of Magic

CLERIC

Cleric 0

Player’s Handbook
Detect Magic
Detect Poison
Read Magic

Complete Champion
Summon Holy Symbol

Ghostwalk (3.0)
Detect Ghost

Cleric 1

Player’s Handbook
Bless
Bane
Comprehend Languages
Detect Alignment
Deathwatch
Divine Favor
Entropic Shield
Obscuring Mist

Complete Adventurer
Grave Strike

Complete Divine
Nimbus of Light

Complete Scoundrel
Healer's Vision

Faiths of Eberron
Detect Manifest Zone

Fiendish Codex I
Exorcism (Pointless)

Frostburn
Detect Fire

Heroes of Horror
Detect Taint

Libris Mortis
Necrotic Awareness

Magic of Incarnum
Detect Incarnum

Races of Destiny
Scholar's Touch

Spell Compendium
Blessed Aim
Grave Strike
Ice Guantlet
Nightshield
Spell Flower

Book of Vile Darkness (3.0)
Sacrificial Skill (Requires lock of hair from an unwilling creature)
Spider Hand
Tongue of Baalzebul

Ghost Walk (3.0)
Spittle Spray

Miniatures Handbook (3.0)
Sign

Savage Species (3.0)
Spell Flower

Dragonlance Campaign Setting
Talons

Cleric 2

Player’s Handbook
Consecrate
Desecrate
Find Traps

Book of Exalted Deeds
Elation

Complete Adventurer
Healing Lorecall

Complete Champion
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment
Interfaith Blessing -  Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped
Lore of the gods (Incorrectly labeled, Questionable RAW)
Master Cavalier
Substitute Domain (Pointless)
Turn Anathema

Complete Scoundrel
Manifestation of the Deity

Dragonmarked
Fortify Dragonmark

Drow of the Underdark
Shadow Shroud

Frostburn
Conjure Ice Object - Make any object made of ice (5 lb/level max 50) (moving parts don't function; must make craft check)
Obscuring Snow - 30 ft Radius Cloud of Snow obscures all vision.  Creatures 5 ft. away give 20% concealment.  Farther away Total Concealment 50% miss chance

Libris Mortis
Blade of Pain and Fear

Lord’s of Madness
Detect Aberration

Planar Handbook
Avoid Planar Effects - 1 creature/level gains protection from 1 plane

Player’s Handbook II
Cloud of Knives

Races of Stone
Stone Fist

Serpent Kingdoms
Razorscales (must be a Scaled One)

Spell Compendium
Aura Against Flame - Resist 10 Fire Damage, Remove Spell to cancel magical fires
Avoid Planar Effects
Balor Nimbus
Body Blades
Extend Tentacles
Healing Lorecall - 5 ranks in heal cast healing spell to remove daze, dazzle, or fatigue.  10 ranks in heal cast healing spell to remove exhausted, nauseated, or sickened.  Can substitute Heal Ranks for Caster level for (healing) spells
Inky Cloud
Shroud of Undeath

Book of Vile Darkness (3.0)
Abyssal Might
Eyes of the Zombie
Spider Legs

Magic of Faerun (3.0)
Aura against Flame  - Resist 10 Fire Damage, Remove Spell to cancel magical fires
Body Blades
Spectral Stag

Miniatures Handbook (3.0)
Veil of Shadow

Savage Species (3.0)
Inky Cloud (only works underwater)

Cleric 3

Player’s Handbook
Invisibility Purge
Meld into Stone
Prayer

Book of Exalted Deeds
Blessed Sight
Inspired Aim

Complete Arcane
Ring of Blades

Complete Champion
Footsteps of the Divine

Complete Divine
Blessed Aim
Telepathic Bond, Lesser
Vigor, Mass Lesser
Visage of the Deity Lesser

Complete Warrior
Cloak of Bravery

Draconomicon
Cloak of Bravery

Dragon Magic
Adoration of the Frightful
Soul of Light (Cancels Soul of Shadow)
Soul of Shadow (Cancels Soul of Light)
Vision of the Omniscient Eye

Fiendish Codex II
Devil’s Eye

Five Nations
Flamebound Symbol (Must be Cleric or Paladin of the Silver Flame

Frostburn
Aura of Cold, Lesser
Meld into Ice

Heroes of Battle
Battlemagic Perception

Planar Handbook
Analyze Touchstone
Anarchic Storm
Axiomatic Storm
Mantle of Chaos
Mantle of Evil
Mantle of Good
Mantle of Law
Unholy Storm

Player’s Handbook II
Chanelled Divine Shield
Divine Retaliation

Sandstorm
Soul of the Waste

Serpent Kingdoms
Handfang

Spell Compendium
Anarchic Storm
Axiomatic Storm
Cloak of Bravery
Corona of Cold
Darkfire
Grace
Holy Storm
Ice Axe
Mantle of  Law, Chaos, Evil, Good
Sonorous Hum
Supress Glyph
Vigor, Mass Lesser
Visage of the Deity Lesser

Book of Vile Darkness (3.0)
Circle of Nausea - 20 ft radius circle around a 2 ft radius prepared circle.  All in area must make fort save or be nauseated (-2 attacks, saving throws, skill checks).  Those who successfully save, must make new saving throws each round.  Nausea lasts spell duration.
Clutch of Orcus
Devil's Eye
Masochism
Sadism

Defender’s of the Faith (3.0)
Divine Flame
Divine Zephyr

Magic of Faerun (3.0)
Darkfire
Forceward
Mace of Odo
Mystic Lash

Miniatures Handbook (3.0)
Ring of Blades

Races of Faerun (3.0)
Burrow

Savage Species (3.0)
Sonorous Hum

Cleric 4

Player’s Handbook
Divine Power
Freedom of Movement
Repel Vermin

Book of Exalted Deeds
Chaav’s Laugh

Complete Arcane
Assay Resistance (works on 1 creature, must be able to see creature at time of casting)

Complete Champion
Aligned Aura (Doesn't work by RAW)
Spiritual Advisor

Complete Divine
Beast Claws
Doomtide
Recitation
Weapon of the Deity

Draconomicon
Contingent Energy Resistance

Dragon Magic
Mark of the Enlightened Soul
Touch of the Blackened Soul

Frostburn
Glacial Globe of Invulnerability

Libris Mortis
Consumptive Field

Lost Empires of Faerun
Aura of the Sun

Planar Handbook
Balor Nimbus
Negative Energy Aura
Planar Exchange, Lesser
Planar Tolerance
Positive Energy Aura

Player's Handbook II
Blessing of the Righteous

Spell Compendium
Assay Spell Resistance
Consumptive Field
Doomtide
Extend Tentacles
Hand of the Faithful
Holy Transformation, Lesser
Infernal Transformation, Lesser
Negative Energy Aura
Positive Energy Aura
Recitation

Tome of Magic
True Prayer of the Chosen

Book of Vile Darkness (3.0)
Abyssal Might
Hell’s Power

Ghostwalk (3.0)
Weapon of the Deity

Magic of Faerun (3.0)
Doomtide
Hand of Torm
Weapon of the Deity

Savage Species (3.0)
Extend Tentacles
Weapon of Energy

Unapproachable East (3.0)
Recitation

Dragonlance Campaign Setting
Spark Shield

Cleric 5

Player’s Handbook
Righteous Might

Book of Exalted Deeds
Crown of Flame

Cityscape
Zone of Peace

Complete Champion
Surge of Fortune (Doesn't work by RAW)

Complete Divine
Dragon Breath
Righteous Wrath of the Faithful
Telepathic Bond, Lesser

Draconomicon
Aura of Evasion

Heroes of Horror
Fire in the Blood

Planar Handbook
Death Throes

Player’s Handbook II
Magical Coalescense
Radiance

Spell Compendium
Aura of Evasion
Crawling Darkness
Death Throes
Doomtide
Dragon Breath
Righteous Wrath of the Faithful

Book of Vile Darkness (3.0)
Resonating Resistance

Defenders of the Faith (3.0)
Bear’s Heart

Magic of Faerun (3.0)
Crawling Darkness

Savage Species (3.0)
Crawling Darkness

Cleric 6

Player’s Handbook
Anti Life Shell

Book of Exalted Deeds
Crown of Brilliance
Quickshift (Requires Celestial Component and Teleport Spell-like ability)

Complete Champion
Spiritual Guardian

Complete Divine
Vigorous Circle
Visage of the Deity

Dragon Magic
Eyes of the Oracle (Questionable RAW)

Dragonmarked
Dragonmark Symbol

Libris Mortis
Ghost Trap

Lost Empires of Faerun
Sun Scepter

Planar Handbook
Planar Exchange

Player's Guide to Faerun
Stone Body

Sandstorm
Symbol of Thirst

Spell Compendium
Cold Snap
Make Manifest, Mass
Stone Body
Vigorous Circle
Visage of the Deity

Book of Vile Darkness (3.0)
Cloud of the Achaierai

Magic of Faerun (3.0)
Azuth's Exalted Triad


DRUID

Druid 0

Player’s Handbook
Detect Magic
Detect Poison
Read Magic

Spell Compendium
Naturewatch

Ghostwalk (3.0)
Detect Ghost

Magic of Faerun (3.0)
Detect Crossroads
Ram's Might

Druid 1

Player’s Handbook
Detect Animals or Plants
Longstrider - +10 Enhancement bonus to Land Speed
Obscuring Mist -     Cloud spreads in 20-ft. radius from you, 20 ft. high
Produce Flame - Gain a flame attack to throw or touch others 1d6+1 CL Max 5, every attack lowers duration by 1 minute
Speak with Animals - Ability to Communicate with Animals

Complete Adventurer
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments
Vine Strike - Vine Strike - Sneak Attack Plant Creatures

Complete Divine
Camouflage - +10 Circumstance Bonus to Hide Checks
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments

Complete Mage
Climbing Tree - Creates a Tree 10 ft/caster level max 50 ft tall, DC 5 to Climb

Complete Scoundrel
Aquatic Escape - Become a toad with the Aquatic Subtype, gain +4 Listen, +4 Spot, +13 Swim
Blockade - Create a Huge block of wood weighing 2000 lbs, hardness 5, 600 hp, completely fills a 5 ft square
Winged Watcher - Become an Owl

Dragon Magic
Path of Frost - Up to 5 Squares gain slippery frost requiring balance checks and dealing damage to those on or adjacent to them

Player's Guide to Faerun
Claws of the Beast

Races of Eberron
Ride of the Valenar - +5 Competence Bonus to Ride Checks or +10 if mount is animal companion
Shifter Prowess (Requires Shifter Component) (Pointless)

Races of the Wild
Raptor's Sight - +5 Competence to Spot Checks, 5 ranks in spot take half ranged penalties for distance

Spell Compendium
Aspect of the Wolf - Transform into a wolf, 13 Str, 15 Dex, 15 Con, 1d6+1 Damage Bite+Trip
Aura Against Flame  - Resist 10 Fire Damage, Remove Spell to cancel magical fires
Beast Claws - Gain 2 Claws for 1d4 Damage Crit 19-20, attack with both
Branch to Branch - Gain +10 Competence to Climb Checks, Brachiate from tree to tree while avoiding movement penalties
Camouflage - +10 Circumstance Bonus to Hide Checks
Claws of the Bear - Gain 2 Claws for 1d8 Damage
Deep Breath - Lungs Constantly Refill with Air, no need to breathe
Detect Snares and Pits -
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments
Ram’s Might - +2 Enhancement to Str, Improved Unarmed Strike effectively
Surefooted Stride - +2 Competence to Climb, Move through Difficult Terrain as if it were normal Terrain
Vine Strike - Sneak Attack Plant Creatures

Book of Vile Darkness (3.0)
Spider Hand - Detatch Hand which turns into spider, caster can see through eyes of spider and direct it

Ghostwalk (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks

Magic of Faerun (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks

Savage Species (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks

Druid 2

Player’s Handbook
Flame Blade - Gain Scimitar of Flame 1d8 Fire +1/2caster levels (max 10)  Touch Attack no Str Damage (Druid 2) (PHB)
Gust of Wind - 60 ft line of wind knocks creatures down (Druid 2) (PHB)
Tree Shape - Turn into Tree. Gain +10 Natural Armor.  Effective Dex 0 and speed 0.  Immunity to Critical hits (Druid 2, Ranger 3) (PHB)

Complete Adventurer
Balancing Lorecall
Branch to Branch - Gain +10 Competence to Climb skill for Trees, Brachiate from tree to tree while avoiding movement penalties
Daggerspell Stance
Easy Trail
Embrace the Wild
Healing Lorecall
Listening Lorecall

Complete Champion
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment) (Blackguard 2, Cleric 2, Druid 2, Paladin 2) (Complete Champion)
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)

Complete Divine
Body of the Sun - Fire Emanates in 5ft radius in body.  Any creature it touches takes 1d4+1 fire damage (Druid 2) (Complete Divine)
Decomposition - All enemies within 50 ft radius take 1 damage/round if wounded (Druid 2) (Complete Divine)

Complete Mage
Heart of Air (Questionable RAW) - Gain +10 Enhancement to Jump Checks, +10 Enhancement to Fly, expend as Feather Fall (Druid 2) (Complete Mage)

Complete Scoundrel
Smoke Stairs - Gain Ability to climb up a single cloud of smoke as if it were stairs (Druid 2) (Complete Scoundrel)

Dragon Magic
Primal Hunter (Pointless - 24 hour base duration) - Gain +5 Competence on Climb, Jump, Swim (Druid 2, Ranger 1)

Frostburn
Conjure Ice Object - Make any object made of ice (5 lb/level max 50) (moving parts don't function; must make craft check) (Cleric 2, Druid 2) (Frostburn)
Obscuring Snow - 30 ft Radius Cloud of Snow obscures all vision.  Creatures 5 ft. away give 20% concealment.  Farther away Total Concealment 50% miss chance (Cleric 2, Druid 2) (Frostburn)

Races of Eberron
Reachwalker's Wariness - 30 ft. Blindsense only toward abberations (Druid 2, Ranger 2) (Races of Eberron)
Wild Instincts - Retain Dex to AC if flatfooted, +10 Insight to Listen and Spot (Druid 2, Ranger 3) (Races of Eberron)

Planar Handbook
Avoid Planar Effects - 1 creature/level gains protection from 1 plane (Cleric 2, Druid 2) (Planar Handbook)

Player’s Handbook II
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)

Sandstorm
Halo of Sand - Twirling Sand grants +1 Deflection AC/3 caster levels (max +4)
Scimitar of Sand - Sand Scimitar in Hand deals 1d6+1 damage/CL (Max +10), Touch Attack, no Str Damage.  Hit creatures save vs. Fort or are dehydrated (fatigued and nonlethal damage from heat and lack of water is lethal)

Serpent Kingdoms
Razorscales (must be a Scaled One) - Nonlethal Damage from grapples is lethal (Cleric 2, Druid 2, Ranger 2) (Serpent Kingdoms)

Spell Compendium
Avoid Planar Effects - 1 creature/level gains protection from 1 plane
Balancing Lorecall - +4 Insight to Balance, 5 Balance Ranks - Balance on Vertical Surfaces and move as if climbing but retain Dex to AC. no penalty to sloped or angled surfaces.  10 Ranks, Balance on liquids, mud, snow, etc. (Druid 2, Ranger 2)
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) starting on caster's turn
Daggerspell Stance - +2 Insight bonus to attack and damage using Full Attack with daggers, gain SR5+CL while fighting defensively with 2 daggers in hand (Druid 2) (Spell Compendium)
Decomposition - All enemies within 50 ft radius take 1 damage/round if wounded (Druid 2) (Spell Compendium)
Easy Trail - Create trail through undergrowth, trackless terrain has a trail now, Track DC +5 (Druid 2, Ranger 1) (Spell Compendium)
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
Healing Lorecall - 5 ranks in heal cast healing spell to remove daze, dazzle, or fatigue.  10 ranks in heal cast healing spell to remove exhausted, nauseated, or sickened.  Can substitute Heal Ranks for Caster level for (healing) spells (Cleric 2, Druid 2, Ranger 1) (Spell Compendium)
Listening Lorecall - +4 Insight to Listen, 5 ranks listen gain 30 ft. Blindsense, 12 ranks listen 15 ft blindsight (Druid 2, Ranger 2) (Spell Compendium)
Master Air - Gain Wings and fly Speed 90 (60 with medium or heavy armor) (Druid 2) (Spell Compendium)
One with the Land - +2 Competence to Handle Animal, Hide, Move Silently, Search, Survival, Wild Empathy (Druid 2, Ranger 2) (Spell Compendium)

Book of Vile Darkness (3.0)
Circle of Nausea - 20 ft radius circle around a 2 ft radius prepared circle.  All in area must make fort save or be nauseated (-2 attacks, saving throws, skill checks).  Those who successfully save, must make new saving throws each round.  Nausea lasts spell duration. (Cleric 3, Druid 2) (Book of Vile Darkness)

Magic of Faerun (3.0)
Easy Trail
Master Air
One with the Land

Druid 3

Player’s Handbook
Meld Into Stone
Speak with Plants

Complete Adventurer
Fly, Swift

Complete Arcane
Thornskin

Complete Divine
Beast Claws
Fire Wings
Vigor, Mass Lesser

Complete Mage
Heart of Water (Questionable RAW)
Unicorn Horn (Questionable RAW)

Dragon Magic
Primal Instinct (Pointless)
Vision of the Omniscient Eye
Wingblast (Questionable RAW)
Wreath of Flames

Frostburn
Aura of Cold, Lesser
Control Temperature
Meld into Ice

Player's Handbook II
Evard's Menacing Tentacles

Races of Eberron
Enhanced Shifting (Requires Shifter Component) (Pointless)

Sandstorm
Soul of the Waste

Spell Compendium
Bite of the Werewolf
Corona of Cold
Fire Wings
Fly, Swift
Forestfold
Lion’s Charge
Primal Form
Quillfire
Snakebite
Thornskin
Treasure Scent

Magic of Faerun (3.0)
Snakebite

Miniatures Handbook (3.0)
Fly, Swift
Lion's Charge

Savage Species (3.0)
Embrace the Wild

Druid 4

Player’s Handbook
Antiplant Shell
Freedom of Movement
Repel Vermin

Book of Exalted Deeds
Blinding Beauty

Complete Adventurer
Forestfold

Complete Champion
Iconic Manifestation (Requires Wildshape)

Complete Divine
Forestfold (by RAW almost useless)

Complete Mage
Heart of Earth (Questionable RAW)

Draconomicon
Contingent Energy Resistance

Dragon Magic
Passage of the Shifting Sands (Questionable RAW)
Primal Senses (Pointless)

Dragons of Faerun
Cone of Euphoria

Planar Handbook
Planar Tolerance

Races of Eberron
Aspect of the Werebeast (Shifter Spell Component)

Sandstorm
Sand Form

Spell Compendium
Bite of the Wereboar
Contingent Energy Resistance
Enhance Wild Shape
Essence of the Raptor
Eye of the Hurricane
Magic Fang, Superior
Planar Tolerance
Wild Runner

Savage Species (3.0)
Forestfold

Druid 5

Player’s Handbook
Tree Stride

Complete Divine
Dance of the Unicorn
Phantom Stag
Poison Thorns

Complete Mage
Heart of Fire (Questionable RAW)
Unicorn Blood (Questionable RAW)

Dragonmarked
Mark of the Wild

Player's Handbook II
Longstrider, Mass
Magical Coalescense
Radiance

Spell Compendium
Anticold Sphere
Bite of the Weretiger
Cold Snap
Dance of the Unicorn
Phantom Stag
Plant Body
Poison Thorns
Sirine’s Grace
Swamp Stride

Druid 6

Player’s Handbook
Antilife Shell
Find the Path
Repel Wood
Stone Tell

Complete Divine
Contagious Touch

Dragon Magic
Primal Speed (Pointless)

Player's Handbook II
Bones of the Earth

Spell Compendium
Aspect of the Earth Hunter
Bite of the Werebear
Blood Sirocco
Vigorous Circle

PALADIN

Paladin 1

Player’s Handbook
Bless
Divine Favor
Read Magic

Complete Adventurer
Grave Strike

Complete Champion
Summon Holy Symbol

Complete Divine
Divine Sacrifice

Dragon Magic
Soul of Order (Cancels Soul of Anarchy)

Faiths of Eberron
Detect Manifest Zone

Fiendish Codex I
Exorcism (Pointless)

Magic of Incarnum
Detect Incarnum

Spell Compendium
Blessed Aim
Clear Mind
Divine Sacrifice
Grave Strike
Know Greatest Enemy
One Mind, Lesser
Rhino’s Rush (by RAW doesn’t work more than 1 round)
Silverbeard
Sticky Saddle
Strategic Charge

Magic of Faerun (3.0)
Silverbeard
Strategic Charge

Paladin 2

Book of Exalted Deeds
Call Mount (Requires Class Spell-like ability to call a mount)

Complete Champion
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment
Master Cavalier
Touch of Restoration (Requires Lay on Hands Ability)
Turn Anathema

Complete Divine
Blessed Aim
Zeal (make your foe an ant in your hand, and while moving, bring your hand slowly closer to yourself)

Complete Warrior
Cloak of Bravery

Draconomicon
Cloak of Bravery

Dragon Magic
Soul of Light (Cancels Soul of Shadow)

Dragonmarked
Fortify Dragonmark

Races of Stone
Stone Fist

Spell Compendium
Cloak of Bravery
One Mind
Strength of Stone
Zeal – Make your chosen foe an ant

Magic of Faerun (3.0)
Strategic Charge

Paladin 3

Player’s Handbook
Prayer

Book of Exalted Deeds
Blessed Sight
Smite Heretic (Requires Smite Evil Class Ability)

Complete Divine
Blessing of Bahaumut

Draconomicon
Find the Gap

Five Nations
Flamebound Symbol (Must be Cleric or Paladin of the Silver Flame

Planar Handbook
Mantle of Good
Mantle of Law

Player's Guide to Faerun
Forceward

Spell Compendium
Blessing of Bahamut
Find the Gap
Hand of the Faithful
Holy Storm
Mantle of Good
Mantle of Law
One Mind, Greater
Righteous Fury
Seek Eternal Rest

Tome of Magic
True Prayer of the Chosen

Magic of Faerun (3.0)
Aura of Glory
Forceward
Righteous Fury

Paladin 4

Book of Exalted Deeds
Aspect of the Deity, Lesser

Complete Champion
Aligned Aura (Doesn't work by RAW)

Complete Divine
Visage of the Deity, Lesser
Weapon of the Deity

Frostburn
Aura of Cold, Lesser

Lost Empires of Faerun
Aura of the Sun

Planar Handbook
Axiomatic Storm

Player's Handbook II
Blessing of the Righteous
Divine Retaliation

Spell Compendium
Righteous Aura
Sacred Haven
Telepathic Aura
Visage of the Deity Lesser

Ghostwalk (3.0)
Unmovable Object
Weapon of the Deity

Magic of Faerun (3.0)
Hand of Torm
Weapon of the Deity


RANGER

Ranger 1

Player’s Handbook
Detect Animals or Plants
Longstrider
Read Magic
Speak with Animals

Complete Adventurer
Accelerated Movement
Arrow Mind
Bloodhound (Pointless)
Branch to Branch - Gain +10 Competence to Climb skill for Trees, Brachiate from tree to tree while avoiding movement penalties
Easy Trail
Embrace the Wild
Guided Shot
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments
Healing Lorecall
Instant Search
Sniper's Shot (Questionable RAW)
Vine Strike - Sneak Attack Plant Creatures

Complete Divine
Camouflage - +10 Circumstance Bonus to Hide Checks
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments

Complete Mage
Climbing Tree

Complete Scoundrel
Blockade

Dragon Magic
Primal Hunter (Pointless - 24 hour base duration) - Gain +5 Competence on Climb, Jump, Swim

Player's Handbook II
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally

Races of Eberron
Ride of the Valenar
Shifter Prowess (Requires Shifter Component) (Pointless)

Races of the Wild
Raptor's Sight

Spell Compendium
Accelerated Movement
Arrow Mind
Aspect of the Wolf - Transform into a wolf, 13 Str, 15 Dex, 15 Con, 1d6+1 Damage Bite+Trip
Bloodhound (Pointless)
Branch to Branch - Gain +10 Competence to Climb skill for Trees, Brachiate from tree to tree while avoiding movement penalties
Camouflage - +10 Circumstance Bonus to Hide Checks
Claws of the Bear - Gain 2 Claws for 1d8 Damage
Deep Breath - Lungs Constantly Refill with Air, no need to breathe
Detect Favored Enemy
Easy Trail - Create trail through undergrowth, trackless terrain has a trail now, Track DC +5
Embrace the Wild
Guided Shot
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments
Healing Lorecall - 5 ranks in heal cast healing spell to remove daze, dazzle, or fatigue.  10 ranks in heal cast healing spell to remove exhausted, nauseated, or sickened.  Can substitute Heal Ranks for Caster level for (healing) spells
Hunter’s Mercy (Doesn’t work by RAW after one round)
Instant Search (Determines how you interpret “This Round” )
Lightfoot
Living Prints
Marked Object (Pointless and Detrimental)
Naturewatch
Ram’s Might - +2 Enhancement to Str, Improved Unarmed Strike effectively
Rhino’s Rush (by RAW doesn’t work more than 1 round)
Sniper’s Shot (by RAW doesn’t work more than 1 turn)
Surefoot
Surefooted Stride
Towering Oak
Vine Strike - Sneak Attack Plant Creatures

Ghost Walk (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks
Hunter's Mercy (By RAW doesn't work more than 1 round later)

Magic of Faerun (3.0)
Branch to Branch - Gain +10 Competence to Climb skill for Trees, Brachiate from tree to tree while avoiding movement penalties
Camouflage - +10 Circumstance Bonus to Hide Checks
Hunter's Mercy (By RAW doesn't work more than 1 round later)
Ram's Might -
Surefoot
Towering Oak

Miniatures Handbook (3.0)
Guided Arrow
Lightfoot

Savage Species (3.0)
Camouflage - +10 Circumstance Bonus to Hide Checks
Ranger 2

Complete Adventurer
Balancing Lorecall
Haste, Swift
Listening Lorecall

Complete Mage
Near Horizon

Dragon Magic
Primal Instinct (Pointless)

Player's Guide to Faerun
Claws of the Beast

Player's Handbook II
Hunter's Eye

Races of Eberron
Reachwalker's Wariness

Sandstorm
Halo of Sand

Serpent Kingdoms
Razorscales (must be a Scaled One)

Spell Compendium
Balancing Lorecall
Haste, Swift
Lion’s Charge
Listening Lorecall - Listening Lorecall - +4 Insight to Listen, 5 ranks listen gain 30 ft. Blindsense, 12 ranks listen 15 ft blindsight
One with the Land - +2 Competence to Handle Animal, Hide, Move Silently, Search, Survival, Wild Empathy
Tremorsense

Ghostwalk (3.0)
Bottomless Hate

Magic of Faerun (3.0)
Claws of the Beast
Easy Trail
One with the Land

Ranger 3

Book of Exalted Deeds
Inspired Aim

Complete Adventurer
Bladestorm
Forestfold

Player’s Handbook
Tree Shape

Complete Divine
Detect Favored Enemy
Forestfold (by RAW almost useless)

Draconomicon
Find the Gap

Dragon Magic
Primal Senses (Pointless)

Races of Eberron
Wild Instincts - Retain Dex to AC if flatfooted, +10 Insight to Listen and Spot

Spell Compendium
Arrow Storm
Blade Storm
Find the Gap
ForestFold
Safe Clearing

Magic of Faerun (3.0)
Living Prints

Savage Species (3.0)
Embrace the Wild
Forestfold

Ranger 4

Book of Exalted Deeds
Blinding Beauty

Complete Adventurer
Arrowstorm

Dragon Magic
Primal Speed (Pointless)

Dragonmarked
Dragonmark

Frostburn
Aura of Cold, Lesser

Player’s Handbook
Freedom of Movement

Planar Handbook
Planar Tolerance

Player's Handbook II
Longstrider, Mass

Races of Eberron
Aspect of the Werebeast (Shifter spell component)

Spell Compendium
Aspect of the Earth Hunter
Snakebite
Swamp Stride
Wild Runner

Magic of Faerun (3.0)
Snakebite

Miniatures Handbook (3.0)
Lion's Charge


ADEPT

Adept 0

Dungeon Master’s Guide
Detect Magic
Read Magic

Adept 1

Dungeon Master’s Guide
Bless
Detect Chaos
Detect Evil
Detect Good
Detect Law

Faiths of Eberron
Detect Manifest Zone

Adept 2

Complete Champion
Interfaith Blessing -  Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped

Dungeon Master’s Guide
See Invisibility

Adept 5

Dungeon Master’s Guide
Commune

BLACKGUARD

Blackguard 1

Complete Divine
Divine Sacrifice

Fiendish Codex I
Demonflesh

Libris Mortis
Blade of Pain and Fear

Magic of Incarnum
Detect Incarnum

Spell Compendium
Blessed Aim
Divine Sacrifice
Strategic Charge

Book of Vile Darkness (3.0)
Demonflesh

Magic of Faerun (3.0)
Strategic Charge

Blackguard 2

Complete Champion
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment
Master Cavalier
Turn Anathema

Complete Divine
Blessed Aim
Zeal (make your foe an ant in your hand, and while moving, bring your hand slowly closer to yourself)

Dragon Magic
Soul of Shadow (Cancels Soul of Light)

Fiendish Codex II
Devil's Eye

Spell Compendium
Veil of Shadow
Zeal

Book of Vile Darkness (3.0)
Devil's Eye

Miniatures Handbook (3.0)
Veil of Shadow

Blackguard 3

Fiendish Codex I
Demon Wings

Libris Mortis
Fangs of the Vampire King

Planar Handbook
Mantle of Evil

Spell Compendium
Fangs of the Vampire King
Mantle of Evil
Unholy Storm

Book of Vile Darkness (3.0)
Abyssal Might (Requires heart of a dwarf child)
Hell's Power (Requires heart of an elf child)
Masochism
Sadism

Blackguard 4

Complete Champion
Aligned Aura (Doesn't work by RAW)

Complete Divine
Visage of the Deity, Lesser
Weapon of the Deity

Dungeon Master’s Guide
Freedom of Movement

Planar Handbook
Unholy Storm

Spell Compendium
Visage of the Deity, Lesser

Ghost Walk (3.0)
Weapon of the Deity

Magic of Faerun (3.0)
Weapon of the Deity


DIVINE BARD

Divine Bard 0

Player’s Handbook
Detect Magic
Read Magic

Spell Compendium
Minor Disguise

Ghostwalk (3.0)
Detect Ghost

Magic of Faerun (3.0)
Detect Crossroads

Divine Bard 1

Player’s Handbook
Comprehend Languages
Detect Secret Doors
Disguise Self
Expeditious Retreat

Complete Adventurer
Accelerated Movement
Expeditious Retreat, Swift
Focusing Chant
Herald's Call
Inspirational Boost (Requires Bardic Music)
Joyful Noise
Master's Touch

Complete Mage
Guided Path
Summon Component
Vigilant Slumber (12 Hour Duration)

Complete Scoundrel
Mimicry

Draconomicon
Cheat

Dragonmarked
Mask Aberrant Dragonmark

Magic of Incarnum
Detect Incarnum

Races of Destiny
Friendly Face
Scholar's Touch

Races of the Dragon
Instant Diversion

Spell Compendium
Accelerated Movement
Appraising Touch
Critical Strike
Expeditious Retreat, Swift
Focusing Chant
Herald’s Call (Unsure if Spell still works the next round)
Improvisation
Inspirational Boost (Pointless)
Invisibility, Swift
Joyful Noise
Serene Visage
Sticky Fingers
Undersong

Book of Vile Darkness (3.0)
Cheat

Magic of Faerun (3.0)
Herald's Call
Minor Disguise

Miniatures Handbook (3.0)
Expeditious Retreat, Swift

Divine Bard 2

Player’s Handbook
Alter Self
Detect Thoughts
Invisibility
Mirror Image

Book of Exalted Deeds
Elation

Complete Adventurer
Bladeweave
Fly, Swift
Invsibility, Swift

Complete Mage
Caterwaul
Magic Savant
Mask of the Ideal
Summon Weapon

Dragon Magic
Soul of Anarchy (Cancels Soul of Order)

Player's Guide to Faerun
Lively Step

Races of Stone
Harmonize

Spell Compendium
Battle Hymm
Bladeweave
Fly, Swift
Lively Step (12 hour Duration)
Reflective Disguise
Sonic Whip
Sonorous Hum
Surefooted Stride
War Cry
Wave of Grief

Magic of Faerun (3.0)
Cloud of Bewilderment

Miniatures Handbook (3.0)
Fly, Swift
Invisibility, Swift

Savage Species (3.0)
Sonorous Hum

Divine Bard 3

Player’s Handbook
Blink
Glibness
Phantom Steed
Tiny Hut

Complete Adventurer
Allegro

Dragon Magic
Adoration of the Frightful
Vision of the Omniscient Eye

Dragons of Faerun
Cone of Euphoria

Planar Handbook
Analyze Portal
Analyze Touchstone

Player's Handbook II
Sonic Shield

Spell Compendium
Allegro
Analyze Portal
Hymm of Praise
Infernal Threnody
Treasure Scent
Wounding Whispers

Forgotten Realms Campaign Setting
Analyze Portal

Book of Vile Darkness (3.0)
Stunning Screech

Magic of Faerun (3.0)
Wounding Whsipers

Divine Bard 4

Player’s Handbook
Detect Scrying (Pointless)
Freedom of Movement
Invisibility, Greater
Zone of Silence

Book of Exalted Deeds
Blinding Beauty
Inspired Aim


Complete Adventurer
Spectral Weapon
War Cry

Complete Mage
Lingering Chorus (Requires Bardic Music)

Player’s Handbook II
Mirror Image, Greater

Races of Stone
Harmonize, Greater

Spell Compendium
Cacophonic Shield
Ethereal Mount
Ray Deflection
Ruin Delver’s Fortunee
Sirine’s Grace
Spectral Weapon
Voice of the Dragon

Ghostwalk (3.0)
War Cry

Magic of Faerun (3.0)
War Cry

Divine Bard 5

Complete Adventurer
Improvisation

Player’s Handbook II
Magical Coalescense

Complete Arcane
Improved Blink

Complete Divine
Improved Blink

Complete Mage
Dimensional Jumper

Complete Scoundrel
Harmonic Void

Draconomicon
Dragonsight

Dragonmarked
Dragonmark Demesne

Races of Eberron
Unfettered Heroism

Spell Compendium
Blink, Greater
Dragonsight
Wail of Doom (Offensive)

FR - Unapproachable East (3.0)
Improved Blink

Divine Bard 6

Player’s Handbook
Find the Path

Book of Exalted Deeds
Empyreal Esctasy

Complete Adventurer
Cacophonic Shield

Frostburn
Snowsong

Spell Compendium
Dirge
Nixie’s Grace

Magic of Faerun (3.0)
Dirge


SHAMAN

Shaman 1

Oriental Adventures (3.0)
Trance

Shaman 2

Oriental Adventures (3.0)
Commune with Lesser Spirit
Know Motivation

Shaman 3

Shaman 4

Oriental Adventures (3.0)
Discern Shapechanger

Shaman 5

Oriental Adventures (3.0)
Commune with Greater Spirit

SHUGENJA

Shugenja 1

Shugenja 2

Complete Champion
Interfaith Blessing -  Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped

Oriental Adventures (3.0)
Commune with Lesser Spirit
Horse's Nose
Know the Shadows

Shugenja 3

Dragon Magic
Wingblast

Oriental Adventures (3.0)
Fire Wings
When Two Become One

Shugenja 4

Shugenja 5

Dragon Magic
Lord of the Sky

Oriental Adventures (3.0)
Commune with Greater Spirit
Dance of the Unicorn
Detect Taint
Fire Breath

SOHEI

Sohei 1

Sohei 2

Sohei 3

Sohei 4

Oriental Adventures (3.0)
Discern Shapechanger

BONE COLLECTOR

Bone Collector 1

Ghost Walk (3.0)
Detect Undead

Bone Collector 2

Ghost Walk (3.0)
Shroud of Undeath


HATHRAN

Hathran 2

Forgotten Realms Campaign Setting (3.0)
Moonblade

Magic of Faerun (3.0)
Flame Dagger

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #105 on: April 11, 2013, 06:58:00 PM »
Top 10 Divine Persistent Spells by Level (For Future Handbook)

by Bill Bisco: Eloquent Elf

Top 10 Divine Persistent Spells by Level

Using the Spells derived from this thread and organized in this other thread.  We will codify a smaller list of what we somewhat arbitrarily believe are the best 10 spells out of every level:

Work-in-Progress

Level 1:
1.Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
2.Divine Favor - +1 Luck to attack and damage/3 CL (max +3) for non-spells (Cleric 1, Paladin 1) (PHB)
3.Blessed Aim - All allies gain +2 morale to ranged (Blackguard 1, Cleric 1, Paladin 1) (Spell Compendium)
4.Divine Sacrifice - Suffer 10 damage for First attack of each round it inflicts 5d6 extra damage, (Blackguard 1, Paladin 1) (Spell Compendium)
5.Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Bard 1) (Spell Compendium)
6.Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Spell Compendium)
7.Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Spell Compendium)
8.Silverbeard - Gain +2 Sacred to AC, +2 Circumstance to Diplomacy with Dwarves
9.Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)
10.Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)

Level 2:
1.Cloud of Knives- As free action attack target with flying magic knife within 30 ft, Attack =CL+Ability mod; Damage= 1d6+1/3CL (Max +5) 19-20 Crit; (Cleric 2) (Player's Handbook II)
2.Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
3.Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype.  Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
4.Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
5.Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
6. Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Bard 2) (PHB)
7.Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2) (Spell Compendium)
8.Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage (Cleric 2) (Spell Compendium)
9.Strength of Stone - +8 Enh. to Str as long as 1 foot touches the ground (no jump, tumble, charge, or run) (Paladin 2) (Spell Compendium)
10.Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
Master Air - Gain Wings and fly Speed 90 (60 with medium or heavy armor) (Druid 2) (Spell Compendium)
11. Hunter's Eye - Gain 1d6 Sneak Attack/3 CL Stacks with current sneak attack (Ranger 2) (Player's Handbook II)

Level 3:
1. Soul of the Waste - Body melds into sand, dust, or loose earth that accomodates all dimensions.  Can cast spells on self and hear the surrounding area but cannot communicate.  Hard to damage (Cleric 3, Druid 3) (Sandstorm)
2. Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
3. Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
4. Hymm of Praise - +2 Caster level to each Good Divine Spellcaster in 50ft, +4 Sacred bonus to Turn undead for good divine spellcasters and -4 for Evil Divine Spellcasters (Bard 3) (Spell Compendium)
5. Infernal Threnody - +2 Caster level to each Evil Divine Spellcaster in 50ft, +4 Profane bonus to Turn undead for evil divine spellcasters and -4 for good Divine Spellcasters (Bard 3) (Spell Compendium)
6. Evard's Menacing Tentacles - Gain 2 10 ft. Reach Tentacle attacks/round  for free action that deal 1d8+Str Tentacles threaten area and can make 1 attack of opportunity/round (Druid 3) (Player's Handbook II)
7. Blink - 50% miss chance, 20% chance for your attacks/spells to fail, 1/2 damage from area attacks, attack as invisible creature, move through solid walls (Bard 3) (PHB)
8. Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4) (Dragons of Faerun)
9. True Prayer of the Chosen - +3 Insight to Saving Throws and AC, must recite Truename(Cleric 4, Paladin 3) (Tome of Magic)
10. Find the Gap - First Melee or Ranged Attack each round is a touch attack (Paladin 3, Ranger 3) (Spell Compendium)
11. Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3) (Dragon Magic)  Gain Blind Fight Feat (Druid 3) (Spell Compendium)
12. Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks (Bard 4, Cleric 3, Ranger 3) (Book of Exalted Deeds)
13. Prayer - Allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes takes a -1 penalty on such rolls. (Cleric 3, Paladin 3) (PHB)
(14). Mystic Lash - Whip makes ranged touch attack for 1d6 electric/3 CL (max 4d6), make fort or be stunned, no Str to Damage but Cha to damage (Initiate of Bane 3) (Player's Guide to Faerun)

Level 4:
1. Divine Power - +6 Enh to Str, BAB=Character Level, 1 Temp HP/CL (Cleric 4) (PHB)
2. Recitation - Allies gain +2 Luck to AC, Attack, and Saving throws (3 if they worship the same deity as you) (Cleric 4) (Spell Compendium)
3. Sacred Haven - Allies gain +2 Sacred to AC, retain Dex to AC when flatfooted, awareness of health of all creatures in radius (Paladin 4) (Spell Compendium)
4. Mark of the Enlightened Soul - Spells gain Good Descriptor, spells cast of 3rd or lower deal +50% damage to evil creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Mark of the Enlightened Soul affects; dragonblood subtype end spell to activate Protection from Evil (Cleric 4) (Dragon Magic)
5. Touch of the Blackened Soul - Spells gain Evil Descriptor, spells cast of 3rd or lower deal +50% damage to good creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Touch of the Blackened Soull affects; dragonblood subtype end spell to activate Protection from Good (Cleric 4) (Dragon Magic)
6. Negative Energy Aura - Living creatures lose 1hp/3CL (max 5) while undead heal 2 hp/round (Cleric 4) (Spell Compendium)
7. Positive Energy Aura - Living creatures heal 1hp/3CL (max 5) while undead lose 2 hp/round (Cleric 4) (Spell Compendium)
8. Blessing of the Righteous - All allies deal 1d6 extra holy damage with attacks, and are considered Good-aligned (Cleric 4, Paladin 4) (Player's Handbook II)
9. Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4) (PHB)
10. Consumptive Field - Creatures with less than 0 hp and fail saving throws grant you 1d8 temp hp, +2 Str, and 1 CL (max 1/2 original CL) (Cleric 4) (Spell Compendium)
11. Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
12. Mirror Image, Greater - As Mirror Image, but 1 image created every round (Max 8), spell ends if all images destroyed (Bard 4) (Player's Handbook II)

Level 5:
1. Righteous Wrath of the Faithful - Allies gain 1 additional attack/round (doesn't stack with haste), +3 Morale to Attack and Damage (Cleric 5) (Spell Compendium)
2. Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5) (Spell Compendium)
3. Lord of the Sky - Gain Fly Speed of 40 or 30 with medium or heavy armor, Use swift action to fire 60 ft ranged touch to deal 1 Electric damage/CL (max 20) and reduce Fly speed to 1/2 normal.  Activate Lightning Bolt to End Spell; if dragonblood grant 60 ft. instead or +10 fly speed (Shugenja 5) (Dragon Magic)
4. Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
5. Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)
6. Surge of Fortune (Doesn't work by RAW) - +2 Luck to Attack, Damage, Saving throws, AC, Skill checks, ability Checks, spell penetration checks; Can expend spell to make next roll a natural 20 if within 1 round of when the spell was first cast (Cleric 5) (Complete Champion)
7. Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen (Cleric 5) (Spell Compendium)
8. Phantom Stag - Conjure large stag with AC 20, 40 HP+5/CL with Anters for +10 1d8+9 damage (doubled on charge), trample for Reflex DC 18, Moves 20 Feet/CL max 300 feet.  Ignores terrain penalties to movement.  CL 12: Air Walk, +2 Deflection CL 14: Fly, +4 Deflection CL 16: Antlers Ghost touch and wounding, +6 Deflection CL: 18 Etherealness, +8 Deflection (Druid 5) (Spell Compendium)
9. Dimensional Jumper - Teleport 30 feet as a Move Action (Bard 5) (Complete Mage)
10. Unfettered Heroism - Gain Temporary Action Point each round (Bard 5) (Races of Eberron)

Level 6:
1. Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
2. Empyreal Esctasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6) (Book of Exalted Deeds)
3. Nixie’s Grace - Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)
4. Spiritual Guardian - Translucent Knight parries attacks giving +6 deflection to AC, or command Knight using Standard action for it to attack 5 ft away Attack=BAB+Wis, Damage=1d8+1/3CL (max +10), or use move action for it to fight on its own using speed 60; use move action to change opponents (Cleric 6) (Complete Champion)
5. Visage of the Deity - +4 Enh. to Charisma, Smite Evil or Smite Good Ability, Darkvision 60, Acid, Cold, Electric Resistance 20 or Fire and Cold Resistance 20, DR 10/Magic, Spell Resistance 20 (Cleric 6) (Spell Compendium)
6. Eyes of the Oracle (Questionable RAW) - +2 Insight to AC, Reflex; if Dragonblood: Bonuses +3; Can ready Standard action at end of turn, if taken, spell ends  (Cleric 6) (Dragon Magic)
7. Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, sunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6) (Spell Compendium)
8. Vigorous Circle - Once creature/2 CL within 30 feet gain Fast Healing 3 (Cleric 6, Druid 6) (Spell Compendium)
9. Symbol of Thirst - Those within 60 ft of Symbol must immediately drink all containers of liquid, when no liquid remains subjects fly into a rage and attack anyone they can (Cleric 6) (Spell Compendium)
10. Make Manifest, Mass - 25 ft emanation on point of space forces everything there to enter caster's plane, and removes ability of creatures to enter other planes (Cleric 6) (Spell Compendium)

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #106 on: April 11, 2013, 07:02:11 PM »
Divine Persistent Spell Categories by Function and Level (For Future Handbook)

by Bill Bisco: Eloquent Elf

Categories Checked

All Druid
All Paladin
All Ranger
All Adept
All Blackguard
All Shugenja
All Bard
All Cleric

Archery

Archery Level 1 Spells
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments (Druid, Ranger) (Spell Compendium, Complete Adventurer, etc.)
Arrow Mind - Threaten with a Bow, make attacks of opportunity with a bow, do not suffer attacks of opportunity for shooting with a bow while threatened (Ranger 1) (Spell Compendium)
Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1) (Spell Compendium)
Hunter’s Mercy (Doesn’t work by RAW after one round) - First hit with a bow is automatically a critical hit (Ranger 1) (Spell Compendium)
Sniper’s Shot (by RAW doesn’t work more than 1 turn) - No distance limit for sneak attacks (Ranger 1) (Spell Compendium)

Archery Level 2 Spells
Near Horizon - No Ranged penalties for weapons (Ranger 2) (Complete Mage)

Archery Level 3 Spells
Arrow Storm - Can make Full attack with bow within a ranged increment to a number of targets=char level (Ranger 3) (Spell Compendium)

Charge

Charge Level 1 Spells
Rhino’s Rush (by RAW doesn’t work more than 1 round) - First charge attack in a round does double damage on a hit (Paladin 1, Ranger 1) (Spell Compendium)
Strategic Charge - Gain Mobility feat if Charging (Blackguard 1, Paladin 1) (Spell Compendium)

Charge Level 2 Spells
War Cry - +4 Morale to Attack and Damage on Charges, on successful hit, foe must make Will Save or become Panicked (Bard 2) (Spell Compendium)

Charge Level 3 Spells
Unicorn Horn (Questionable RAW) - Use Standard action to Gore for 1d8+1.5Str. Double Damage on Charge (Triple if Critical Hit) Expend to enhance attack and damage temporarily (Druid 3) (Complete Mage)
Lion’s Charge - Gain Pounce Ability (Druid 3, Ranger 2) (Spell Compendium)

Combat

Combat Level 1 Spells
Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
Divine Favor - +1 Luck to attack and damage/3 CL (max +3) for non-spells (Cleric 1, Paladin 1) (PHB)
Blessed Aim - All allies gain +2 morale to ranged (Blackguard 1, Cleric 1, Paladin 1) (Spell Compendium)
Divine Sacrifice - Suffer 10 damage for First attack of each round it inflicts 5d6 extra damage, (Blackguard 1, Paladin 1) (Spell Compendium)
Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Bard 1) (Spell Compendium)
Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Spell Compendium)
Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Spell Compendium)

Combat Level 2 Spells
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
Daggerspell Stance - +2 Insight bonus to attack and damage using Full Attack with daggers, gain SR5+CL while fighting defensively with 2 daggers in hand (Druid 2) (Spell Compendium)
Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype.  Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
Stone Fist - Improved Unarmed Strike Effectively, unarmed attack deals 2d6 for medium (Cleric 2, Paladin 2) (Races of Stone)
Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
Bladeweave - 1/round one creature hit by your melee attack must make a Will Save or be dazed 1 round (Bard 2) (Spell Compendium)

Combat Level 3 Spells
Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype.  Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3) (Dragon Magic)
Thornskin - Unarmed Strikes do Lethal Damage +1d6 piercing.  Unarmed strike or natural weapon attackers suffer 5 piercing  (Druid 3) (Spell Compendium)
Prayer - Allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes takes a -1 penalty on such rolls. (Cleric 3, Paladin 3) (PHB)
Smite Heretic (Requires Smite Evil Class Ability) - Using Smite Evil against Evil Divine spellcasters gives +2 Sacred to attack roll and smite does an additional damage per paladin level (Paladin 3) (Book of Exalted Deeds)
Find the Gap - First Melee or Ranged Attack each round is a touch attack (Paladin 3, Ranger 3) (Spell Compendium)
One Mind, Greater - As One Mind, Lesser but while on special mount gain +2 to attacks and +2 to melee damage
Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks (Bard 4, Cleric 3, Ranger 3) (Book of Exalted Deeds)
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)

Combat Level 4 Spells
Magic Fang, Superior - Grant Every Natural Weapon an Enhancement of +1/4 CL Max +5 (Druid 4, Ranger 4) (Spell Compendium)
Aligned Aura (Doesn't work by RAW) - Choose one aspect of alignment, those who share that aspect have a bonus, while those that oppose the aspect have a penalty (Blackguard 4, Cleric 4, Paladin 4) Defensive Combat
Weapon of the Deity - while holding Deity's favored weapon you have proficiency in it, it gains +1 enhancement and aditional enhancement with more CL and gains a special quality depending on the Deity. (Blackguard 4, Cleric 4, Paladin 4) (Complete Divine)
Blessing of the Righteous - All allies deal 1d6 extra holy damage with attacks, and are considered Good-aligned (Cleric 4, Paladin 4) (Player's Handbook II)
Divine Power - +6 Enh to Str, BAB=Character Level, 1 Temp HP/CL (Cleric 4) (PHB)
Mark of the Enlightened Soul - Spells gain Good Descriptor, spells cast of 3rd or lower deal +50% damage to evil creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Mark of the Enlightened Soul affects; dragonblood subtype end spell to activate Protection from Evil (Cleric 4) (Dragon Magic)
Touch of the Blackened Soul - Spells gain Evil Descriptor, spells cast of 3rd or lower deal +50% damage to good creatures, sacrifice 5th-9th level sorceror spell slot to increases level of spells that Touch of the Blackened Soull affects; dragonblood subtype end spell to activate Protection from Good (Cleric 4) (Dragon Magic)

Combat Level 5 Spells
Cold Snap - Lower Temperature within 1 mile radius equal to 5 degrees/CL Max 50 Degrees no lower than -20 degrees.  Cold descriptor spells deal 1 extra damage per die (Cleric 6, Druid 5) (Spell Compendium)
Poison Thorns - As Thornskin but thorns are poisonous for DC 10+Wis+0.5 CL 1d4 Str Damage (Druid 5) (Spell Compendium)
Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)
Chaav's Laugh - Good creatures gain +2 Morale to Attack, saves vs. fear, temp hp=1d8+1/CL (max+20), opposite penalties evil creatures except hp (Cleric 5) (Book of Exalted Deeds)
Surge of Fortune (Doesn't work by RAW) - +2 Luck to Attack, Damage, Saving throws, AC, Skill checks, ability Checks, spell penetration checks; Can expend spell to make next roll a natural 20 if within 1 round of when the spell was first cast (Cleric 5) (Complete Champion)
Righteous Wrath of the Faithful - Allies gain 1 additional attack/round (doesn't stack with haste), +3 Morale to Attack and Damage (Cleric 5) (Spell Compendium)

Combat Level 6 Spells


Communication

Communication Level 1 Spells
Speak with Animals - Ability to Communicate with Animals (Druid 1, Ranger 1) (Player's Handbook)
Read Magic - Gain ability to read magical inscriptions on objects (Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1) (PHB)
Comprehend Languages - You understand all spoken and written languages. (Bard 1, Cleric 1) (PHB)

Communication Level 2 Spells
Speak with Plants - Understand and Communicate with plants (Bard 4, Druid 3, Ranger 2) (PHB)

Communication Level 3 Spells
Speak with Plants - Understand and Communicate with plants (Bard 4, Druid 3, Ranger 2) (PHB)

Communication Level 4 Spells
Speak with Plants - Understand and Communicate with plants (Bard 4, Druid 3, Ranger 2) (PHB)
Telepathic Aura - Gain Telepathic 1-way communication with allies (Paladin 4) (Spell Compendium)

Communication Level 5 Spells

Communication Level 6 Spells
Stone Tell - Gain ability to speak with and understand Stone


Damaging Aura

Damaging Aura Level 1 Spells

Damaging Aura Level 2 Spells
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) starting on caster's turn (Druid 2) (Complete Divine, Spell Compendium)
Decomposition - All enemies within 50 ft radius take 1 damage/round if wounded (Druid 2) (Complete Divine, Spell Compendium)

Damaging Aura Level 3 Spells
Wreath of Flames - At end of turn, adjacent enemies take 1d6 Fire Damage, Melee attacks deal 1d6 extra damage (Druid 3) (Dragon Magic)
Aura of Cold, Lesser - 5 ft. Aura deals 1d6 damage at start of turn (Cleric 3, Druid 3, Paladin 4, Ranger 4) (Frostburn)
Control Temperature - Raise or lower temperature by 1 band/5 CL in 20 ft radius/level (Druid 3) (Frostburn)
Corona of Cold - 10 ft radius deals 1d12 cold damage and -2 penalty to Str and Dex at beginning of turn.  Save negates but must be repeated each round.  Gain Fire Resistance 10 (Cleric 3, Druid 3) (Spell Compendium)
Ring of Blades - Swirling blades extend to each adjacent square from you.  At beginning of turn, all creatures take 1d6+1/CL (max +10) damage (Cleric 3) (Spell Compendium)

Damaging Aura Level 4 Spells
Repel Vermin - Vermin with Hit Dice less than 1/3 CL cannot cross emanation, Vermin with more hit dice can cross with Will save but take 2d6 damage (Bard 4, Cleric 4, Druid 4, Ranger 3) (PHB)
Blinding Beauty - Humanoids within 60 ft that look at you make Fort Save or be blinded.  Supress this as a free action. (Bard 4, Druid 4, Ranger 4) (Book of Exalted Deeds)
Eye of the Hurricane - 40 ft emanation with 10 ft quiet area in center.  Ranged attacks impossible, must make fort save or be knocked back
Aura of the Sun - To cast spells within 10 ft emanation must succeed on CL check DC11+your CL or spell fails, darkness spells of 3rd level or lower are supressed within area, penalties for creatures with bright light take them in the spell radius, undead creatures take 1d6 damage at the end of each of their turns within radius, -4 hide in radius (Cleric 4, Paladin 4) (Lost Empires of Faerun)
Consumptive Field - Creatures with less than 0 hp and fail saving throws grant you 1d8 temp hp, +2 Str, and 1 CL (max 1/2 original CL) (Cleric 4) (Spell Compendium)
Negative Energy Aura - Living creatures lose 1hp/3CL (max 5) while undead heal 2 hp/round (Cleric 4) (Spell Compendium)
Positive Energy Aura - Living creatures heal 1hp/3CL (max 5) while undead lose 2 hp/round (Cleric 4) (Spell Compendium)

Damaging Aura Level 5 Spells
Radiance - 60 ft. Radius Sheds light equal to Daylight Spell, undead in area are dazzled in radius and for 1d6 rounds later, counters or dispels any darkness spell of equal or lower level (Cleric 5, Druid 5) (Player's Handbook II)
Crown of Flame - Evil outsiders, undead, and fey within 10 ft. emanation take 2d6 damage/round (Cleric 5) (Book of Exalted Deeds)

Damaging Aura Level 6 Spells
Blood Sirocco - Wind blows out from you or point in space, creatures knocked down or unable to move forward and take 2 damage on failed save (Druid 6) (Spell Compendium)
Crown of Brilliance - Creatures you engage in melee, make Fort or be blinded 1d4 rounds, creatures with a light weakness make save in emanation area, Undead suffer 1d6 damage/round in emanation (Cleric 6) (Book of Exalted Deeds)

Defensive

Defensive Level 1 Spells
Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
Soul of Order (Cancels Soul of Anarchy) - +2 morale to Will Saves to resist enchantment effects, natural weapons are also lawful aligned.  Damage reduction if soul of light or shadow also present (Paladin 1) (Dragon Magic)
Clear Mind - +4 Sacred Bonus against mind-affecting spells and effects (Paladin 1) (Spell Compendium)
Silverbeard - Gain +2 Sacred to AC, +2 Circumstance to Diplomacy with Dwarves
Demonflesh - Gain +1 Natural Armor/5 CL (Max +4) (Blackguard 1) (Book of Vile Darkness, Fiendish Codex I)
Invisibility, Swift - Become Invisible (Bard 1) (Spell Compendium)
Entropic Shield - Ranged Attacks have 20% Miss chance (Cleric 1) (PHB)
Nightshield - +1 Resistance to saving throws/3 CL (Max +3), magic missiles negated (Cleric 1) (Spell Compendium)

Defensive Level 2 Spells
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
Halo of Sand - Twirling Sand grants +1 Deflection AC/3 caster levels (max +4) (Druid 2, Ranger 2) (Sandstorm)
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Cloak of Bravery - Morale bonus to fear saves = CL (Max +10 (Cleric 3, Paladin 2) (Spell Compendium)
Zeal – +4 Deflection to AC against attacks of opportunity for all foes except chosen foe, can move through enemy spaces as if they were allies if you move closer to your chosen foe (make your foe an ant in your hand, and while moving, bring your hand slowly closer to yourself) (Blackguard 2, Paladin 2) (Spell Compendium)
Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
Veil of Shadow - Gain Concealment (20% miss chance), dispelled if in area of 3rd level or higher light spell (Blackguard 2, Cleric 2) (Spell Compendium)
Invisibility - Become Invisible (Bard 2) (PHB)
Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it (Bard 2) (PHB)
Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2) (Spell Compendium)

Defensive Level 3 Spells
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor.  Gain bite attack for 1d6+1.5 Str.  Gain Blind Fight Feat (Druid 3) (Spell Compendium)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3) (Spell Compendium)
Blessing of Bahaumut - Gain Damage Reduction 10/magic (Paladin 3) (Complete Divine, Spell Compendium)
Hand of the Faithful - Only worshippers or those with holy symbol or a particular deity may pass 10ft emanation on person or point in space, other creatures must make Fort Save or be stunned if they try to enter (Paladin 3, Ranger 3) (Spell Compendium)
Righteous Fury - Gain 5 temp hp/level (max 50) that last 1 hour and +4 Sacred to Strength
True Prayer of the Chosen - +3 Insight to Saving Throws and AC, must recite Truename(Cleric 4, Paladin 3) (Tome of Magic)
Hell's Power (Requires heart of an elf child) - Gain +2 Deflection to AC, Damage Reduction upgrade (Blackguard 3, Cleric 4) (Book of Vile Darkness)
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Blink - 50% miss chance, 20% chance for your attacks/spells to fail, 1/2 damage from area attacks, attack as invisible creature, move through solid walls (Bard 3) (PHB)
Sonic Shield - +4 Deflection, melee attackers suffer 1d8 sonic damage, save vs. Fort or be knocked 5 feet (Bard 3) (Player's Handbook II)
Invisibility Purge - All invisibility negated within 5 ft/CL (Cleric 3) (PHB)
Battlemagic Perception - +5 Competence to Spellcraft to identify spells being cast, 5 ranks spellcraft sense the use of any spell within 100 feet and line of sight with spellcraft DC 15+Spell Level, can counter spell as a free action which ends the spell (Cleric 3) (Heroes of Battle)
Chanelled Divine Shield - Gain Damage Reduction 10/Evil (Cleric 3) (Player's Handbook II)

Defensive Level 4 Spells
Antiplant Shell - Plants within 10 ft Radius cannot attack (Druid 4) (PHB)
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Bard 4, Cleric 4, Druid 4, Ranger 4) (PHB)
Repel Vermin - Vermin with Hit Dice less than 1/3 CL cannot cross emanation, Vermin with more hit dice can cross with Will save but take 2d6 damage (Bard 4, Cleric 4, Druid 4, Ranger 3) (PHB)
Heart of Earth (Questionable RAW) - +8 to resist Bull Rush, Overrun, Trip, 2 Temp HP/CL (Max 30) expend to gain Stoneskin for 1 round/CL (Druid 4) (Complete Mage)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Essence of the Raptor - Speed increases to 60 feet, +8 to Hide, Jump, Listen, Spot, and Survival, Gain Scent (Druid 4) (Spell Compendium)
Eye of the Hurricane - 40 ft emanation with 10 ft quiet area in center.  Ranged attacks impossible, must make fort save or be knocked back
Wild Runner - Become Centaur and gain large Size, Base stats change to Str 18 Dex 14 Con 15, gain speed 50 feet, Darkvision 60 feet, Gain Quadruped benefits (+4 to resist trip attacks, etc.)  (Druid 4, Ranger 4) (Spell Compendium)
Aligned Aura (Doesn't work by RAW) - Choose one aspect of alignment, those who share that aspect have a bonus, while those that oppose the aspect have a penalty (Blackguard 4, Cleric 4, Paladin 4)
Aura of the Sun - To cast spells within 10 ft emanation must succeed on CL check DC11+your CL or spell fails, darkness spells of 3rd level or lower are supressed within area, penalties for creatures with bright light take them in the spell radius, undead creatures take 1d6 damage at the end of each of their turns within radius, -4 hide in radius (Cleric 4, Paladin 4) (Lost Empires of Faerun)
Invisibility, Greater - As Invisibility, but spell doesn't end if you attack (Bard 4) (PHB)
Mirror Image, Greater - As Mirror Image, but 1 image created every round (Max 8), spell ends if all images destroyed (Bard 4) (Player's Handbook II)
Cacophonic Shield - Nonmagic sound does not pass emanation, magic sounds must succeed on caster level check (DC11+caster level), crossing barrier deals 1d6+1 Sonic/CL damage (Max +20) makes Fort save or is deafened, 20% miss chance for missiles through barrier. to cross barrier(Bard 4) (Spell Compendium)
Ray Deflection - All rays directed at you are reflected away (Bard 4) (Spell Compendium)
Ruin Delver’s Fortune - Gain either Cha as Luck to Fortitude +immune to poison, Cha as Luck to Ref+Evasion, Cha as Luck to Will+Fear immunity, or Temp HP=4d8+Cha, spell can be cast multiple times (Bard 4) (Spell Compendium)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Glacial Globe of Invulnerability - 10ft emanation exludes fire spells of level 4 or lower, gain 20% concealment against outside attacks and vice versa (Cleric 4) (Frostburn)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)

Defensive Level 5 Spells
Anticold Sphere - Creatures within 10 ft. are immune to cold damage.  No creature with cold subtype may enter radius. (Druid 5) (Spell Compendium)
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5) (Spell Compendium)
Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)
Surge of Fortune (Doesn't work by RAW) - +2 Luck to Attack, Damage, Saving throws, AC, Skill checks, ability Checks, spell penetration checks; Can expend spell to make next roll a natural 20 if within 1 round of when the spell was first cast (Cleric 5) (Complete Champion)
Aura of Evasion - Creatures within 10 ft emanation gain Evasion to Breath Weapons, those with Evasion gain +4 to Ref for Breath (Cleric 5) (Spell Compendium)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)

Defensive Level 6 Spells
Antilife Shell - All creature types except constructs, elementals, outsiders and undead cannot enter 10 ft radius (Cleric 6, Druid 6) (PHB)
Primal Speed (Pointless) - +5 Resistance bonus to Reflex, +10 Enhancement to speed (Druid 6, Ranger 4) (Dragon Magic)
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
Empyreal Esctasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6) (Book of Exalted Deeds)
Nixie’s Grace - Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)
Spiritual Guardian - Translucent Knight parries attacks giving +6 deflection to AC, or command Knight using Standard action for it to attack 5 ft away Attack=BAB+Wis, Damage=1d8+1/3CL (max +10), or use move action for it to fight on its own using speed 60; use move action to change opponents (Cleric 6) (Complete Champion)
Eyes of the Oracle (Questionable RAW) - +2 Insight to AC, Reflex; if Dragonblood: Bonuses +3; Can ready Standard action at end of turn, if taken, spell ends  (Cleric 6) (Dragon Magic)
Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, sunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6) (Spell Compendium)
Visage of the Deity - +4 Enh. to Charisma, Smite Evil or Smite Good Ability, Darkvision 60, Acid, Cold, Electric Resistance 20 or Fire and Cold Resistance 20, DR 10/Magic, Spell Resistance 20 (Cleric 6) (Spell Compendium)


Gain Feats

Gain Feats Level 1 Spells
Ram’s Might - +2 Enhancement to Str, Improved Unarmed Strike effectively (Druid 1, Ranger 1) (Spell Compendium)
Strategic Charge - Gain Mobility feat if Charging (Blackguard 1, Paladin 1) (Spell Compendium)

Gain Feats Level 2 Spells
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Stone Fist - Improved Unarmed Strike Effectively, unarmed attack deals 2d6 for medium (Cleric 2, Paladin 2) (Races of Stone)

Gain Feats Level 3 Spells
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor.  Gain bite attack for 1d6+1.5 Str.  Gain Blind Fight Feat (Druid 3) (Spell Compendium)

Gain Feats Level 4 Spells
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)

Gain Feats Level 5 Spells
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)

Gain Feats Level 6 Spells
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)

Gain Minions

Gain Minions Level 1 Spells

Gain Minions Level 2 Spells

Gain Minions Level 3 Spells
Phantom Steed - Summon ghost horse with AC 18, 7 HP+1 HP/CL, Speed 20ft/CL (max 240), bonuses with higher CL (Bard 3) (PHB)

Gain Minions Level 4 Spells
Ethereal Mount - Summon 1+ 1 mount/2CL ghost mounts with AC 18, 10 HP+1 HP/CL, Speed 240, bonuses with higher CL (Bard 4) (Spell Compendium)
Planar Exchange, Lesser - Trade places with a Celestial: Brown Bear or Griffon or Fiendish: Dire Ape, Tiger, have complete control over creature; take 2d6 when spell ends or creature dies and return where the creature was (Cleric 4) (Planar Handbook)

Gain Minions Level 5 Spells
Phantom Stag - Conjure large stag with AC 20, 40 HP+5/CL with Anters for +10 1d8+9 damage (doubled on charge), trample for Reflex DC 18, Moves 20 Feet/CL max 300 feet.  Ignores terrain penalties to movement.  CL 12: Air Walk, +2 Deflection CL 14: Fly, +4 Deflection CL 16: Antlers Ghost touch and wounding, +6 Deflection CL: 18 Etherealness, +8 Deflection (Druid 5) (Spell Compendium)

Gain Minions Level 6 Spells
Spiritual Guardian - Translucent Knight parries attacks giving +6 deflection to AC, or command Knight using Standard action for it to attack 5 ft away Attack=BAB+Wis, Damage=1d8+1/3CL (max +10), or use move action for it to fight on its own using speed 60; use move action to change opponents (Cleric 6) (Complete Champion)
Planar Exchange-  Trade places with an Avoral, guardinal, bone devil or babau demon; have complete control over creature but cannot summon other creatures; take 3d6 when spell ends or creature dies and return where the creature was (Cleric 6) (Planar Handbook, Spell Compendium)

Grapple

Grapple Level 1 Spells

Grapple Level 2 Spells
Razorscales (must be a Scaled One) - Nonlethal Damage from grapples is lethal (Cleric 2, Druid 2, Ranger 2) (Serpent Kingdoms)
Soul of Anarchy (Cancels Soul of Order) - +5 Competence to Escape Artist and to resist grapple, natural weapons are chaotic-aligned, Bonus if Soul of Light or Soul of Shadow is active (Bard 2) (Dragon Magic)
Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage (Cleric 2) (Spell Compendium)
Body Blades - Deal 1d6+ 1/CL (Max +5) with a grapple or regular attack. +4 Escape Artist Check to escape from net, rope, grappler, or entangling spell (Cleric 2) (Spell Compendium)

Grapple Level 3 Spells
Thornskin - Unarmed Strikes do Lethal Damage +1d6 piercing.  Unarmed strike or natural weapon attackers suffer 5 piercing  (Druid 3) (Spell Compendium)

Grapple Level 4 Spells

Grapple Level 5 Spells
Poison Thorns - As Thornskin but thorns are poisonous for DC 10+Wis+0.5 CL 1d4 Str Damage (Druid 5) (Spell Compendium)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)


Improve Stats

Improve Stats Level 1 Spells
Ram’s Might - +2 Enhancement to Str, Improved Unarmed Strike effectively (Druid 1, Ranger 1) (Spell Compendium)
Towering Oak - +10 Competence to Intimidate, +2 Enh. to Str (Ranger 1) (Spell Compendium)

Improve Stats Level 2 Spells
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Strength of Stone - +8 Enh. to Str as long as 1 foot touches the ground (no jump, tumble, charge, or run) (Paladin 2) (Spell Compendium)
Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Improve Stats Level 3 Spells
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor.  Gain bite attack for 1d6+1.5 Str.  Gain Blind Fight Feat (Druid 3) (Spell Compendium)
Righteous Fury - Gain 5 temp hp/level (max 50) that last 1 hour and +4 Sacred to Strength (Paladin 3) (Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
Abyssal Might (Requires heart of a dwarf child) - +2 Enh. to Str, Con, Dex, Spell Resistance (Blackguard 3, Cleric 4) (Book of Vile Darkness)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Improve Stats Level 4 Spells
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Righteous Aura - Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount (Paladin 4) (Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Divine Power - +6 Enh to Str, BAB=Character Level, 1 Temp HP/CL (Cleric 4) (PHB)
Consumptive Field - Creatures with less than 0 hp and fail saving throws grant you 1d8 temp hp, +2 Str, and 1 CL (max 1/2 original CL) (Cleric 4) (Spell Compendium)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)
Infernal Transformation, Lesser - Type Changes to Outsider Evil, Baatezu, Lawful, Medium Size, +2 Profane to Str, Con; Darkvision 60; Snaky Beard that can be used as additional attack in Full Attack; 1d8+Str Damage counts as Evil weapon; those hit make Fort Save DC10+Con+0.5CharLevel or get Devils Chills disease; Infernal Language (Cleric 4) (Spell Compendium)

Improve Stats Level 5 Spells
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Righteous Might - x2 height, x8 weight, increase size by 1, +4 Size to Str, +2 Size to Con, +2 Enh to Natural Armor, Dr X/Evil depending on level, weapons increase in size as well (Cleric 5) (PHB)

Improve Stats Level 6 Spells
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
Nixie’s Grace - Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)
Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, sunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6) (Spell Compendium)

Miscellaneous

Miscellaneous Level 0 Spells
Detect Magic - Gain ability to detect Auras (Adept 0, Bard 0, Cleric 0, Druid 0) (DMG, PHB)
Read Magic - Gain ability to read magical inscriptions on objects (Adept 0, Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1) (DMG, PHB)

Miscellaneous Level 1 Spells
Obscuring Mist - Cloud spreads in 20-ft. radius from you, 20 ft. high (Cleric 1, Druid 1) (Player's Handbook)
Climbing Tree - Creates a Tree 10 ft/caster level max 50 ft tall, DC 5 to Climb (Druid 1, Ranger 1) (Complete Mage)
Spider Hand - Detatch Hand which turns into spider, caster can see through eyes of spider and direct it (Cleric 1, Druid 1) (Book of Vile Darkness)
Easy Trail - Create trail through undergrowth, trackless terrain has a trail now, Track DC +5 (Druid 2, Ranger 1) (Complete Adventurer, Spell Compendium)
Summon Holy Symbol - Conjure small wooden holy symbol (Cleric 0, Paladin 1) (Complete Champion)
Detect Manifest Zone - Detect areas where traits of other planes leak into the prime material (Adept 1, Cleric 1, Paladin 1) (Faiths of Eberron)
Detect Incarnum - Detect Presence of Incarnum (Bard 1, Blackguard 1, Cleric 1, Paladin 1)
Know Greatest Enemy - Detect creatures with highest CR (Blackguard 1, Paladin 1) (Spell Compendium)
Sticky Saddle - DC20 to pry rider off saddle, +10 on ride check to stay in saddle, automatically stay in saddle if knocked unconscious (Paladin 1) (Spell Compendium)
Detect Vestige - Detect Presence and Strength of Vestiges within Area Cone (Cleric 1, Paladin 1) (Tome of Magic)
Detect Animals or Plants - Determine if animals or plants are within area cone (Druid 1, Ranger 1) (PHB)
Detect Favored Enemy - Detect favored enemy within 60 feet (Ranger 1) (Spell Compendium)
Instant Search (Depends how you interpret “This Round” ) - One free search check with +2 Insight bonus (Ranger 1) (Spell Compendium)
Living Prints - Ignore penalties to tracking due to rainfall or passage of time as long as tracks are <=30 days (Ranger 1) (Spell Compendium)
Naturewatch - Know state and condition of plants and animals within Cone Emanation (Druid 0, Ranger 1) (Spell Compendium)
Detect Chaos - Detect Presence of Chaos within Cone Emanation (Cleric 1, Adept 1) (PHB, DMG)
Detect Evil - Detect Presence of Evil within Cone Emanation (Cleric 1, Adept 1) (PHB, DMG)
Detect Good - Detect Presence of Good within Cone Emanation (Cleric 1, Adept 1) (PHB, DMG)
Detect Law - Detect Presence of Law within Cone Emanation (Cleric 1, Adept 1) (PHB, DMG)
Detect Secret Doors - Reveals hidden doors within 60 ft. (Bard 1, Cleric 1) (PHB)
Guided Path - Know most direct path to non-hidden location within 1 mile (Bard 1) (Complete Mage)
Summon Component - Summon a spell component not worth more than 1 gp (Bard 1) (Complete Mage)
Vigilant Slumber (12 Hour Duration) - Set a specific condition, and then awake when that condition occurs (Bard 1) (Complete Mage)
Mimicry - Perfectly Mimic sounds, voices, and accents you have previously heard, vocal chords must be capable of such action (Bard 1) (Complete Mage)
Cheat - Reroll once the outcome of a game of chance  if failure occurred (Bard 1) (Draconomicon)
Scholar's Touch - Touch a book and gain Knowledge as if it was completely read (Bard 1, Cleric 1) (Races of Destiny)
Instant Diversion - Create 1+1/4 CL (Max 5) Illusory doubles of yourself.  AC=10+Dex Mod+Size Mod, can only move, withdraw, or run, successful attack destroys a double (Bard 1) (Races of the Dragon)
Herald’s Call (Unsure if Spell still works the next round) - Creatures within radius save vs. Will or be Slowed (Bard 1) (Spell Compendium)
Inspirational Boost (Pointless) - Morale bonus from inspire courage increases by 1 (Bard 1) (Spell Compendium)
Undersong - Make Performance Checks in place of Concentration Checks (Bard 1) (Spell Compendium)
Reflective Disguise - Creatures viewing you perceive you as the same species and gender as themselves (Bard 2) (Spell Compendium)
Deathwatch - Know Condition of creatures within Cone Emanation (Cleric 1) (PHB)
Nimbus of Light - 30 foot light radius spreads out from you, end spell for ranged touch attack dealing 1d8+Current spell rounds (Max CL) (Cleric 1) (Complete Divine)
Healer's Vision - +5 Insight to Heal, Cure spells you cast heal extra 1 Point/Spell Level, +2 Attack and Damage when using Precision Based Attack (Cleric 1) (Complete Scoundrel)
Detect Fire - Detect heat energy from normal fire, fire spells, fire magic items, fire clerics, etc. (Cleric 1) (Frostburn)
Detect Taint - Detect presence of taint in objects and creatures (Cleric 1) (Heroes of Horror)
Necrotic Awareness - Sense Presence of creatures who bear a Necrotic Cyst (Cleric 1) (Libris Mortis)
Spell Flower - Hold 1 touch spell per limb (Cleric 1) (Spell Compendium)

Miscellaneous Level 2 Spells
Smoke Stairs - Gain Ability to climb up a single cloud of smoke as if it were stairs (Druid 2) (Complete Scoundrel)
Conjure Ice Object - Make any object made of ice (5 lb/level max 50) (moving parts don't function; must make craft check) (Cleric 2, Druid 2) (Frostburn)
Easy Trail - Create trail through undergrowth, trackless terrain has a trail now, Track DC +5 (Druid 2, Ranger 1) (Complete Adventurer, Spell Compendium)
Healing Lorecall - 5 ranks in heal cast healing spell to remove daze, dazzle, or fatigue.  10 ranks in heal cast healing spell to remove exhausted, nauseated, or sickened.  Can substitute Heal Ranks for Caster level for (healing) spells (Cleric 2, Druid 2, Ranger 1) (Spell Compendium)
Call Mount (Requires Class Spell-like ability to call a mount) - Call Special mount from class feature even if creature has already been called (Paladin 2) (Book of Exalted Deeds)
Touch of Restoration (Requires Lay on Hands Ability) - Can cure 1 Ability Damage/2 CL but subtracts 1 Effective level for total HP that can be healed for rest of day (Paladin 2) (Complete Champion)
Turn Anathema - Choose one aspect of your alignment and can use turn attempts to turn not rebuke or destroy that aspect (Blackguard 2, Cleric 2, Paladin 2) (Complete Champion)
Soul of Light (Cancels Soul of Shadow) - Healing spells cast by or on you heal 2xlevel spells that heal at least 10 hp the target loses fatigue, bonuses if soul of anarchy or soul of order active (Cleric 3, Paladin 2) (Dragon Magic)
Soul of Shadow (Cancels Soul of Light) - Whenever you cast or are target of an inflict spell you can have it deal 2xlevel damage, if you cast a spell the target also removes fatigue.  Bonus if Soul of Order or Soul of Anarchy is present. (Blackguard 2, Cleric 3) (Dragon Magic)
Detect Thoughts - Detect thoughts of creatures in cone area (Bard 2) (PHB)
Caterwaul (doesn't work more than 1 round by RAW) - Creatures in cone must save or be nauseated, successful save=Sickened (Bard 2) (Complete Mage)
Summon Weapon - Conjure non-magical light weapon of your size (Bard 2) (Complete Mage)
Harmonize - Starting Bardic Music only requires a move action (Bard 2) (Races of Stone)
Sonorous Hum - Next spell cast that requires Concentration is maintained by Sonorous Hum (Bard 2, Cleric 3) (Spell Compendium)
Wave of Grief - Enemies in Cone take -3 to Attacks, Saving throws, Ability Checks, Skill Checks (Bard 2, Blackguard 2, Cleric 2) (Spell Compendium)
Consecrate - +3 Sacred to Turn Undead, Undead -1 Attack, Damage, Saves; no summoned or created undead in the area; double bonuses if altar, shrine, or other permanent structure present (Cleric 2) (PHB)
Desecrate - -3 Profane to Turn Undead, Undead +1 Attack, Damage, Saves; Undead created +1 HP/Die; double bonuses if altar, shrine, or other permanent structure present (Cleric 2) (PHB)
Extend Tentacles - Tentacle reach increases with 5 feet (Cleric 2) (Spell Compendium)
Inky Cloud (only works underwater) - Cloud provides concealment 5 feet away, and total concealment farther away (Cleric 2) (Spell Compendium)
Shroud of Undeath - Undead Consider you Undead, +5 Disguise to apear as undead, inflict spells heal and cure spells hurt, treated as undead with regard to spell effects, attack undead or suffer turn undead and spell ends (Cleric 2) (Spell Compendium)
Eyes of the Zombie - Replace controlled zombie eye with own eye to perceive  through the zombie; take 1d6 damage (Cleric 2) (Book of Vile Darkness)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #107 on: April 11, 2013, 07:02:34 PM »
continued...

Miscellaneous Level 3 Spells
Vision of the Omniscient Eye - +10 Insight to Spot, Immune to dazzling and blindness.  If see invisibility-like spell active, use Faerie Fire at will as swift action on invisible creature within 60 ft.  Gain +1 competence to Spot by knowing spell (Bard 3, Cleric 3, Druid 3) (Dragon Magic)
Treasure Scent - Detect Coin types and gems within 30 feet. (Bard 3, Druid 3) (Spell Compendium)
Blessed Sight - See Evil Auras within 120 feet as Detect evil but no concentration (Cleric 3, Paladin 3) (Book of Exalted Deeds)
Seek Eternal Rest - Turn Undead as a Cleric of your Paladin Level (Paladin 3) (Spell Compendium)
Tiny Hut - Summon 20 foot radius sphere of colored force with controlled temperature that can house 10 med. creatures (Bard 3) (PHB)
Adoration of the Frightful - Shaken, Frightened, or Panicked creatures are now Friendly, Dragonblood: +1 Competence to Diplomacy (Bard 3, Cleric 3) (Dragon Magic)
Analyze Portal - Know whether area contains a portal and gain information about it (Bard 3) (Planar Handbook, Spell Compendium)
Analyze Touchstone - Know if area contains a Planar Touchstone and gain information about it (Bard 3, Cleric 3) (Planar Handbook)
Stunning Screech (Doesn't work by RAW) - All creatures in 30 ft make Fort or be stunned (Bard 3) (Book of Vile Darkness)
Supress Glyph - (Nearly useless, might as well use Dispel Magic) Magic writing such as explosive runes is covered in blue nimbus, can make Dispel Check to Supress Runes (Cleric 3) (Spell Compendium)

Miscellaneous Level 4 Spells
Righteous Aura - Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount (Paladin 4) (Spell Compendium)
Detect Scrying (Pointless) - Immediately know if someone tries to scry on you (Bard 4) (PHB)
Lingering Chorus (Requires Bardic Music) - Continues any bardic music effect for spell duration (Bard 4) (Complete Mage)
Harmonize, Greater - Starting and maintaining concentration for Bardic Music only requires a move action (Bard 4) (Races of Stone)

Miscellaneous Level 5 Spells
Magical Covalescense - Any Creature within 20 ft radius casting a healing spell, heals you 1 hp/level of spell (Bard 5, Cleric 5, Druid 5) (Player's Handbook II)
Radiance - 60 ft. Radius Sheds light equal to Daylight Spell, undead in area are dazzled in radius and for 1d6 rounds later, counters or dispels any darkness spell of equal or lower level (Cleric 5, Druid 5) (Player's Handbook II)
Cold Snap - Lower Temperature within 1 mile radius equal to 5 degrees/CL Max 50 Degrees no lower than -20 degrees.  Cold descriptor spells deal 1 extra damage per die (Cleric 6, Druid 5) (Spell Compendium)
Commune - Contact Agents of Deity and ask 1 quest/CL and receive yes or no answers (sometimes receive 5 word answers) (Adept 5, Cleric 5) (DMG, PHB)
Lord of the Sky - Gain Fly Speed of 40 or 30 with medium or heavy armor, Use swift action to fire 60 ft ranged touch to deal 1 Electric damage/CL (max 20) and reduce Fly speed to 1/2 normal.  Activate Lightning Bolt to End Spell; if dragonblood grant 60 ft. instead or +10 fly speed (Shugenja 5) (Dragon Magic)
Harmonic Void - Casters of Verbal Spells within 60 ft emanation must succeed on DC20+Spell Level Concentration check or lose spell (Bard 5) (Complete Scoundrel)
Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5) (Spell Compendium)
Wail of Doom (Offensive) - Those in area take 1d4/CL (Max 15d4) and panicked for Duration, Save to Halve damage and reduce effect to shaken (Bard 5) (Spell Compendium)
Zone of Peace - Everyone in 10ft/level emanation must make Will save or weapons cannot be unsheathed (Cleric 5) (Cityscape)
Death Throes - Upon death, body explodes in 30 ft radius burst dealing 1d8/CL (Cleric 5) (Spell Compendium)
Unfettered Heroism - Gain Temporary Action Point each round (Bard 5) (Races of Eberron)

Miscellaneous Level 6 Spells
Find the Path - Find the most direct physical route to a destination (Bard 6, Cleric 6, Druid 6) (PHB)
Repel Wood - Line-shaped Emanation repels wood away (Druid 6) (PHB)
Bones of the Earth - Gain ability to conjure rock pillars from the ground which fill a 5 ft square and rise to 20 feet high, can conjure under other creatures those who hit ceiling take 4d6 damage, those who don't risk falling off and taking 2d6 damage (Druid 6) (Player's Handbook II)
Quickshift (Requires Celestial Component and Teleport Spell-like ability) - Teleport Spell-like ability is quickened (Cleric 6) (Book of Exalted Deeds)
Cloud of the Achaierai - Creatures in spread other than caster take 2d6 damage and must make Fort save or be confused (Cleric 6) (Book of Vile Darkness)


Movement

Movement Level 1 Spells
Branch to Branch - Gain +10 Competence to Climb Checks, Brachiate from tree to tree while avoiding movement penalties (Druid 1, Ranger 1) (Spell Compendium, Complete Adventurer, etc.)
Longstrider - +10 Enhancement bonus to Land Speed (Druid 1, Ranger 1) (Player's Handbook)
Surefooted Stride - +2 Competence to Climb, Move through Difficult Terrain as if it were normal Terrain
Accelerated Movement - Move normal speed when using Balance, Climb, Hide, Move Silently, Tumble without penalty (Bard 1, Ranger 1) (Spell Compendium)
Lightfoot - Provoke no attacks of opportunity while moving (Ranger 1) (Spell Compendium)
Surefoot - +10 Competence to Balance, Climb, Jump, Tumble; do not lose Dex to AC when balancing or climbing (Ranger 1) (Spell Compendium)
Expeditious Retreat - +30 Enhancement to land speed (Bard 1) (PHB)
Accelerated Movement - Move normal speed when using Balance, Climb, Hide, Move Silently, Tumble without penalty
Expeditious Retreat, Swift - +30 Enhancement to land speed (Bard 1) (Spell Compendium)

Movement Level 2 Spells
Heart of Air (Questionable RAW) - Gain +10 Enhancement to Jump Checks, +10 Enhancement to Fly, expend as Feather Fall (Druid 2) (Complete Mage)
Balancing Lorecall - +4 Insight to Balance, 5 Balance Ranks - Balance on Vertical Surfaces and move as if climbing but retain Dex to AC. no penalty to sloped or angled surfaces.  10 Ranks, Balance on liquids, mud, snow, etc. (Druid 2, Ranger 2)
Master Air - Gain Wings and fly Speed 90 (60 with medium or heavy armor) (Druid 2) (Spell Compendium)
Zeal – +4 Deflection to AC against attacks of opportunity for all foes except chosen foe, can move through enemy spaces as if they were allies if you move closer to your chosen foe (make your foe an ant in your hand, and while moving, bring your hand slowly closer to yourself) (Blackguard 2, Paladin 2) (Spell Compendium)
Haste, Swift - Gain Extra attack on Full attack, +1 Attack, +1 Dodge to AC, +1 Reflex Saves, +30 Enhancement to Speed (Ranger 2) (Spell Compendium)
Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
Lively Step (12 hour Duration) - Allies within 30 feet emanation move +10 feet, if any creature does something other than move, spell ends (Bard 2) (Spell Compendium)
Spider Legs - Grow 4 spider legs from torso that can move at 30 feet, climb on vertical surfaces with speed of 15 feet (Cleric 2) (Book of Vile Darkness)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Movement Level 3 Spells
Heart of Water (Questionable RAW) - Gain Swim speed equal to land speed, +8 Racial to Swim, Breathe Water, +5 Enhancement to Escape Artist. Expend to gain Freedom of Movement (Druid 3) (Complete Mage)
Wingblast (Questionable RAW) - Gain Dragon Wings for 60 ft. Flight. End spell by tranforming wings into wind or fog (Druid 3, Shugenja 3) (Dragon Magic)
Fire Wings - Transform Arms into fire wings.  Fly speed of 60 ft or 40 ft in medium or heavy armor.  If not flying gain 2 natural attacks for 2d6 fire damage (Druid 3) (Spell Compendium)
Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor ( Bard 2, Druid 3) (Spell Compendium)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3) (Spell Compendium)
Demon Wings - Gain Balike wings that move at normal landspeed (Blackguard 3) (Book of Vile Darkness, Fiendish Codex II)
Allegro - All Allies gain 30ft Enhancement to Landspeed (Bard 3) (Spell Compendium)
Footsteps of the Divine - Gain Fly, Climb, Burrow, or increased speed according to chart (Cleric 3) (Complete Champion)
Grace - Silver Illumination out to 60 feet, -20 Circumstance to Hide, +2 Sacred to Dexterity, +10 Land speed, weapons considered Good-aligned (Bard 2, Cleric 3) (Spell Compendium)

Movement Level 4 Spells
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Bard 4, Cleric 4, Druid 4, Ranger 4) (PHB)
Passage of the Shifting Sands (Questionable RAW) - Gain form as Cloud of Sand with Fly 40 ft, else treat as gaseous form.  End turn in creatures space Fort Save or be blinded. Expend to activate gust of wind (Druid 4) (Dragon Magic)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Wild Runner - Become Centaur and gain large Size, Base stats change to Str 18 Dex 14 Con 15, gain speed 50 feet, Darkvision 60 feet, Gain Quadruped benefits (+4 to resist trip attacks, etc.)  (Druid 4, Ranger 4) (Spell Compendium)
Tree Stride - Move into a Tree and gain ability to transport from tree to tree of same kind.  Spell ends if tree exited (Druid 5, Ranger 4) (PHB)
Longstrider, Mass - +10 Enhancement Bonus to Foot Speed within 60 ft. Radius (Druid 5, Ranger 4) (Player's Handbook II)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)

Movement Level 5 Spells
Tree Stride - Move into a Tree and gain ability to transport from tree to tree of same kind.  Spell ends if tree exited (Druid 5, Ranger 4) (PHB)
Heart of Fire (Questionable RAW) - +10 Enhancement to Land Speed, Fire Resistance 20, Expend to activate Fire Shield for 1 round/CL (Druid 5) (Complete Mage)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Swamp Stride - As tree stride except teleport from Pool of water to pool of water, each jump has a maximum of 500 feet (Druid 5, Ranger 4) (Spell Compendium)
Blink, Greater - As blink but no risk of missing on own attacks, can ready action to completely negate attack (Bard 5) (Spell Compendium)
Dimensional Jumper - Teleport 30 feet as a Move Action (Bard 5) (Complete Mage)

Movement Level 6 Spells
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Nixie’s Grace - Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)

New Attack Forms

New Attack Forms Level 1 Spells
Beast Claws - Gain 2 Claws for 1d4 Damage Crit 19-20, attack with both (Druid 1) (Spell Compendium)
Claws of the Bear - Gain 2 Claws for 1d8 Damage (Druid 1, Ranger) (Spell Compendium)
Produce Flame - Gain a flame attack to throw or touch others 1d6+1 CL Max 5, every attack lowers duration by 1 minute (Druid 1) (Player's Handbook)
Blade of Pain and Fear - Gain weapon that deals 1d6+1/2 CL (max +10) touch attack, no Str damage, Will save or become frightened (Blackguard 1, Cleric 2) (Libris Mortis)
Ice Gauntlet - Fist becomes +1 spiked gauntlet that deals additional 1d4 cold damage (Cleric 1) (Spell Compendium)

New Attack Forms Level 2 Spells
Flame Blade - Gain Flame Scimitar 1d8 Fire +1/2caster levels (max 10) Touch Attack no Str Damage (Druid 2) (PHB)
Bite of the Wererat - +6 enh. to Dex, +2 En. to Con, +3 En. to Natural Armor, Bite attack for 1d4*1.5 Str, Weapon Finesse feat (Druid 2) (Spell Compendium)
Blade of Pain and Fear - Gain weapon that deals 1d6+1/2 CL (max +10) touch attack, no Str damage, Will save or become frightened (Blackguard 1, Cleric 2) (Libris Mortis)
Sonic Whip - Create Sonic whip and you gain proficiency with it, free action to make regular animals at bay unless they save vs. Will, strike animals for them to become frightened, use whip as normal whip to attack (Bard 2) (Spell Compendium)
Manifestation of the Deity - Illusion of Deity overlaid with form, enemies who see it must make Will save or be shaken 1 round (Cleric 2) (Complete Scoundrel)
Cloud of Knives- As free action attack target with flying magic knife within 30 ft, Attack =CL+Ability mod; Damage= 1d6+1/3CL (Max +5) 19-20 Crit; (Cleric 2) (Player's Handbook II)

New Attack Forms Level 3 Spells
Unicorn Horn (Questionable RAW) - Use Standard action to Gore for 1d8+1.5Str. Double Damage on Charge (Triple if Critical Hit) Expend to enhance attack and damage temporarily
Evard's Menacing Tentacles - Gain 2 10 ft. Reach Tentacle attacks/round  for free action that deal 1d8+Str  Tentacles threaten area and can make 1 attack of opportunity/round (Druid 3) (Player's Handbook II)
Bite of the Werewolf - +2 Enh. to Str, +4 Enh. to Dex, Con, natural armor.  Gain bite attack for 1d6+1.5 Str.  Gain Blind Fight Feat (Druid 3) (Spell Compendium)
Fire Wings - Transform Arms into fire wings.  Fly speed of 60 ft or 40 ft in medium or heavy armor.  If not flying gain 2 natural attacks for 2d6 fire damage (Druid 3) (Spell Compendium)
Quillfire - Gain Quills for melee or ranged attacks (10 ft. thrown) 1d8 damage.  Poison DC = Spell DC Deals 1d6 Str Damage (Druid 3) (Spell Compendium)
Snakebite - Transform arm into snake, it deals 1d3+Str +Fort save or suffer 2 Con Damage (Druid 3, Ranger 4) (Spell Compendium)
Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4) (Dragons of Faerun)
Arrow Storm - Can make Full attack with bow within a ranged increment to a number of targets=char level (Ranger 3) (Spell Compendium)
Blade Storm - Use Full Attack to make one attack with each held melee weapon against every foe within reach (Ranger 3) (Spell Compendium)
Fangs of the Vampire King - Gain bite natural attack for 1d6+Str+1 Con Damage (Blackguard 3) (Spell Compendium)
Darkfire - Touch or Ranged touch (120 Feet) attack for 1d6 Fire/2CL (Max 5d6) (Cleric 3) (Spell Compendium)
Ice Axe - Use Ice axe for Touch attack dealing 2d12+1 Cold/2 CL (max +10) no Str to Damage (Cleric 3) (Spell Compendium)

New Attack Forms Level 4 Spells
Passage of the Shifting Sands (Questionable RAW) - (Druid 4) (Dragon Magic) - Gain form as Cloud of Sand with Fly 40 ft, else treat as gaseous form.  End turn in creatures space Fort Save or be blinded. Expend to activate gust of wind (Druid 4) (Dragon Magic)
Cone of Euphoria - As standard action breathe a cone that causes euphoria, make Will Save or become dazed for 1d6 rounds (wait 1d4 rounds between uses) (Bard 3, Druid 4) (Dragons of Faerun)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Bite of the Wereboar - +4 Enh Str, +6 Enh. Con, +8 Enh. Natural Armor, Bite for 1d8+1.5Str, Blind-Fight feat (Druid 4) (Spell Compendium)
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Righteous Aura - Glow as if daylight had been cast, +4 Sacred to Charisma, upon death explode into 20 ft. radius burst that does 2d6 damage/CL (max 20d6) to all evil creatures but heal all good creatures the same amount (Paladin 4) (Spell Compendium)
Cacophonic Shield - Nonmagic sound does not pass emanation, magic sounds must succeed on caster level check (DC11+caster level), crossing barrier deals 1d6+1 Sonic/CL damage (Max +20) makes Fort save or is deafened, 20% miss chance for missiles through barrier. to cross barrier(Bard 4) (Spell Compendium)
Spectral Weapon - Shadow weapon deals normal damage but as touch attacks, Will Save or enemy suffers 1/2 damage (Bard 4) (Spell Compendium)
Infernal Transformation, Lesser - Type Changes to Outsider Evil, Baatezu, Lawful, Medium Size, +2 Profane to Str, Con; Darkvision 60; Snaky Beard that can be used as additional attack in Full Attack; 1d8+Str Damage counts as Evil weapon; those hit make Fort Save DC10+Con+0.5CharLevel or get Devils Chills disease; Infernal Language (Cleric 4) (Spell Compendium)

New Attack Forms Level 5 Spells
Bite of the Weretiger - +12 Enh to Str +4 Enh. to Dex, +6 Enh. to Con, +5 Enh. to Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d6+0.5 Str, Multiattack, Blind-Fight, Power Attack (Druid 5) (Spell Compendium)
Lord of the Sky - Gain Fly Speed of 40 or 30 with medium or heavy armor, Use swift action to fire 60 ft ranged touch to deal 1 Electric damage/CL (max 20) and reduce Fly speed to 1/2 normal.  Activate Lightning Bolt to End Spell; if dragonblood grant 60 ft. instead or +10 fly speed (Shugenja 5) (Dragon Magic)
Dragon Breath - Gain Breath Attack, usable every 1d4 rounds, with damage and area depending on dragon type chosen (Cleric 5) (Spell Compendium)

New Attack Forms Level 6 Spells
Bones of the Earth - Gain ability to conjure rock pillars from the ground which fill a 5 ft square and rise to 20 feet high, can conjure under other creatures those who hit ceiling take 4d6 damage, those who don't risk falling off and taking 2d6 damage (Druid 6) (Player's Handbook II)
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Bite of the Werebear - +16 Enh Str, +2 Enh Dex, +8 Enh Con, +7 Enh Natural Armor, Gain 2 Claws and Bite for 1d8+Str and 2d8+0.5 Str for bite, Gain Multiattack, Blind-Fight, Power Attack (Druid 6) (Spell Compendium)
Spiritual Guardian - Translucent Knight parries attacks giving +6 deflection to AC, or command Knight using Standard action for it to attack 5 ft away Attack=BAB+Wis, Damage=1d8+1/3CL (max +10), or use move action for it to fight on its own using speed 60; use move action to change opponents (Cleric 6) (Complete Champion)
Sun Scepter - Gain Scepter that deals 2d6 bludgenoing and is Axiomatic, Disruption, Flaming Burst, strike as if touch attack (Cleric 6) (Lost Empires of Faerun)
Visage of the Deity - Smite Evil or Smite Good Ability, Darkvision 60, Acid, Cold, Electric Resistance 20 or Fire and Cold Resistance 20, DR 10/Magic, Spell Resistance 20 (Cleric 6) (Spell Compendium)


Overcome Weakness

Overcome Weakness Level 1 Spells
Deep Breath - Lungs Constantly Refill with Air, no need to breathe (Druid 1, Ranger 1) (Spell Compendium)
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
One Mind, Lesser - When mounted on Special Mount gain +4 Insight to Listen, Spot, Scent (Paladin 1) (Spell Compendium)
Joyful Noise - 10 ft. radius emanation negates silence in area (Bard 1) (Spell Compendium)

Overcome Weakness Level 2 Spells
Reachwalker's Wariness - 30 ft. Blindsense only toward abberations (Druid 2, Ranger 2) (Races of Eberron)
Wild Instincts - Retain Dex to AC if flatfooted, +10 Insight to Listen and Spot (Druid 2, Ranger 3) (Races of Eberron)
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
Listening Lorecall - +4 Insight to Listen, 5 ranks listen gain 30 ft. Blindsense, 12 ranks listen 15 ft blindsight (Druid 2, Ranger 2) (Spell Compendium)
Tremorsense - Automatically Pinpoint location of creature or object on the ground within 30 feet (Ranger 2) (Spell Compendium)
See Invisibility - See Invisible and Ethereal Creatures and Objects (Adept 2, Bard 3) (DMG, PHB)
Devil's Eye - Gain Darkvision and ability to see in Magical Darkness up to 30 Feet (Blackguard 2, Cleric 2) (Book of Vile Darkness, Fiendish Codex II)
Shadow Shroud - No penalties from light blindness or light vulnerability, +5 Competence to hide checks in darkness or shadow, effect surpressed in areas with a light spell of level 3 or higher (Cleric 2) (Drow of the Underdark)

Overcome Weakness Level 3 Spells
Heart of Water (Questionable RAW) - Gain Swim speed equal to land speed, +8 Racial to Swim, Breathe Water, +5 Enhancement to Escape Artist. Expend to gain Freedom of Movement (Druid 3) (Complete Mage)
Vision of the Omniscient Eye - +10 Insight to Spot, Immune to dazzling and blindness.  If see invisibility-like spell active, use Faerie Fire at will as swift action on invisible creature within 60 ft.  Gain +1 competence to Spot by knowing spell (Bard 3, Cleric 3, Druid 3) (Dragon Magic)
Primal Senses (Pointless) - Gain Low Light Vision +5 Competence to Listen, Spot.  With Dragonblood gain Blindsense 10 ft.  With other Primal spell active gain Uncanny Dodge (Druid 4, Ranger 3) (Dragon Magic)
See Invisibility - See Invisible and Ethereal Creatures and Objects (Adept 2, Bard 3) (DMG, PHB)

Overcome Weakness Level 4 Spells
Freedom of Movement - Move normally through under paralysis, solid fog, web, etc., auto-succeed grapple checks to escape, attack normally in water (Bard 4, Cleric 4, Druid 4, Ranger 4) (PHB)
Primal Senses (Pointless) - Gain Low Light Vision +5 Competence to Listen, Spot.  With Dragonblood gain Blindsense 10 ft.  With other Primal spell active gain Uncanny Dodge (Druid 4, Ranger 3) (Dragon Magic)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Essence of the Raptor - Speed increases to 60 feet, +8 to Hide, Jump, Listen, Spot, and Survival, Gain Scent (Druid 4) (Spell Compendium)
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Ruin Delver’s Fortune - Gain either Cha as Luck to Fortitude +immune to poison, Cha as Luck to Ref+Evasion, Cha as Luck to Will+Fear immunity, or Temp HP=4d8+Cha, spell can be cast multiple times (Bard 4) (Spell Compendium)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)

Overcome Weakness Level 5 Spells
Unicorn Blood (Questionable RAW) - Immunity to Poison, Compulsion and Charm spells and effects, use swift action to gain Temp HP and end previous immunities (Druid 5) (Complete Mage)
Dance of the Unicorn - Swirling mist in emanation removes smoke, dust, inhaled poison, everyone gains +4 against Magical Gas effects (Druid 5)
Plant Body - Gain Plant Type, Immune to Critical Hits, Mind-Affects spells and abilities, Sleep, Paralysis, Stunning, Polymorphing (Druid 5) (Spell Compendium)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Dragonsight - See 4x as well in low-light conditions, 2x as well in normal light, darkvision up to 10 feet/CL, Blindsense 5 ft/CL, half the penalties for distance for Spot Checks (Bard 5) (Spell Compendium)

Overcome Weakness Level 6 Spells
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)
Empyreal Esctasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6) (Book of Exalted Deeds)
Nixie’s Grace - Swim Speed 30, Breathe underwater, DR 5/Cold Iron, +6 Enh to Dex, +2 Enh to Wisdom, +8 Enh to Cha (Bard 6) (Spell Compendium)
Stone Body - DR 10/Adamantine, Immune to Blindness, critical hits, ability damage, deafness, disease, drowning, poison, sunning, and spells or attacks that affect physiology or respiration, +4 Enh to Str, -4 penalty to Dex, Speed halved (Cleric 6) (Spell Compendium)


Party Helper

Party Helper Level 1 Spells
Bless - Each ally gains +1 morale to attack +1 morale to Fear saves (Cleric 1, Paladin 1) (PHB)
Blessed Aim - All allies gain +2 morale to ranged (Blackguard 1, Cleric 1, Paladin 1) (Spell Compendium)
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)

Party Helper Level 2 Spells
Avoid Planar Effects - 1 creature/level gains protection from 1 plane (Cleric 2, Druid 2) (Planar Handbook, Spell Compendium)
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)
Elation - Allies gain +2 Morale to Str and Dex, +5 Speed (Bard 2, Cleric 2) (Book of Exalted Deeds)
Battle Hymm - All allies may reroll a will save/round before success or failure is known (Bard 2) (Spell Compendium)
Lively Step (12 hour Duration) - Allies within 30 feet emanation move +10 feet, if any creature does something other than move, spell ends (Bard 2) (Spell Compendium)

Party Helper Level 3 Spells
Vigor, Mass Lesser - 1 creature/ 2 CL within 20ft gains Fast Healing 1 (Cleric 3, Druid 3) (Spell Compendium)
Prayer - Allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes takes a -1 penalty on such rolls. (Cleric 3, Paladin 3) (PHB)
Inspired Aim - All allies within 40 foot emanation get +2 Insight to Ranged Attacks (Bard 4, Cleric 3, Ranger 3) (Book of Exalted Deeds)
Allegro - All Allies gain 30ft Enhancement to Landspeed (Bard 3) (Spell Compendium)
Hymm of Praise - +2 Caster level to each Good Divine Spellcaster in 50ft, +4 Sacred bonus to Turn undead for good divine spellcasters and -4 for Evil Divine Spellcasters (Bard 3) (Spell Compendium)
Infernal Threnody - +2 Caster level to each Evil Divine Spellcaster in 50ft, +4 Profane bonus to Turn undead for evil divine spellcasters and -4 for good Divine Spellcasters (Bard 3) (Spell Compendium)

Party Helper Level 4 Spells
Planar Tolerance - As Avoid Planar Effects but longer base duration (Cleric 4, Druid 4, Ranger 4) (Planar Handbook, Spell Compendium)
Longstrider, Mass - +10 Enhancement Bonus to Foot Speed within 60 ft. Radius (Druid 5, Ranger 4) (Player's Handbook II)
Blessing of the Righteous - All allies deal 1d6 extra holy damage with attacks, and are considered Good-aligned (Cleric 4, Paladin 4) (Player's Handbook II)
Sacred Haven - Allies gain +2 Sacred to AC, retain Dex to AC when flatfooted, awareness of health of all creatures in radius (Paladin 4) (Spell Compendium)
Negative Energy Aura - Living creatures lose 1hp/3CL (max 5) while undead heal 2 hp/round (Cleric 4) (Spell Compendium)
Positive Energy Aura - Living creatures heal 1hp/3CL (max 5) while undead lose 2 hp/round (Cleric 4) (Spell Compendium)
Recitation - Allies gain +2 Luck to AC, Attack, and Saving throws (3 if they worship the same deity as you) (Cleric 4) (Spell Compendium)

Party Helper Level 5 Spells
Longstrider, Mass - +10 Enhancement Bonus to Foot Speed within 60 ft. Radius (Druid 5, Ranger 4) (Player's Handbook II)
Chaav's Laugh - Good creatures gain +2 Morale to Attack, saves vs. fear, temp hp=1d8+1/CL (max+20), opposite penalties evil creatures except hp (Cleric 5) (Book of Exalted Deeds)

Party Helper Level 6 Spells
Vigorous Circle - Once creature/2 CL within 30 feet gain Fast Healing 3 (Cleric 6, Druid 6) (Spell Compendium)
Empyreal Esctasy - One Creature/Level Removes penalties due to pain, immune to mind-affecting effects, take only half damage from ranged and melee attacks, -4 penalty to skill checks, DC 15 Concentration to cast spells (Bard 6) (Book of Exalted Deeds)
Snowsong - Allies in area gain +4 Morale to Charisma, Attack, and AC; gain Fast healing 1, Cold Resistance 15, allies deal 1d6 extra cold damage, enemies have 20% chance of Spell Failure (Bard 6) (Frostburn)

Punish Attacker

Punish Attacker Level 1 Spells

Punish Attacker Level 2 Spells

Punish Attacker Level 3 Spells
Divine Retaliation - Create your deity's favored weapon that strikes back each time you get hit, attack roll = CL+Str or Wis, Damage=Weapon +1.5 Str or Wis (Cleric 3, Paladin 4) (Player's Handbook II)
Sonic Shield - +4 Deflection, melee attackers suffer 1d8 sonic damage, save vs. Fort or be knocked 5 feet (Bard 3) (Player's Handbook II)
Thornskin - Unarmed Strikes do Lethal Damage +1d6 piercing.  Unarmed strike or natural weapon attackers suffer 5 piercing  (Druid 3) (Spell Compendium)
Wounding Whispers - Natural or non-reach melee weapon attackers suffer 1d6 Sonic+1/CL (Bard 3) (Spell Compendium)

Punish Attacker Level 4 Spells
Divine Retaliation - Create your deity's favored weapon that strikes back each time you get hit, attack roll = CL+Str or Wis, Damage=Weapon +1.5 Str or Wis (Cleric 3, Paladin 4) (Player's Handbook II)

Punish Attacker Level 5 Spells
Fire in the Blood - Those who hit you with slashing or peircing melee damage suffer cumulative 1d6 damage/attack (max 5d6), if 5d6 damage is inflicted, spell ends. (Cleric 5) (Heroes of Horror)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)
Poison Thorns - As Thornskin but thorns are poisonous for DC 10+Wis+0.5 CL 1d4 Str Damage (Druid 5) (Spell Compendium)

Punish Attacker Level 6 Spells
Contagious Touch - Living creature that hits caster with melee attack contracts a disease (Druid 6) (Complete Divine)


Resistance

Resistance Level 1 Spells
Aura Against Flame - Resist 10 Fire Damage, Remove Spell to cancel magical fires (Druid 1, Cleric 2)

Resistance Level 2 Spells
Daggerspell Stance - +2 Insight bonus to attack and damage using Full Attack with daggers, gain SR5+CL while fighting defensively with 2 daggers in hand (Druid 2) (Spell Compendium)

Resistance Level 3 Spells
Corona of Cold - 10 ft radius deals 1d12 cold damage and -2 penalty to Str and Dex at beginning of turn.  Save negates but must be repeated each round.  Gain Fire Resistance 10 (Cleric 3, Druid 3) (Spell Compendum)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3) (Spell Compendium)
Mantle of Evil - Gain SR 12+CL Against Good Spells (Blackguard 3, Cleric 3) (Spell Compendium)
Mantle of Good - Gain SR 12+CL Against Evil Spells (Cleric 3) (Paladin 3) (Planar Handbook, Spell Compendium)
Mantle of Law - Gain SR 12+CL Against Anarchic Spells (Cleric 3) (Paladin 3) (Planar Handbook, Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
Abyssal Might (Requires heart of a dwarf child) - +2 Enh. to Str, Con, Dex, Spell Resistance (Blackguard 3, Cleric 4) (Book of Vile Darkness)
Mantle of Chaos - Gain SR 12+CL Against Lawful Spells (Cleric 3) (Planar Handbook)

Resistance Level 4 Spells
Contingent Energy Resistance - If dealt Fire, Acid, Cold, Electric, or Sonic Damage, automatically gain Resistance 10 against that type (Cleric 4, Druid 4) (Draconomicon, Spell Compendium)
Visage of the Deity Lesser - +4 Enh. to Charisma, Resistance 10 Acid, Cold, and Electric if Good or Resistance 10 Cold and Fire if Evil (Blackguard 4, Cleric 3, Paladin 4)
Assay Spell Resistance - +10 on CL checks to overcome spell resistance of a specific creature, must be able to see creature (Cleric 4) (Spell Compendium)

Resistance Level 5 Spells
Heart of Fire (Questionable RAW) - +10 Enhancement to Land Speed, Fire Resistance 20, Expend to activate Fire Shield for 1 round/CL (Druid 5) (Complete Mage)
Anticold Sphere - Creatures within 10 ft. are immune to cold damage.  No creature with cold subtype may enter radius. (Druid 5) (Spell Compendium)
Resonating Resistance - Every attempt to breach spell resistance must roll and succeed twice (Cleric 5) (Book of Vile Darkness)

Resistance Level 6 Spells
Visage of the Deity - Smite Evil or Smite Good Ability, Darkvision 60, Acid, Cold, Electric Resistance 20 or Fire and Cold Resistance 20, DR 10/Magic, Spell Resistance 20 (Cleric 6) (Spell Compendium)


Skill Monkey

Skill Monkey Level 1 Spells
Branch to Branch - +10 Competence to Climb, Brachiate ability, Avoid move pen. (Druid 1, Ranger 1) (Spell Compendium, Complete Adventurer, etc.)
Camouflage - +10 Circumstance Bonus to Hide Checks (Druid 1, Ranger 1) (Spell Compendium, Complete Adventurer, etc.)
Hawkeye - Grants +5 Competence Bonus to Spot, +50% to ranged weapon increments (Druid, Ranger) (Spell Compendium, Complete Adventurer, etc.)
Raptor's Sight - +5 Competence to Spot Checks, 5 ranks in spot take half ranged penalties for distance (Druid 1, Ranger 1) (Races of the Wild)
Ride of the Valenar - +5 Competence Bonus to Ride Checks or +10 if mount is animal companion (Druid 1, Ranger 1) (Races of Eberron)
Surefooted Stride - +2 Competence to Climb, Move through Difficult Terrain as if it were normal Terrain
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
One Mind, Lesser - When mounted on Special Mount gain +4 Insight to Listen, Spot, Scent (Paladin 1) (Spell Compendium)
Silverbeard - Gain +2 Sacred to AC, +2 Circumstance to Diplomacy with Dwarves
Sticky Saddle - DC20 to pry rider off saddle, +10 on ride check to stay in saddle, automatically stay in saddle if knocked unconscious (Paladin 1) (Spell Compendium)
Instant Search (Determines how you interpret “This Round” ) - One free search check with +2 Insight bonus (Ranger 1) (Spell Compendium)
Marked Object (Pointless and Detrimental) - With owner's item, gain +10 on Search and Survival Checks to track owner
Surefoot - +10 Competence to Balance, Climb, Jump, Tumble; do not lose Dex to AC when balancing or climbing (Ranger 1) (Spell Compendium)
Towering Oak - +10 Competence to Intimidate, +2 Enh. to Str (Ranger 1) (Spell Compendium)
Disguise Self - Look Different and gain +10 to Disguise (Bard 1) (PHB)
Friendly Face - +5 Circumstance to Diplomacy and Gather Information (Bard 1) (Races of Destiny)
Appraising Touch - +10 Insight to Appraise, takes 2 minutes instead of 1, guessed worth is never off by more than 50% (Bard 1) (Spell Compendium)
Focusing Chant - +1 Circumstance to Attacks, Skill Checks, Ability Checks (Bard 1) (Spell Compendium)
Improvisation - Gain 2 Luck Points/CL which can be spent to improve attack, skill, or ability check rolls, no check can spend more than 0.5 CL (Bard 1) (Spell Compendium)
Serene Visage - + 0.5 CL (Max +10) on Bluff Checks (Bard 1) (Spell Compendium)
Sticky Fingers - +10 to Sleight of Hand Checks (Bard 1) (Spell Compendium)
Healer's Vision - +5 Insight to Heal, Cure spells you cast heal extra 1 Point/Spell Level, +2 Attack and Damage when using Precision Based Attack (Cleric 1) (Complete Scoundrel)
Tongue of Baalzebul - +2 Competence to Bluff, Diplomacy, Gather Information (Cleric 1) (Book of Vile Darkness)

Skill Monkey Level 2 Spells
Divine Presence - Gain +5 Sacred or Profane bonus to Intimidate (+10 if one alignment opposed, +15 if opposite alignment) (Blackguard 2, Cleric 2, Druid 2, Paladin 2) (Complete Champion)
Interfaith Blessing - Gain Attack, Damage, AC, Skill Checks or Saving Throw Bonuses depending on Deity Worshipped (Adept 2, Cleric 2, Druid 2, Shugenja 2) (Complete Champion)
Heart of Air (Questionable RAW) - Gain +10 Enhancement to Jump Checks, +10 Enhancement to Fly, expend as Feather Fall (Druid 2) (Complete Mage)
Primal Hunter (Pointless - 24 hour base duration) - Gain +5 Competence on Climb, Jump, Swim (Druid 2, Ranger 1)
Wild Instincts - Retain Dex to AC if flatfooted, +10 Insight to Listen and Spot (Druid 2, Ranger 3) (Races of Eberron)
Linked Perception - Each ally (including caster) in 20 ft radius gain +2 Listen and +2 Spot per ally (Druid 2, Ranger 1) (Player's Handbook II)
Balancing Lorecall - +4 Insight to Balance, 5 Balance Ranks - Balance on Vertical Surfaces and move as if climbing but retain Dex to AC. no penalty to sloped or angled surfaces.  10 Ranks, Balance on liquids, mud, snow, etc. (Druid 2, Ranger 2)
Embrace the Wild - +2 Listen, Spot and gain either Low Light Vision, 30 ft. Blindsense or Scent (Druid 2, Ranger 1) (Spell Compendium)
One with the Land - +2 Competence to Handle Animal, Hide, Move Silently, Search, Survival, Wild Empathy (Druid 2, Ranger 2) (Spell Compendium)
Master Cavalier - +10 to all ride checks (+20 on Special mount) (Blackguard 2, Cleric 2, Paladin 2) (Complete Champion)
Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Bard 2) (PHB)
Magic Savant - +4 Insight to Use Magic Device, with 10 ranks can take 10 in Use Magic Device in all situations (Bard 2) (Complete Mage)
Mask of the Ideal - +4 competence to Bluff, Diplomacy, Disguise, Charisma checks to influence enchanted or conjured creature (Bard 2) (Complete Mage)
Soul of Anarchy (Cancels Soul of Order) - +5 Competence to Escape Artist and to resist grapple, natural weapons are chaotic-aligned, Bonus if Soul of Light or Soul of Shadow is active (Bard 2) (Dragon Magic)
Find Traps - Use Search to Find Traps as a Rogue, +1 Search/2 CL (max +10) for search skill to find traps (Cleric 2) (PHB)
Lore of the gods (Incorrectly labeled, Questionable RAW) - +5 Insight to Knowledge Checks; can choose to make Knowledge check with which you have no ranks but duration reduced; double bonuses if Knowledge Deity worshipped (Cleric 2) (Complete Champion)
Shadow Shroud - No penalties from light blindness or light vulnerability, +5 Competence to hide checks in darkness or shadow, effect surpressed in areas with a light spell of level 3 or higher (Cleric 2) (Drow of the Underdark)

Skill Monkey Level 3 Spells
Heart of Water (Questionable RAW) - Gain Swim speed equal to land speed, +8 Racial to Swim, Breathe Water, +5 Enhancement to Escape Artist. Expend to gain Freedom of Movement (Druid 3) (Complete Mage)
Primal Instinct (Pointless) - +5 Competence to Initiative, Survival. +5 Competence to one knowledge skill with Dragonblood subtype.  Gain Uncanny dodge if other Primal spell active (Druid 3, Ranger 2) (Dragon Magic)
Vision of the Omniscient Eye - +10 Insight to Spot, Immune to dazzling and blindness.  If see invisibility-like spell active, use Faerie Fire at will as swift action on invisible creature within 60 ft.  Gain +1 competence to Spot by knowing spell (Bard 3, Cleric 3, Druid 3) (Dragon Magic)
Forestfold - Gain +10 Competence to Hide and Move Silently in 1 terrain. (Druid 3, Ranger 3) (Spell Compendium)
Primal Senses (Pointless) - Gain Low Light Vision +5 Competence to Listen, Spot.  With Dragonblood gain Blindsense 10 ft.  With other Primal spell active gain Uncanny Dodge (Druid 4, Ranger 3) (Dragon Magic)
One Mind, Greater - As One Mind, Lesser but while on special mount gain +2 to attacks and +2 to melee damage (Paladin 3) (Spell Compendium)
Masochism - Every 10 points of damage taken gives +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Sadism - Every 10 points of damage dealt grants +1 Luck to Attack, Saves, Skill Checks (Blackguard 3, Cleric 3) (Book of Vile Darkness)
Glibness - +30 to Bluff checks to convince others you're speaking the truth, lie detection must make CL check = 15+your CL to detect a lie (Bard 3) (PHB)
Adoration of the Frightful - Shaken, Frightened, or Panicked creatures are now Friendly, Dragonblood: +1 Competence to Diplomacy (Bard 3, Cleric 3) (Dragon Magic)
Battlemagic Perception - +5 Competence to Spellcraft to identify spells being cast, 5 ranks spellcraft sense the use of any spell within 100 feet and line of sight with spellcraft DC 15+Spell Level, can counter spell as a free action which ends the spell (Cleric 3) (Heroes of Battle)

Skill Monkey Level 4 Spells
Primal Senses (Pointless) - Gain Low Light Vision +5 Competence to Listen, Spot.  With Dragonblood gain Blindsense 10 ft.  With other Primal spell active gain Uncanny Dodge (Druid 4, Ranger 3) (Dragon Magic)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Essence of the Raptor - Speed increases to 60 feet, +8 to Hide, Jump, Listen, Spot, and Survival, Gain Scent (Druid 4) (Spell Compendium)
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Voice of the Dragon - +10 Enh to Bluff, Diplomacy, Intimidate, speak and understand but not read Draconic, end spell to use suggestion on creature (Bard 4) (Spell Compendium)
Spiritual Advisor - +4 Insight to Knowledge checks, even with Knowledge skills not possessed, retry failed knowledge checks (Cleric 4) (Complete Champion)

Skill Monkey Level 5 Spells
Sirine’s Grace - +4 Enh to Charisma and Dexterity, Deflection Bonus to AC = Charisma, +8 to Perform, Swim 60 Feet, Breathe and attack normally under water (Bard 4, Druid 5) (Spell Compendium)
Surge of Fortune (Doesn't work by RAW) - +2 Luck to Attack, Damage, Saving throws, AC, Skill checks, ability Checks, spell penetration checks; Can expend spell to make next roll a natural 20 if within 1 round of when the spell was first cast (Cleric 5) (Complete Champion)
Crawling Darkness - Tentacles grant concealment, hide features, +4 Competence to Grapple, Climb, Escape Artist, when attacked, tentacles strike back with Attack=BAB+Wis Damage=1d12 (Cleric 5) (Spell Compendium)

Sneak Attack Helper

Sneak Attack Helper Level 1 Spells
Vine Strike - Sneak Attack Plant Creatures (Druid, Ranger) (Spell Compendium, Complete Adventurer, etc.)
Grave Strike - You can Sneak Attack Undead (Cleric 1, Paladin 1) (Spell Compendium)
Sniper’s Shot (by RAW doesn’t work more than 1 turn) - No distance limit for sneak attacks (Ranger 1) (Spell Compendium)
Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Bard 1) (Spell Compendium)
Healer's Vision - +5 Insight to Heal, Cure spells you cast heal extra 1 Point/Spell Level, +2 Attack and Damage when using Precision Based Attack (Cleric 1) (Complete Scoundrel)

Sneak Attack Helper Level 2 Spells
Hunter's Eye - Gain 1d6 Sneak Attack/3 CL Stacks with current sneak attack (Ranger 2) (Player's Handbook II)


Transformation

Transformation Level 1 Spells
Aspect of the Wolf - Transform into a wolf, 13 Str, 15 Dex, 15 Con, 1d6+1 Damage Bite+Trip (Druid 1 , Ranger 1) (Spell Compendium)
Aquatic Escape - Become a toad with the Aquatic Subtype, gain +4 Listen, +4 Spot, +13 Swim
Winged Watcher - Become an Owl

Transformation Level 2 Spells
Tree Shape - Turn into Tree. Gain +10 Natural Armor.  Effective Dex 0 and speed 0.  Immunity to Critical hits (Druid 2, Ranger 3) (PHB)
Alter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Bard 2) (PHB)

Transformation Level 3 Spells
Meld Into Stone - Meld into existing block of stone that can contain your shape (Cleric 3, Druid 3) (PHB)
Meld into Ice - Meld into Block of Ice that can fit caster (Cleric 3, Druid 3) (Frotsburn)
Soul of the Waste - Body melds into sand, dust, or loose earth that accomodates all dimensions.  Can cast spells on self and hear the surrounding area but cannot communicate.  Hard to damage (Cleric 3, Druid 3) (Sandstorm)
Primal Form - Gain 1 Elemental Subtype, +4 saves against mind affecting abilities, Light fortification and either Fly 20 ft., Damage reduction 5/-, 1d4 fire damage, Fire Resistance 10, or Swim 90 Feet drench ability, Cannot cast spells, lose abilities of base form (Druid 3) (Spell Compendium)

Transformation Level 4 Spells
Passage of the Shifting Sands (Questionable RAW) - (Druid 4) (Dragon Magic) - Gain form as Cloud of Sand with Fly 40 ft, else treat as gaseous form.  End turn in creatures space Fort Save or be blinded. Expend to activate gust of wind (Druid 4) (Dragon Magic)
SandForm - Body transforms into Sand Ooze, immune to poison, sleep effects, paralysis, polymorphing, stunning, flanking, critical hits.  Become blind, but gain blindsight 60 feet.  Supernatural abilities supressed.  Can cast spells, must make Will DC 19 or suffer -2 Attack, Save, and Skill Checks in combat, Speed 20 feet,  Gain natural attack with 5 ft reach for 1d8+1.5Str. Gain burrow, +10 Circumstance Hide, Concealment in Sand (Druid 4) (Sandstorm)
Wild Runner - Become Centaur and gain large Size, Base stats change to Str 18 Dex 14 Con 15, gain speed 50 feet, Darkvision 60 feet, Gain Quadruped benefits (+4 to resist trip attacks, etc.)  (Druid 4, Ranger 4) (Spell Compendium)
Holy Transformation, Lesser - Type changes to Good Outsider, Medium Size, +2 Sacred to Str and Con and Saving throws; Fly 60 feet, Darkvision 60, Celestial Language (Cleric 4) (Spell Compendium)
Infernal Transformation, Lesser - Type Changes to Outsider Evil, Baatezu, Lawful, Medium Size, +2 Profane to Str, Con; Darkvision 60; Snaky Beard that can be used as additional attack in Full Attack; 1d8+Str Damage counts as Evil weapon; those hit make Fort Save DC10+Con+0.5CharLevel or get Devils Chills disease; Infernal Language (Cleric 4) (Spell Compendium)

Transformation Level 5 Spells

Transformation Level 6 Spells
Aspect of the Earth Hunter - Become a Bulette with Huge Size with Str 27, Dex 15, Con 20, Speed is 40, Burrow Speed 10, Darkvision 60 ft, low-light vision, scent, tremorsense 60 feet, can cast spells if Natural Spell feat posessed, Natural Armor +12, gain 2 calw attacks for 2d8+8 damage, gain leap attack for 4 claw attacks (Druid 6, Ranger 4) (Spell Compendium)


Ward

Ward Level 1 Spells
Path of Frost - Up to 5 Squares gain slippery frost requiring balance checks and dealing damage to those on or adjacent to them (Druid 1) (Dragon Magic)

Ward Level 2 Spells
Gust of Wind - 60 ft line of wind knocks creatures down (Druid 2) (PHB)
Obscuring Snow - 30 ft Radius Cloud of Snow obscures all vision.  Creatures 5 ft. away give 20% concealment.  Farther away Total Concealment 50% miss chance (Cleric 2, Druid 2) (Frostburn)
Circle of Nausea - 20 ft radius circle around a 2 ft radius prepared circle.  All in area must make fort save or be nauseated (-2 attacks, saving throws, skill checks).  Those who successfully save, must make new saving throws each round.  Nausea lasts spell duration. (Cleric 3, Druid 2) (Book of Vile Darkness)

Ward Level 3 Spells
Hand of the Faithful - Only worshippers or those with holy symbol or a particular deity may pass 10ft emanation on person or point in space, other creatures must make Fort Save or be stunned if they try to enter (Paladin 3, Ranger 3) (Spell Compendium)
Holy Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to evil creatures in area or 4d6 to evil outsiders (Cleric 3, Paladin 3) (Spell Compendium)
Axiomatic Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to evil creatures in area or 4d6 to evil outsiders, Acid strikes random Chaotic creature for 5d6 (Cleric 3, Paladin 4) (Planar Handbook)
Unholy Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to good creatures in area or 4d6 to good outsiders (Blackguard 3, Cleric 3) (Spell Compendium)
Anarchic Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to lawful creatures in area or 4d6 to lawful outsiders, lightning strikes random Lawful creature for 5d6 (Cleric 3) (Planar Handbook, Spell Compendium)

Ward Level 4 Spells
Axiomatic Storm - Rain falls in fixed area causing -4 Listen, Spot, Search, Ranged Attacks, extinguishes flames; 2d6 to evil creatures in area or 4d6 to evil outsiders, Acid strikes random Chaotic creature for 5d6 (Cleric 3, Paladin 4) (Planar Handbook)

Ward Level 5 Spells
Doomtide - Creatures in one of the 8, 10 ft. mist cubes make will save or be dazed one round each round.  Concealment 5 ft. away, total concealment farther away (Cleric 5) (Spell Compendium)

Ward Level 6 Spells
Blood Sirocco - Wind blows out from you or point in space, creatures knocked down or unable to move forward and take 2 damage on failed save (Druid 6) (Spell Compendium)
Snowsong - Allies in area gain +4 Morale to Charisma, Attack, and AC; gain Fast healing 1, Cold Resistance 15, allies deal 1d6 extra cold damage, enemies have 20% chance of Spell Failure (Bard 6) (Frostburn)
Dirge - Enemies in the area take 2 Str and Dex Damage on Failed Fort Save, must make new save each round (Bard 6) (Spell Compendium)
Ghost Trap -  Incorporeal Creatures within 5 ft./CL Emanation become corporeal, and creatures cannot shift to or from the Ethereal Plane (Cleric 6) (Libris Mortis)
Symbol of Thirst - Those within 60 ft of Symbol must immediately drink all containers of liquid, when no liquid remains subjects fly into a rage and attack anyone they can (Cleric 6) (Spell Compendium)
Make Manifest, Mass - 25 ft emanation on point of space forces everything there to enter caster's plane, and removes ability of creatures to enter other planes (Cleric 6) (Spell Compendium)

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #108 on: April 11, 2013, 07:05:30 PM »
Summoning Handbook

by chaos_redefined

Ported over here from 339, since someone requested it in that thread and I check it every couple of months or so...

[sexy image]

This guide is designed to help people create a caster focused on summoning creatures to aid them both in combat and in social situations. I do appreciate that the best casters are generally good at lots of things, and focusing on one is suboptimal. However, focusing on one can be more enjoyable. Also, there are a large number of guides about which monster to summon. Because there are several different spells that can be used to summon, I will include links to some previous links, but will not be including them myself. This guide is intended to be useful regardless of your summonable creatures.

What has Come Before?

There have been several works on summoning done, but these have had most of the focus on the Summon Monster list. This guide focuses on other aspects, such as feats, prestige classes, tactics, etc… Previous work done includes:
Ready to Summon Monsters - A list of all the Summon Monster creatures, and all their statistics.
The Comprehensive Summoning Thread - Rather good, but also thoroughly outdated.
The 3.5 summon monster list - a list of popular creatures on the Summon Monster list.
Mastering the Summoned Monster - a comprehensive guide - a detailed listing of creatures that can be summoned with summon monster, and the reason that you may consider summoning them.
Best uses of Planar Ally/Binding? - As the title says, it's a list of what can be summoned with planar ally and planar binding. Didn't get too far, unfortunately.
Druid Handbook Revived - The only link that I have found that examines anything from the Summon Nature's Ally list.
Mastering the Malconvoker - Looks into the Malconvoker prestige class, which is a nice summoning prestige class.
The Conjurer's Handbook - not specifically about summoning, but if conjurer's are up there in the list of best summoners, and the occasional fog spell or what not can really help you out.
Legal 3.5 Summonable Monster List - List of all summonable creatures from MMIII, MMIV, MMV, and a bucketload of other books. Summon elemental Reserve Feat: Optimization Request - A list of uses for the summon elemental reserve feat, covering both in-combat and out-of-combat use. This feat is a major boost to your versatility, and is definitely worth looking at.

This guide is designed to help people create a caster focused on summoning creatures to aid them both in combat and in social situations. I do appreciate that the best casters are generally good at lots of things, and focusing on one is suboptimal. However, focusing on one can be more enjoyable. Also, there are a large number of guides about which monster to summon. Because there are several different spells that can be used to summon, I will include links to some previous links, but will not be including them myself. This guide is intended to be useful regardless of your summonable creatures.

What has Come Before?

There have been several works on summoning done, but these have had most of the focus on the Summon Monster list. This guide focuses on other aspects, such as feats, prestige classes, tactics, etc… Previous work done includes:
Ready to Summon Monsters - A list of all the Summon Monster creatures, and all their statistics.
The Comprehensive Summoning Thread - Rather good, but also thoroughly outdated.
The 3.5 summon monster list - a list of popular creatures on the Summon Monster list.
Mastering the Summoned Monster - a comprehensive guide - a detailed listing of creatures that can be summoned with summon monster, and the reason that you may consider summoning them.
Best uses of Planar Ally/Binding? - As the title says, it's a list of what can be summoned with planar ally and planar binding. Didn't get too far, unfortunately.
Druid Handbook Revived - The only link that I have found that examines anything from the Summon Nature's Ally list.
Mastering the Malconvoker - Looks into the Malconvoker prestige class, which is a nice summoning prestige class.
The Conjurer's Handbook - not specifically about summoning, but if conjurer's are up there in the list of best summoners, and the occasional fog spell or what not can really help you out.
Legal 3.5 Summonable Monster List - List of all summonable creatures from MMIII, MMIV, MMV, and a bucketload of other books. Summon elemental Reserve Feat: Optimization Request - A list of uses for the summon elemental reserve feat, covering both in-combat and out-of-combat use. This feat is a major boost to your versatility, and is definitely worth looking at.

There are a variety of options available for where you pull your spell lists from. I probably haven’t touched upon all of them here. But, in no particular order, the most common options for summoning include:
Wizard PHB: The wizard has a large number of variant class features available to it, allowing it to summon as a standard action, gaining augment summoning for free, etc…
Cleric PHB: The cleric is physically stronger than the wizard, and can wear armor. Since summoning is a full-round action, the ability to avoid some hits is exceptionally useful.
Druid PHB: The druid has natural spell + wildshape to help avoid being hit, spontaneous casting of summoning spells, allowing the preparation of other spells, and better summons, due to the greenbound feat. The druid is often considered the best summoner available.
Psion XPH: The psion is often considered a rather good summoner, comparable to the druid. While I consider the druid to be better, the psion is still rather effective. Unless requested, I am omitting psion-based feats and prestige classes from this guide.
Sorcerer PHB: Spontaneous version of a wizard. Doesn’t get the substitute levels to make it viable, except for some at high levels, but at this point, you are better prestiging out.
Favoured Soul CD: Spontaneous version of a cleric. Doesn’t get domains or anything similar, but it does still get the ability to wear armor. Domains don’t make that big a difference at higher levels, so this is a viable option for those who like spontaneous casting. However, at level 1, a cleric can get +3 to CL, which means an extra 3 rounds.
Spirit Shaman CD: Spontaneous version of a druid. Druids already get spontaneous casting of the summoning spells, but the spirit shaman also gets the spirit guide, who can focus on the concentration-based spells while you cast more. There is some belief that spirit shamans are better summoners than druids, based on the larger amounts of spells that can be cast per day, and the spirit guide’s ability to concentrate on spells. At the very least, it is a better caster.
Archivist HoH: Archivists have the option of learning any divine spell. So they can make use of spells like summon monster, planar ally spells, summon nature's ally spells, etc. They don't get any other class features, but SNA is good for the lower levels, and SM/planar ally is good at the higher levels.
Dread Necromancer HoH: Dread Necromancers make good summoners at the lower levels, due to the summon undead chain, however, since this chain stops at Summon Undead 5, they aren't as effective at later levels.

Feats
There are many feats available to summoners, allowing them to improve the creatures summoned. There are several available only to those who summon using Summon Nature’s Ally, specifically Greenbound and Ashbound. If you are making a druid or spirit shaman who can use these feats, they are both exceptionally good. It is also important to point out that Greenbound and Rashemi feats are campaign specific and are broken. When I looked them up I realized that by RAI they're supposed to be DM's rewards to the players for doing something awesome. Talk to your DM if you want them!

General Feats
These are feats available to all summoners, and will always apply (or, in the case of Beckon the Frost, can be applied when appropriate at no cost).
Augment Summoning PHB: This is a must for any serious summoner. The only reason not to take it is if you get it for free somewhere else. (requires Spell Focus(Conjuration).)
Beckon the Frozen Frostburn: A small boost to the damage your summons deal, and the cold subtype. It is optional to use, which is very important when fire is about. Also note that the extra damage is ignored if the opponent has any noteworthy cold resistance. (requires Spell Focus(Conjuration) and Augment Summoning.)
Summon Elemental CM: The ability to spontaneously summon something as a standard action. Useful as a trap monkey, flank buddy, and a potential polymorph target. As written, these benefit from all your other Summoning Feats, however, you may wish to check with your DM. (requires the ability to cast 4th level spells.) (Thanks to BenSan for pointing out that, RAW, they benefit from your other summoning feats)
Extraordinary Concentration CV: There are a couple of nice summon spells that rely on concentration. The cream of the crop is Summon Elemental Monolith. The ability to summon one of these, and then cast another spell is exceptionally handy. Ideally, you want to get this to a swift action, since summoning spells generally involve full-round actions. (requires concentration 15 ranks.) Note: This is kind of weird. It specifies that you can't keep concentration on two spells at once, which would indicate that you can still cast another spell, but can't concentrate on it. However, in the SRD, it specifies that you can't cast a spell while concentrating on another. RAW, you shouldn't be able to cast another spell, but RAI might suggest otherwise. If going by RAI, keep it as blue. If going by RAW, it changes to red.
Rashemi Elemental Summoning UE: Makes your Earth Elementals and Air Elementals scarier. Summoning air elementals can now act as a blasting spell, thanks to the cone of colds. This can do considerably more than Meteor Swarm, the typical level 9 damage spell. (no prerequisites.)
Augment Elemental Magic of Eberron: Your summoned elementals get a +2 enhancement bonus to attack and damage rolls, and temporary HP equal to twice their HD. For combat purposes, this is basically a second Augment Summoning on your elementals. Easy prerequisites (a few ranks of K: Planes). Suggested by BenSan.
Dragonmarked Summoner Dragonmarked: Not really all that great, but it is a summon-enhancing feat. Summoned creatures get a small deflection bonus to AC based on the strength of your dragonmark. Very much Eberron-specific for obvious reasons. It's okay if you're already playing a dragonmarked character, but still not a top priority. Suggested by BenSan.
Demon Mastery Fiendish Codex I: +1 caster level for summoning demons, +2 to Charisma checks for planar binding and similar spells involving demons. Might be useful for Malconvokers. Or maybe not. Suggested by BenSan.
Metamagic Feats
There are several metamagic feats that boost summoning abilities. Most of these have low level adjustments, meaning you can still get decent summoned creature.
Imbued Summoning PHB II: +1 level adjustment to give a free buff spell. Unfortunately, buffs that work off enhancement bonuses (i.e. Bull’s Strength) if you have Augment Summoning. (although dex-based, and mental buffs still work) (requires Spell Focus(Conjuration) and Augment Summoning.)
Extend Spell PHB: +1 level adjustment to potentially carry the summoned creature into the next battle. (no prerequisites)
Rapid Spell CD: +1 level adjustment to summon as a standard action. (no prerequisites)
Sudden Maximize CA/Miniatures Handbook: Summon more of the lower list creatures. Usable 1/day. (requires any metamagic feat)
Metamagic School Focus CM: Reduces metamagic costs, as long as you stick to one school. How about conjuration? You will most likely meet the prereq of SF(Conj), since it is also a prereq for Augment Summoning. (requires Conjurer level 1 or Spell Focus(Conjuration))
Rapid Metamagic CM: For spontaneous casters who wish to summon with metamagic. (requires the ability to cast spontaneously, Spellcraft 12 ranks)
SNA-specific Feats These feats have the prerequisite of being able to spontaneously cast Summon Nature’s Ally. This is limited to druids and spirit shamans.
Greenbound LEoF: Makes animals that you summon a lot stronger, but you can’t use animal buffs on them. It is ridiculously good, until you get Animal Growth. At this point, greenbound is comparable to animal growthed summons. Once elementals start to appear Rashemi Elemental Summoning is superior. (requires the ability to spontaneously cast Summon Nature's Ally)
Ashbound ECS: A bonus to hit, and a free extend effect. Allows summons to be useful earlier on, and allows them to last into the next battle later on. This is marked so high because of the free extend effect, making a druid summoner useful a lot earlier. (requires the ability to spontaneously cast Summon Nature's Ally)
Arcane-specific Feats These feats have the prerequisite of being able to cast arcane spells. As a result, it is limited to wizards and sorcerers.
Arcane Thesis PHB II: All your metamagic feats involve a +1 level adjustment. This negates that. Only applies to one spell though. (requires the ability to cast arcane spells and 9 ranks in spellcraft)
Arcane Disciple CD: The summoning domain adds some very useful spells to your spell list. Sorcerers may be better off taking the Domain Access alternate class feature from Complete Champion. Allows qualification for the Thaumaturgist. (requires the ability to cast arcane spells, knowledge(Religion) 4 ranks, spellcraft 4 ranks, and an alignment that matches your deity's alignment. The only deity that has this as a suitable domain is Thritherion, who is Chaotic Good.) Thanks to Chando for this suggestion.
Infernal Sorcerer Heritage PHBII: +2 caster level for summoning evil outsiders. Can be taken at first level, but only by sorcerers. Suggested by Bonzai.
Celestial/Fiendish Summoning Specialist Planar Handbook: Work with your DM to find another creature to add to your summon lists. Note that you are limited to one set of heritage feats, so choose carefully. Suggested by Bonzai.
Nexus Method Dragon #319, lets a Wizard swap out non-Conjuration spells for a Summon Monster of the same level or lower. It's wizards-only, and you have to be from the Solnor Compact in Greyhawk (But that can be changed). Suggested by Taeldrin Laesrash
[size="4"]Domain-specific Feats[/size] These feats require a domain. As a result, they are pretty much exclusive to the cleric, although if you are using Complete Champion, a sorcerer can use them as well.
Domain Focus Complete Divine: Domain spells you cast have a +1 CL. A level 1 Cleric can end up with summons that last 4 rounds with this feat and the right domains. Thanks to Bonzai for suggesting this.

Prestige Classes
There are a few prestige classes available for summoners; however, you may wish to just take a prestige class that boosts a caster’s abilities in general. The minimum level entry is the earliest level that you can take a level in this prestige class. For example, assuming the prerequisites are set up properly, a characters 6th level can be alienist.
Alienist CArc: Don’t do it. You give up the ability to summon a lot of rather nice things, such as elementals. In return, you get the psuedonatural template instead of the fiendish/celestial ones, and an extra slot. The slot is nice, but the templates are roughly equal. Minimum level entry: 6
Mindbender CArc: This is a 1-level dip only. The ability to telepathically command your summons without notifying your opponents what you’re doing is very helpful. Minimum level entry: 6
Master Specialist CMage: Rather nice bonuses. Combined with the Rapid Summoning from Unearthed Arcana, the last ability means 3 quickened summons per day. Also grants some extra hit points and makes them harder to dispel. Minimum level entry: 4
Wild Soul CMage: I haven’t tried this once, nor have I heard any opinions on it, but it adds some extra creatures to the Summon Monster list. One of these is the unicorn, which is a mini-cleric. So, it definitely has some use. Also allows the spontaneous casting of a bunch of spells, including Time Stop. minimum level entry: 6
Paragnostic Apostle CChamp: The Call of Worlds ability grants fast healing to your summons, and there are a few boosts to any buff spells you cast on them. minimum level entry: 6
Thaumaturgist DMG/SRD: Boosts summoning, and gives a planar cohort. Contingent Conjuration seems rather useful. Pretty much entirely for clerics. Minimum level entry: 8
Malconvoker CScou: Removes the restriction of what clerics can summon, and makes it easier to summon evil things with Planar Binding. Also provides extra fiendish creatures when you summon them. Minimum level entry: 6
Moonspeaker Races of Eberron: Offers some bonuses to druidic summoning, but gives up some wildshaping. Can be taken by clerics, but will require the Education feat or something similar to get past the prerequisites. Minimum level entry: 9
Shadowcraft Mage Races of Stone: This is a variation of the normal build. With the third level ability, you can emulate Conjuration(summoning), Conjuration(creation) and Evocation spells with certain spells such as silent image. Look at the shadowcraft mage handbook for more advice on this prestige class. Minimum level 8
Constructor link: Suggested by Tealgorthian, this prestige class gives additional forms for Astral Constructs to take, bonuses to their AC and features, and the ability to turn them, effectively, into visible unseen servants. Minimum entry level: 7
Fiendbinder Tome of Magic: Suggested by Klode-me, this prestige class allows you to summon from a small selection of demons. I'm not too sure how good the class actually is, so, all I can really do is link you to the handbook: http://forums.gleemax.com/showthread.php?t=709926. Minimum entry: 7.
Also, there are some prestige classes that add some summoning spells to your spell lists, such as the Hathran (Player's Guide to Faerun). However, other than this feature, they do not offer any benefit to your summoning powers. In some cases, they add spells not normally available to you. Hathran allows for Druidic and Arcane Thaumaturgists. Thanks to Chando for this point.

Strategies
The most obvious way to use a summoned creature is to get it to attack the opponent. However, this is only one method, and several other methods take advantage of the sheer versatility available to a summoner. Also, summon spells are quite usable outside of combat.
Scry ‘n’ Die: Use some scouting method, either with a rogue looking ahead or a scrying spell. Figure out the weaknesses of whatever you will soon be facing. You can then plan according to those weaknesses. A lot of summonable creatures can take advantage of specific weaknesses quite easily.
Aiding/Flanking: Summoned creatures of sufficient size can aid another, or flank. Flank means rogues get sneak attack. Aid another means allies get bonuses to hit or bonuses to AC.
Skills/Spell-like Abilities: The skills of some summoned creatures will be helpful to the party, especially if a key member of the party is currently down. Also, a lot of higher-level summons have spell-like abilities, which may even be comparable to spells of that level.
Meat Shield/Trapmonkey: Summon something that can take a beating and let the party do other things while your enemies beat up on the summoned critter. In a similar vein, let the summons trigger all the traps, while your party walks through unscathed.
Grapple/Trip: A lot of summonable creatures are going to be big and have really good strength. This makes them excellent grapplers and trippers.
Polymorph: This opens up a much larger number of options. By summoning, say, a small elemental, you can then cast polymorph on it and turn it into another elemental with an ability that you want. If anyone can find some uses for this that are not mentioned below, mention them, and I’ll (eventually) add them. Currently no options have been submitted, and I haven’t found any.
Scouting: Summons can be used as scouts, if the spell has a long enough duration. Especially useful with the higher level spells that use concentration, but don’t offer a maximum length to the valid time. Chain of eyes or tongues, can help this immensely. It is highly beneficial to know Terran, Aquan, Ignan and/or Auran, as elementals often serve as good scouts, and being able to speak their language allows you to save a spell. A dip in Mindbender gets around this, though.
Transport: Even at lower levels, you can find some flying/swimming mounts that allow forms of transport that are otherwise unavailable to the party.

What to summon?

There are a variety of creatures available to summon, and there are a large number of lists to choose from. Between Summon Monster, Summon Nature's Ally, Astral Construct, Summon Desert Ally, Summon Undead, Summon Swarm, and so on, the amount of possibilities of what you can summon is ridiculously large. So, rather than give individual lists, I have decided to include a list of what to look for. It is highly recommended to have sheets containing all the information about the individual summons. This will involve some additional paperwork, and some research before showing up.
High skills: These make great back-up rogues, or party nightwatchmen, or whatever else you need. The nightwatchmen thing has obvious limitations, due to the short duration of most summoning spells.
High Strength + Size bonuses: These make great grapplers, allowing them to easily remove opponents from combat. Ideally, these guys should also have large amounts of natural armor, and reasonable hit points, as they lose their dex while in a grapple.
High Strength + Large numbers of attacks: These make great damage-dealers. Once again, they should have reasonable armor and hit points, since they will probably take a few hits while they are on the field. Ideally, these creatures should have pounce, in case the opponent decides that he doesn't want to face them.
High Defensive Capabilities: These make excellent tanks to hide behind. Good constitution, good AC, damage reduction, energy resistance, etc… all help this role. The damage-dealing capabilities of these is less important, since they are designed to take damage, as opposed to dealing it.
Spell-like abilities and similar: Druids don’t get meteor swarm. Instead, they summon d3 storm elementals, and have them use their Thunder and Lightning ability. Similar, they don’t prepare any healing spells at level 4, instead they summon a unicorn. Spell-like abilities makes your summon spells a lot more versatile.
Any other unusual things: Earth Elementals have the earth glide ability. What’s the point of that, you might wonder… Well, an Earth Elemental can have a look through the dungeon wall to see what’s on the other side, come back, and tell you.
Large HD: Allows you to use the polymorph trick mentioned above.

Alternate Class Features/Racial Substitution Levels

There are a large number of boosts for wizards that make him a reasonable summoner, and a few racial substitution levels available to druids that boost their summoning power. These abilities aren't necessary, but they do help.
Rapid Summoning UA: Summons as a standard action. It’s like rapid spell being applied to your summoning spells, but without the cost. Requires you to be a conjurer, and does not allow the immediate magic option from Player’s Handbook 2, since both require you to give up your familiar. Originally suggested by Bonzai.
Enhanced Summoning UA: Gain the augment summoning feat instead of the scribe scroll feat. Also give up the 5th level feat for a +2 boost to resist attempts to dispel your summons. You may prefer to take Master Specialist at level 4, since the gain at 5th isn’t entirely notable, especially since you gain a bigger bonus at Master Specialist 7. Requires you to be a conjurer.
Spontaneous Summoning UA: Allows you to give up a spell to cast a summon monster spell of a lower level. The lower level thing is kind of harsh, so you may prefer just to keep your extra spells. Requires you to be a conjurer, and give up your extra spell slot.
Focused Specialist CMag: Allows you to cast more spells per day. But, it requires you to give up another school. Depends on how comfortably you feel casting from fewer schools. Remember that you need Conjuration (for obvious reasons), Transmutation (for spells like haste), Abjuration (for dispel magic) and Divination (‘cause you can’t give it up anyway). That leaves Evocation, Illusion, Enchantment and Necromancy. You will want to keep either evocation or illusion, so you can cast contingency. If you give up 3 schools, you will probably have to give up enchantment and necromancy. The remaining one will be either illusion or evocation. Requires you to be a specialist mage. I suggest Conjurer.
Domain Access CChamp: You give up 1 spell known/spell level to gain access to a domain. You can only cast each domain spell once per day, but you still gain some different spells, as well as a boost to your caster level. Requires yo uto be a sorcerer.
Metamagic Specialist PH2: Gain the ability to cast metamagic on the run, without increasing the casting time. Limits on times/day, so the rapid metamagic feat might be preferable, but you only give up your familiar.
Immediate Magic PH2: While not related to summoning, this deserves special mention. The ability that a conjurer gets from this is very powerful, however, the ability to rapidly summon is often considered better for a summoner. You can only have one.
Beast Spirit Races of Eberron: Gains the ability to give a boost to a summoned creature as a move action, and the ability to summon as a standard action. Also gives a couple of other handy features. Only available to shifter druids. Costs you your animal companion though.
Augment Nature’s Allies Races of Destiny: Gain the effects of Augment Summoning. However, you don’t actually get Augment Summoning and it doesn’t stack with Augment Summoning. The feats have the advantage of acting as prerequisites for other feats. In any case, the fact that you lose 1 wildshape/day hurts until you have enough to last all day. If you are really worried, use one of the feat slots you saved to get Extra Wildshape. Only available to Half-orc druids.
Elemental Bond Races of Wild: You give up access to earth spells, but gain early access to air elementals. Earth elementals make great scouts, and great warriors, so the drawback can be pretty noteworthy, however, the early access to air elementals is probably worth it. Only available to raptoran clerics.
Elemental Bond Races of Stone: You give up the ability to summon elementals except the earth elemental, but moves the earth elemental up in the list. At higher levels, air elementals are the best fliers available, storm elementals can act as druidic meteor swarms, and water elementals are the best things to summon when you are underwater. If you are OK with sacrificing those abilities, than this ability is great. There are a few other creatures that he gives up, and a few other creatures that he gains access to, but these are the main ones. Only available to goliath druids.
Spontaneous Planar Summoning PlH: Effectively, you add the Summon Monster spells to your spell lists, in exchange for only being able to summon certain things off the list, and one 6th level spell known. This wouldn't be too bad, except there are better things to be doing than taking your 6th level of sorcerer, yet alone 13th. If it was back at 8th level, tops, then I would consider it, but as is, you give up too much from prestige classes to make this worthwhile. Only available to sorcerors.

Items
Elhonna's Brooch CC: Dirt cheap. Gives your summons +1 hp/HD. You must worship Elhonna.
Nature's Children CC: Dirt cheap. Gives you +1 CL for summoning. You must worship nature. Metamagic Rod of Extend Spell: Extend Spell is one of the best metamagic feats out there effectively double the power of your duration spells. This is especially true for summons.
Ring of Mighty Summons CM: 3/day, max hit points, but half duration. If your DM allows, use this to summon summon a bunch of smaller critters.
Ring of the Beast CC: Your Summon Nature's Ally spells are treated as one level higher (III as IV, for example).
Strand of Prayer Beads: If you're a divine caster, the Bead of Karma means +4 or +8 rounds to the duration of your summons.
Summoner's Totem MIC: This item makes Imbued Summoning PHB2 redundant. Although, while your DM may rule that Imbued Summoning copies the buff when you summon several smaller critters, Summoner's Totem explicitly states that it works only on single summoned creatures.
Worldmeet Glade CMag: This is actually a magical location, but it gives a large number of bonuses which stack with everything else.

Builds
Conjurer 1 / Druid X Take Rapid Summoning and Enhanced Summoning alternate class features for the Conjurer, then just go regular Druid. RAW, this doesn't work, but you may be able to convince your DM. If you're allowed Precocious Apprentice trick then go...

Human Conjurer 1 / Druid 6 / Arcane Hierophant 10 / Mystic Theurge 3 and pick Precocious Apprentice and Education as your 1st level feats. Buy Summoner's Totem and surprise your enemies with invisible bears.

Conjurer 3/master specialist 4/thaumaturgist 4/malconvoker 9 These are generally the best prestige classes available for a conjurer. Saru has put this forward as a good balance between the multiple classes.

Cleric 7/ Skypledged 3/ Contemplative 1/ Skypledged +7/ Contemplative +2 http://forums.gleemax.com/showpost.php?p=13399678&postcount=75
Summons large amounts of rocs at higher levels, and has some suitable options at low levels. Focuses more on air elementals and birdies, so not for the type of campaign with low rooves.

Conjurer 3/master specialist 4/thaumaturgist 4/malconvoker 9 Posted by Saru. Hopefully self-explanatory. Conj 2/Sor 1/Conj +2/UM 10/Mast Spec 5 http://forums.gleemax.com/showpost.php?p=13367932&postcount=67 An attempt at using Ultimate Magus. This is probably not the best idea, but if people want to try and make an Ultimate Magus summoner, then here is a starting point. If people do try it, and it turns out to be good, please tell us. My opinion on this is entirely based on a theoretical standpoint. Although I would probably go Arcane Disciple (summoning) and Thaumaturgist instead of Master Specialist. You've already lost some CL from going UM, so malconvoker isn't so good.

Changeling Conjurer 3 / Master Specialist 4 / Recaster 5 (Races of Eberron) / Thaumaturgist 5 / Master Specialist 5-7 http://forums.gleemax.com/showpost.php?p=13520747&postcount=85 Uses Recaster to qualify for Thaumaturgist. And also gets nice little bonuses such as sudden extends and sudden maximizes. Definitely a good lead-in. Simple Moonspeaker Shifter Druid 8/Moonspeaker 12 -or- Shifter Druid 9/Moonspeaker 11 with Shifter Racial Sub and the Natural Bond feat to gain Rapid Summons for free http://forums.gleemax.com/showpost.php?p=14790361&postcount=134 Exchanges wildshape for better summoning abilities.

Noteworthy Summons
I was originally avoiding talking about specific summons, since it begins to make the guide favor one style of caster over another. I already felt guilty about not giving psions any love. But, there seems to be some demand for it, so here goes.

Unicorn: This is a nice little mini-cleric, allowing you to cast a bunch of nice little healing spells when you need them. Appears on the Summon Nature's Ally IV list, and is added to the Summon Monster IV list by the Wild Soul prestige class.

Earth Elementals: As stated earlier, these guys can ignore walls, allowing you to find out what is going on behind that door without going there yourself. Requires the ability to speak Terran, or some form of Telepathy, or Chain of Eyes. This can also be used to search for hidden passages, pit traps, and to act as a nice surprise for the enemy. (Summon some Earth elementals, get them to earth glide to underneath the enemy, and pop out at the beginning of the fight.) Earth Elementals appear on the Summon Nature's Ally, and Summon Monster spell lists, at various levels. Thanks to Jason_Synder for the additional ideas on how to use them.

Creatures with large numbers of attacks: Jason_Synder suggests the use of these against Mirror Image using opponents. They make good summons anyway.

Fire Elementals: Allows you to attack wooden structures. Thanks to Jason_Synder for this idea. Fire Elementals appear on the Summon Nature's Ally and Summon Monster lists.

Pixies: Repeated, although weak, dispel magics. Best used on an opponents items, or against low-level casters. Appears on the Summon Nature's Ally VI list. Soltares puts forward the following advice: (Bold added by me)

Quote
Thoqqua particularly rock in any sort of underground adventure. Doors, walls, etc. become meaningless as your lava beasties burn a new tunnel straight to your objective. Want to modify terrain in a hurry (to make traps, escape chutes, prepare a massive cave-in?), they're the ones for the job. Plus they do some nice damage for their level, if you want to just throw them at mobs.


The Thoqqua appears on the Summon Nature's Ally III list. These guys speak common, so you don't need to worry about knowing their language. (Anything that doesn't have a language specified, and has an intelligence of 3 or greater knows common by default)

BenSan has been kind enough to go through all the books that list monsters, and provide this list. It is rather long, and he has mentioned that he will possibly go through and cut all the stuff out that is irrelevant at a later date
Quote from: BenSan;13177998
I gave all my sourcebooks a quick skim looking for monsters that are explicitly tagged as summonable with Summon Monster. Since I was looking mainly for things which bear further examination for spell-likes, I did not note animals which can be Fiendish/Celestialed (they only appear in PHB and Stormwrack, anyway) and since I was doing it for a binder I didn't take notes for Summon Nature's Ally. So, here it is. [sblock] PHB: SM2: Lemure (devil) SM3: Small elemental, Hell hound, dretch (demon) SM4: Lantern archon, mephit (any), yeth hound, howler SM5: Hound archon, medium elemental, achaierai, bearded devil, shadow mastiff SM6: Bralani eladrin, large elemental, janni, chaos beast, chain devil, xill SM7: Avoral guardinal, djinni, huge elemental, invisible stalker, red slaad, bone devil, babau demon SM8: Lillend, greater elemental, blue slaad, hellcat, vrock SM9: Couatl, leonal, elder elemental, green slaad, barbed devil, night hag, bebilith (demon), hezrou (demon) BoED: SMIII: Bariaur, Coure Eladrin, Musteval Guardinal SMIV: Cervidal Guardinal, Rhek SMV: Leskylor SMVI: Equinal SMVII: Asura, three-headed leskylor SMVIII: Hollyphant, lupinal guardinal, warden archon SMIX: Firre eladrin, moon dog, owl archon, quesar, sword archon, ursinal guardinal MM3: SMIV: Small storm elemental SMVI: Medium storm elemental SMVII: Arrow demon (replaces babau), large storm elemental SMVIII: Huge storm elemental SMIX: Greater storm elemental MM4: SMII: Clockwork Mender, Howler Wasp SMIII: Windrazor SMIV: Wrackspawn, Voor (yugoloth) SMV: Dwarf Ancestor SMVI: Inferno Spider, Corruptor of Fate (yugoloth) SMVII: Justice Archon Complete Arcane: SMIV: Elemental grue Fiend Folio: SMII: Kaorti, varoot (nerra) SMIII: Bacchae SMIV: Aoa droplet, Skulvyn (demon), bloodbag imp, euphoric imp, filth imp, kalareem (nerra), skeroloth (yugoloth) SMVI: Winged warrior formian. sillit (nerra), mud slaad SMVII: Movanic deva, armadon formian, ferrumach (rilmani) SMVIII: Maelephant, piscoloth (yugoloth) SMIX: Farastu (demodand), Wastrilith (demon), monadic deva, observer formian, cuprilach (rilmani) Ghostwalk: SMVI: Artaaglith (demon) [5th-level cleric casting, spell-like Animate Dead] Magic of Incarnum: SMVII: Souleater (replaces huge fiendish scorpion) Planar Handbook SMI: Elysian thrush (replaces celestial owl or monkey) SMII: Ur'Epona (replaces celestial riding dog) SMIV: Lesser nightmare (replaces fiendish dire wolf or hoowler) SMV: Energon (replaces medium elemental) SMVI: Elementite swarm (replaces large elemental) SMVII: Pack fiend (replaces Huge fiendish scorpion) SMVIII: Elsewhale (replaces celestial cachalot whale), Gaspar (replaces celestial triceratops or Colossal fiendish centipede), Limbo stalker (replaces blue slaad) SMIX: Unraveler (replaces green slaad) Anarchic, axiomatic, entropic, vivacious can replace celestial/fiendish Sandstorm: None specifically named, see below regarding: SMIV: Glass mephit, sulfur mephit Stormwrack: Several new animals to template SMVIII: Caller from the deeps (replaces greater elemental), echinoloth (yugoloth) (replaces blue slaad) [/sblock] Two special notes bear mentioning. First is that the PHB lists "mephit (any)", so while there are no new summons explicitly granted in Sandstorm, the new mephits may be summonable depending on DM. The other is that formians and imps were summonable in 3.0 but were removed from the list in revision. The result is that technically the odd variant formians and imps in Fiend Folio are summonable (because they are marked as such in their entries and were never reprinted without it) but normal formians and imps are not (because the only tag for them as such was in now-superceded 3.0 text.) Individual DMs may reasonably feel differently about this. On a personal note, I miss having formians on the list; as a result of their removal there are no core summonable LN monsters. It's my intention to give these a more leisurely trawling and mark up unusual or valuable abilities on these creatures, but I can't promise when.


Treantmonklvl20 points out that summoning a fiendish centipedes generally have more HD than other creatures of the same level. This is exceptionally handy with polymorph, allowing you to get, for example, a Bebelith with a 6th level spell and a 4th level spell. If you want to do it in the same round, you will need either Quicken Spell and an 8th level slot, or the Master Specialists 10th level ability.

Summoning Spells There are many spells that can be used to summon creatures. This section will cover the noteworthy ones.
Summon Monster PHB: Summon Monster is the bread-and-butter spell for wizard/sorcerer/cleric summoners. With a nice range of versatility in what can be summoned, you will always be able to find something appropriate.
Summon Nature's Ally PHB: The bread-and-butter spell for druids and spirit shamans. Once again, you will generally find something useful on it.
Summon Desert AllySandstorm: A replacement for Summon Nature's Ally, these guys get nice little features such as a breath weapon, damage reduction, and all those nice construct traits. I personally prefer Summon Nature's Ally.
Summon Undead Spell Compendium: Only usable through low levels, since it stops at level 5, there are some useful critters on this list.
Conjure Ice Beast Frostburn: Converts any of the creatures from the Summon Monster or Summon Nature's Ally list into constructs. Has the annoying problem of being Conjuration(Creation), therefore not benefiting from all your nice feats, but still, a nice boost to have.
Summon Dire Hawk Races of the Wild: This doesn't have the versatility of other spells, however, it does have the nice feature of lasting for minutes/level. It is available to druids as a second level spell, and to clerics with the sky domain, as a second level domain spell.
Summon Swarm PHB: More powerful than most of the other 2nd level summon spells, but it does have duration concentration, so you expect it to be. Also, remember that you don't have direct control over the summon. However, it does have swarm traits, such as immunity to criticals, and being mindless, and immune to a fair few spells.
Summon Elemental Monolith Complete Arcane: Go look at the Elemental Monolith stats, then continue reading, because you would have already figured out why it's good. If the concentration is worrying you, then cast Sonorous Hum or be a spirit shaman. If your DM allows it, use extraordinary concentration.
Summon Elementite Swarm Planar Handbook: Summon Swarm, but make the swarm better, and make it listen to you.
Gate SRD: Summons whatever you need, almost. A lot more research required than for the other options, since you have a lot more options.
Planar Binding SRD: A very potent summoning spell, but you will need to do your homework before using it. This includes the lesser and greater versions as well.
Planar Ally SRD: Divine version of above. Once again, includes the lesser and greater versions. I do want to look into what to summon with these spells, since very little has been examined on the matter.

Quote from: snizor
Anyways, I've got a Raptoran Cleric/Skypledged summoner build for this thread that i've been working on for a while now.


Name: Flockmaster
Race: Raptoran
Build: Cleric 7/ Skypledged 3/ Contemplative 1/ Skypledged +7/ Contemplative +2

Feats:
1. Spell Focus: Conjuration,
3. Augment Summoning
6. Domain Sponteneity (Summoner)
9. Rashemi Elemental Summoning
12. Quicken Spell
15. Augment Elemental
18.

Racial Sub Levels/Alt. Class Features:
1st. Raptoran Cleric
1st. Spontaneous Domain Casting (Sky)
3rd. Raptoran Cleric
4th. Planar Cleric

Domains:
1st. Sky
1st. Summoner
11th. Windstorm

Design note:

1. I have a personal aversion to Divine Metamagic so DMM cheese is not present.
2. The planar Cleric sub level is completely unnessesary for the main point of the build
3. One must either have the Sky or Air domains in order to take the Raptoran racial sub levels, so I chose Sky.

Summoning Tactics:

Level 3: The Flockmaster begins to earn his name with the Summon Dire Hawk spell from the Sky domain. The benefits his spell has are: a duration in minutes/level, telepathic commands as a free action, and an overall strong form. A dire hawk is absolutly vicious at this level with Augment Summoning (42 hp, +9 attack, etc). You also never have to prepare this spell due to the Spontaneous Domain Casting alt. feature.

Level 6: Now you can spend turning attempts to spontaneously cast summon monster since this build isn't using them on DMM or similar. This advantage lasts for the majority of your carear, though weakens slightly when summoner domain gives planar ally/gate spells instead of summon monster X

Level 9: You're not so much of a flock master now as an Air Elemental master with Large Orglash Air Elementals from SM V. Air Elementals will now serve as the mainstream of your in-combat summoning life until, well..., forever

Level 17: This level gives us an out-of-combat summoning spell, Summon Devoted Roc, that allows for the creation of what I like to call a Flock o'Rocs. See, the spell has a duration of hours/level, which (along with a Greater Rod of Extend and Greater Consumptive Field) allows for summons that have a duration in excess of 48 hrs (60 with GCF and MM rod at lvl 20). The routine goes as follows:
Flockmaking

Day 1: Cast Summon Devoted Roc 3 times using a Greater Rod of Extend

24 hrs later: Repeat Step one

24 hrs later (48hrs used of original summon duration): Adventure with 6 Rocs at your side. I recommend using your Divine Spellpool to access Animal Growth

For those that prefer, Summoning can be switched for Planning to give you Extend Spell, a rather nice feat. 
Quote from: Gakochun
Hello,

I was planning for a backup charakter, a summoner, when i stumbled onto this gem off a guide. Verry nice !

Human
Conj 2/Sor 1/Conj 2/UM 10/Mast Spec 5

Lvl 1 Rapid Summoning (UA)
Lvl 1 Enchanced Summoning (UA)
Lvl 1 Conjuration Specialist
Lvl 1 Focused Specialist (PHB II)
Lvl 1 Meta Magic School focus (conjuration) (Comp. Mage)
Lvl 1 Extend Spell (+1)
Lvl 3 Divine Companion (Comp. Champ)
Lvl 3 Practiced Spellcaster (sorc)
Lvl 6 Augement Elementals (eberon)
Lvl 9 Repeat Spell (+3)
Lvl 10 Open

Anny ideas ?

Quote from: Cromulent
Build I'm looking at now:

Race: Changeling
Conjurer 3 / Master Specialist 4 / Recaster 5 (Races of Eberron) / Thaumaturgist 5 / Master Specialist 5-7

At Conjurer 1, take both the Rapid Summoning and Enhanced Summoning variants from UA. Thaumaturgist will eventually give you Augment Summoning for free as well, so if you're starting at high level, skip Enhanced Summoning.

You want to be at least character level 7 when you enter Recaster, so Master Specialist 4 is a great choice. The minor spell esoterica grants your summons bonus hit points, and you get GSF: Conjuration for free. You return later on to pick up the CL boost and the second esoterica, which makes your summons very difficult to dispel.

Recaster is a 4/5 progression class which grants you lots of instant metamagic options. You get the option to apply Extend and/or Maximize as sudden metamagic a couple times a day, which is great for summons. You can also shape spells, which can help keep your teammates out of your clouds (cloud spells are critical for Conjurers). Also important, if you can cast 5th level spells when you take Recaster 4, you can add lesser planar ally to your spell list for free, thus satisfying the pre-req for Thaumaturgist with no Domain Access gymnastics.

Thaumaturgist is great for reasons already discussed.

I'm wondering if this is an improvement over existing builds. You have to be a Changeling to take Recaster, so you lose Fire/Sun Elf racial benefits. You also lose a level of spell progression. But you get neat instant metamagic and shaping abilities, and you get access to Thaumaturgist for free.

Quote from: Yogo
The simple Moonspeaker-build should be added:

Shifter Druid 8/Moonspeaker 12
-or-
Shifter Druid 9/Moonspeaker 11 with Shifter Racial Sub and the Natural Bond feat to gain Rapid Summons for free

Pro's:
-Augment Summoning for free
-Extend Spell always applied, stacks with the Feat "Extend Spell"
-Gate and Planar Ally Spells added (the Moonspeaker 12 version)
-Extended SNA List
->Triton (Summoner, Swimmer)
->Bralani Eldarin (Defense, Spells)
->Nymph (Healer, Blinder)
->Lillend (Caster)
-Great Abilities overall

Con's:
-Loss of 4 Levels Wildshape

Imo one of the strongest summoners available.

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #109 on: April 11, 2013, 07:07:36 PM »
"Iconic" Summoning Handbook - Needs Your Input!

by Faithless tbe Wonder Boy

Hey, folks,

Pretty soon I'm going to take on the task of updating my old Mastering the Summoned Monster thread, which is a bit outdated, and turning it into a more all-around guide.  My goal with it has always been to change the way folks think about summoned monsters and how they are useful, and I feel like the old guide has accomplished that.  With the revisions, I'd like to move beyond just that and change the way people think about summon-focused builds.

To do so, I thought I would put together an "iconic builds" section, similar to what a lot of more recent handbooks have.  I realized that in my own experience, I've managed to play an awful lot of summoning builds myself, since it's one of my favorite archetypes.  So, I was hoping for input on these builds, and advice on where else to take the guide.

BUILD 1:

The iconic divine summoner, mostly focused on the Scry-n-Die tactic that still remains one of my favorites, is actually the build I was playing when I wrote my original Mastering guide.  It was a pretty simple build:

Human, Cloistered Cleric 13/Thaumaturgist 5/Divine Oracle 2/Contemplative 1

TN, Deity: Boccob.  Domains: Knowledge, Magic, Trickery, Oracle, Mind

Now, this was a build I was playing before even all of the completes came out, before PHB2, etc., so I am sure it could be updated to be better.

It mainly showcased the strength of a True Neutral divine summoner.  This one in particular focused on utility and versatility, and was a pretty functional skill-monkey thanks to the combination of Cloistered Cleric and lots of summoned critters that could perform any missing skills.

Dirty Tricks/Advice:  The Planar Cohort ability of the Thauamaturgist really drove this build, thanks to the brokenness of the Nightmare.  Having a cohort constantly at my command at ECL 12 that had two 9th level spells at will was pretty game breaking.  My DM allowed me to just continue advancing the Nightmare in HD as I gained in levels, YMMV.

The meat of this build, however, was operating as the party's trap-finder/scout, thanks to summoned monsters and scrying abilities, and then using my many knowledge skills to pinpoint enemy weaknesses and summon foes tailored to give them a hard time.

BUILD 2:

The iconic bardic summoner, focused on buffing and having lots of creatures.

Human, Savage Bard 7/Mindbender 1/Virtuoso 2/Sublime Chord 2/Virtuoso 8

This was a fun one.  Dragonfire Inspiration is a great way to boost damage across the board, and works best with multiple attacks.  So, combine that with summoning a lot of critters, including SNA critters in the early game (on the Savage Bard's spell list in place of Summon Monster), and the SM critters being pulled from Sublime Chord.  I did not take Words of Creation, because my DM would have had a fit with me maintaining a truly good alignment in that campaign while summoning so many evil critters, but that would have made this even more powerful.

Some fun and basic synergy was to be had with Mindbender letting me telepathically control my summons.

BUILD 3:

The iconic arcane summoner.  I played this shortly after Complete Mage came out and, in all honesty, it was probably the best overall of the builds (thanks more to the power of high level arcane casting than the summons, though).

Human, Focused Conjurer 3/Master Specialist 2/Malconvoker 5/Master Specialist 8/Archmage 2

Key alternate class features: Rapid Summoning, UA.

This focused mostly on summoned creatures as a means of battlefield control.  When I played him, there was even more bull rushing and tripping going on than usual.  The spell Heroics deserves special mention here, often giving my summons the tactical feat required to do its job.  (NOTE: Mage Slayer is a fighter feat, and the Hezrou, Vrock, Djinni, Lillend, Night Hag, Couatl, and Avoral have the requisite ranks in Spellcraft to use it).

OTHER BUILDS:

***I am currently playing an Archivist/Master of Shrouds, using early entry tricks, that is by far the strongest early-game summoner I have toyed around with in terms of raw power - Summon Nature's Ally + incorporal undead just rocks the hell out of the game during the early to mid levels, and is still fairly strong now that I'm around level 12.  However, I'm a little bit interested to see if it stays effective after level 13, when the Summon Undead class feature stops scaling so impressively.

A funny thought is that I have all of the pre-requisites for Malconvoker and access to any summons I could want.  However, my experience is that Malconvoker is most impressive when you hit its capstone ability in the mid-levels, and reaching that at level 18 will be far less impressive - especially when I'll be sacrificing my third spell level to do so.

Does anyone have suggestions for the iconic undead summoner?  I feel like Archivist/Master of Shrouds is a good start, but how does one keep it viable in the late game?  Sadly, undead summons don't scale into the higher levels the way SM and SNA spells do (and for them, just barely!  I wouldn't even consider casting most SNA late game unless I had a great reason to do so).

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #110 on: April 11, 2013, 07:10:02 PM »
LOES: Spamming and Summoning Elementals From Level 1

by Endarire

LOES (Level One Elemental Spammer OR Lil' Ol' Elemental Summoner) - A Handbook to Elemental Summoning

[sexy image]

"Don't get comfy on this plane.  I'll be resummoning you in 24 seconds."

Disclaimer
Not to be confused with Lowe's.  Ahem.

Intro

Elementals, while a common part of the fantasy genre, feel underrepresented in D&D.  This guide focuses on using a 3.5 Conjurer to summon Elementals.  With a bit of effort, Archivists, Clerics, and Bards could do similar things, but Wizards generally make the best LOES.  Note that the acronymn LOES is single and plural, like sheep.  (Pathfinder changes some things, especially helping those relying on summonlings, but that is outside the scope of this guide.)

Elementals are also pure.  They embody the essence of what makes up the fantasy universe; water, air, fire, and earth.  D&D has other elementals, and even a song about them!  Still, an Elemental's role is mostly as a meat shield, or a trap triggerer, or a means of lighting fires, or a means of dousing fires.

For a summoning-focused build, there will be plenty of times when summoning a non-Elemental is better than summoning an Elemental.  That's just how it goes.  For example, summon monster III can give you a Small Elemental or a Fiendish Dire Bat.  The Dire Bat has 40' blindsense and can unquestionably carry a Medium or smaller rider.  A Small Elemental may be able to set off a trap, but that's it.

Links

-Feat Finder (RealmsHelps): Find the full text of most feats!

-Greenbound & Ashbound SNA Summonling List: Includes full stats for all core summon nature's ally creatures affected by Greenbound Summoning or/and Ashbound.

-IMarvinTPA's D&D Database: Has short descriptions of seemingly every official spell and some unofficial.  Also has short magic item descriptions, domains, and lots more!

-Improved Elemental Summoning Feat: Homebrew, but meant for dedicated Elemental summoners.  If allowed, take this instead of Augment Elemental.  [BG]

-Malconvoker Report, Endarire's Edition:  Lists the best creatures to bind with the planar binding series.  Includes my revisions.

-Mastering the Malconvoker: Treantmonk inspired this guide and this build.  Thank you!  [BG]

-Optimized Initiative Compilation: Going first ensures you get a turn.  Besides, the sooner you go, the more you can control!

-Practical Demonkeeping (A Summoner's Guide to the Lower Planes): Sometimes, you want to summon demons, devils, and daemons.  Malconvoker abilities typically work on these folk.  [BG]

-Raising Caster Level: CL affects your summonlings' duration, ability to be dispelled, and perhaps their HP also.

-Rising Above (A Summoner's Guide to the Upper Planes): Sometimes, you want to summon celestials.  Typically, Malconvoker abilities don't apply. [BG]

-SRD: 3.5, Pathfinder

-Summoning Handbook: General advice to summoners.  Heavy emphasis on summon nature's ally.  [WotC]

-Treantmonk's Guide to Pathfinder Wizards: Being a God: Just in case you need it.  [Google Docs]

-Treantmonk's Guide to Wizards: Being a GOD: What more is there to say?  [WotC]

-Walking the Line (A Summoner's Guide to the Middle Planes): Summoning neutral creatures.  Typically, Malconvoker abilities don't apply.  May this guide aid in the completion of Walking the Line.  [BG]

Credits

Jesus.  Yes, THAT Jesus!: Father, thank you for encouraging me in this, even when I should have been doing DM prep.

How This Works

Ever want to have a pet elemental?  Ever want to use the Summon Elemental reserve feat (Complete Mage 47) at a time when the elemental is a viable combatant?

Your dream is now a reality.

This build focuses on summoning creatures, especially Elementals.  The term "Elemental" could refer to either creatures listed under "Elemental," or any creature of the Elemental type.  I interpret "Elemental" to mean "Any creature with the Elemental type."

Summon monster seems to support my definition of "Elemental," since summon monster III says "Elemental, Small (any)," and there are no other summonable creatures of the Elemental type.

Ratings

BLUE: Excellent.  Almost always the default choice.
NAVY: Generally solid.  A worthy choice in most circumstances.
BLACK: A niche choice, or an ability that requires favorable DM interpretation to work well.
RED: Extremely niche, or utter crap.  I cannot recommend this if there is something better available.
UNDERLINE: Link

Races as Elemental Summoners

General Race Notes
Summoners are feat-heavy.  There are so few classes that give worthy class features to summoners, and fewer still that progress casting while doing it.

These are your priorities, approximiately in this order:
-Bonus Feats.  Summoning is feat-intensive!
-Bonus to Primary Casting Stat
-DEX or CON Bonus
-Other

Race Ratings
Aleithian Dwarf: Medium, -4 CHA, +2 CON/INT
A Dwarf made to be a Wizard!  Woohoo!  If this also had a bonus feat, I'd call it the race.  As-is, it's generally better than a Gray Elf.

Gray Elf: Medium, -2 STR/CON, +2 DEX/INT
I like the +2 INT (which should stack with the Fire racial variant), but in most cases, I'd prefer the bonus feat.

Human: Medium, Bonus Feat
You get a bonus feat and bonus skill points.

Strongheart Halfling: Small, -2 STR, +2 DEX, Bonus Feat
You get a bonus feat, +2.DEX, Small size, and the ability to ride in your Elementals starting from L1.  I prefer the Strongheart Halfling to Human because I'm less likely to get squished (+2 AC, +1 initiative, and +4 Hide, all else equal).

Base Classes as Elemental Summoners

Archivist (Heroes of Horror 82)
You can learn any divine spell (which turns out to be any spell with enough tricks) and you have more HP and a higher Fort save than a typical Conjurer, but fewer notable class features.

The main reason to be a summon-heavy Archivist is for summon nature's ally spells at low levels and summon monster at high levels.  Archivist11's Dread Secret is a major plus.

Why the switch?

Summon nature's ally II can get yas a Small Elemental, while you'd need to wait 'til summon monster III for a Small Elemental.  In general, SNA gets Elemental access a spell level or 2 sooner.

Until spell level 5, summon nature's ally gets you the meat shields.  Starting at spell level 5, spell-like abilities gained from summon monster become more available and important.

(Cloistered) Cleric
You're in a similar situation to the Archivist.  You potentially have a smaller spell selection, but no Dread Secret.  The Cleric and Archivist have very similar PrC and feat options, though Clerics have native access to Divine Metamagic.

Druid
Druids do many if not most things well, but outside core, their Elemental summoning abilities are questionable.  Druids are often excellent summoners, but other creatures gotten by summon nature's ally are often far better.

On the upside, summon nature's ally II can get yas a Small Elemental, while you'd need to wait 'til summon monster III for a Small Elemental.  In general, SNA gets Elemental access a spell level or 2 sooner.

Also, Druids can get Summon Elemental (Complete Mage 47), despite my initial misreading.  It's still handy, but lacks the Malconvoker oomph that seems to justify this feat late-game.

That's the good news.

Druids miss out on native Malconvoker access, two major reasons to be an Elemental summoner.  While they get the Ashbound feat (Eberron Campaign Setting 50), that's their only unique feature relating to Elemental summoning.

Wizard (Conjurer)
Very spiffy.  You can take Abrupt Jaunt (Player's Handbook II 70) to almost ensure your survival.  You can also access these Conjurer variants; Rapid Summoning, Enhanced Summoning, and Spontaneous Summoning.  Those who really, really want to get more Conjuration spell slots should consider Focused Specialist (Complete Mage 34), though I'm rarely a fan.

Wizards also get access to spiffy arcane-only PrCs, including the Incantatrix (Player's Guide to Faerun 61), Master Specialist (Complete Mage 70), and Archmage.

Wizard (Other)
You get most the Wizard goodies, but not the Conjurer-only variants.  If you're a Wizard who wants to emphasize Elemental summoning, why are you not a Conjurer?

Other Classes
Sorcerers, Bards, and some other classes can summon Elementals.  Mechanically, there's no great reason for these classes to do so.  Maybe you can convince me otherwise.

Alternative Class Features

Abrupt Jaunt (Conjurer1, Lose Familiar, Player's Handbook II 70)
EFFECT: As an IMMEDIATE ACTION, teleport up to 10' away.  You can teleport outside line of effect with this!  Usable INT bonus times/day!

This prevents you from being hit and lets you jaunt through floors, walls, doors, walls of force, prismatic spheres, and any place where your teleportation magic normally works.

Probably not allowed by your local DM, and for good reason!  Were this a Conjurer10 ability, it would probably still be worthwhile!

Domain Granted Power (Wizard5/10/15/20, Lose Bonus Feat, Complete Champion 52)
EFFECT: Gain the granted power of one Cleric domain.  Use your Wizard level instead of your Cleric level for level-dependent effects.

I prefer Domain Granted Power: Travel for contingent freedom of movement 5 rounds/day.  It helps prevent me from stepping in my own spells, and is insurance against my enemies.  If your DM doesn't frequently use movement impairing effects, get something else.

Enhanced Summoning (Conjurer1, Lose Scribe Scroll)
EFFECT: Gain Augment Summoning and skip the feat prereq.  Booyah!

Competes with Martial Wizard for Scribe Scroll.

Focused Specialist (Specialist Wizard1, Lose 1 extra school, Lose 1 general spell slot/spell level, Gain 2 specialty slots/spell level, Complete Mage 34)
EFFECT: Gain more specialist slots (assumedly Conjuration slots for summoning and crowd control) and lose generalist slots.

I know this means more spells/day, but I like my generalist slots!  As a Conjurer, I want Transmutation spells, too!

Still, many consider the sacrifice worthwhile; thus, my ranking.

Martial Wizard (Wizard1/5/10/15/20, Lose Scribe Scroll and Wizard Bonus Feats, Gain Fighter Bonus Feats)
EFFECT: If you're wise, you use this to take Improved Initiative, Battle Jump, or a high importance prereq.

Martial Wizard still allows you to trade your Wizard1/5/10/15/20 for other things, like Domain Granted Power (Complete Champion 52) or reserve feats as if they were Wizard feats.

Competes with Enhanced Summoning for Scribe Scroll.

Planar Wizard (Wizard10, Lose Wizard10 Bonus Feat Planar Handbook 36)
EFFECT: All your spells gain an alignment descriptor (Chaotic/Evil/Good/Lawful), regardless of your alignment.  Gain slight bonuses to DC and SR breaching against creatures of the opposing alignment.

Choose the [Evil] descriptor.  It's the best of the bunch for you.  That way, you can apply Malconvoker goodies to Elementals you summon.  Like it or not, this is the ONLY way by the rules as written for you to do so.

Ask your DM if you can instead skip this step and just let your Malconvoker abilities apply to Elementals.  If not and you still want to combine yummy Malconvoker stuff with Elementals, this is the only way.

Rapid Summoning (Conjurer1, Lose Familiar)
EFFECT: You cast summon monster spells as standard actions, but your summonlings can only take a standard action on their first turn.

Worth it for rapid reinforcement.  You must be a diehard summoner to choose this over Abrupt Jaunt if both are allowed.

Prestige Classes for Elemental Summoners

Archmage - Requires Knowledge (Arcana) 15 Ranks, Spellcraft 15 Ranks, Skill Focus: Spellcraft and Spell Focus: Conjuration x2, and- just be a Conjurer, already!
NOTABLE BENEFITS:
-Mastery of Shaping: Poke holes in your crowd control spells!

-Spell-like Ability: time stop is one of my faves.  No one can counterspell you!

-Spell Power: +1 CL helps.

NOTABLE DRAWBACKS:
-3 feats to enter seems much.  For you, Spell Focus: Conjuration is assumed.  With Master Conjurer, you get Skill Focus: Spellcraft.

-Late entry.  Entering at level 14 at soonest means that most games won't reach here.

-Each special ability costs you at least one spell slot.  At least you can pay in specialty slots!

EXPIRATION DATE
-As many levels as you find useful.  Most likely, that's 1, 2, or 3.

Incantatrix - Requires Concentration 4 Ranks, Knowledge (Arcana) 8 Ranks, Spellcraft 8 Ranks, Iron Will, a metamagic feat, and opposing one additional school like a specialist Wizard does
BEFORE YOU ENTER
-Ask your DM whether you can still cast spells you know from the school you forbid upon entering Incantatrix.  The rules are unclear on this.

NOTABLE BENEFITS:
-Metamagic feats at levels 1, 4, 7, and 10.

-Cooperative Spell: With a Spellcraft check, use your metamagic feats on allies' spells without affecting the spell slot level.  Works best with Persistent Spell.

-Metamagic Effect: With a Spellcraft check, use your metamagic feats on ANY spells or ongoing magic effects without affecting the spell slot level.  Works best with Persistent Spell.

NOTABLE DRAWBACKS:
-You oppose another school.  It's unclear whether you can still cast spells you know from that school.  Losing 4 schools hurts for a Focused Specialist.

-No abilities specifically for summoners (hence the rating), but this PrC is better in almost all ways than straight Wizard or Sorcerer!

EXPIRATION DATE
-As many levels as you find useful.  Most likely, that's 1, 3, 4, 7, or 10.

Malconvoker (Complete Scoundrel 48) - Requires a Non-Evil Alignment, Bluff 4 Ranks, Knowledge (Planes) 4 Ranks, Augment Summoning, Spell Focus: Conjuration, ability to speak Celestial & Infernal, and the ability to cast summon monster III
BEFORE YOU ENTER
-Ask your DM whether the Malconvoker's summoning enhancers work on all Elementals as well as Evil creatures.  If so, this PrC is blue.  Since you're so focused on summoning, Malconvoker is at least navy.

-Read and understand Treantmonk's Mastering the Malconvoker.

NOTABLE BENEFITS:
-If you pass a Bluff check, your Evil summons are Extended.  At L4, these summons also get +2 weapon damage and +2 HP/HD.  At L5, you summon one additional Evil creature.

NOTABLE DRAWBACKS:
-You lose a caster level @1!  You must greatly want in to accept this loss!

-By default, Malconvoker abilities don't apply to all your Elementals.  Instead, they apply only to Belkers, Elemental Grues, and Living Holocausts.  See the Favorite Summonlings section for details.

EXPIRATION DATE
-5.  If you want to focus on calling elementals too, 8.

Master Conjurer (Complete Mage 70) - Requires Knowledge (Arcana) 5 Ranks, Spellcraft 5 Ranks, Spell Focus: Conjuration, ability to cast L2 arcane spells, and you must be a Conjurer
BEFORE YOU ENTER
-Ask your DM if you're using Complete Mage errata.  If not, you can learn any Conjuration spell of a level you can cast at Master Conjurer2/5/8.

NOTABLE BENEFITS:
-L1: Skill Focus: Spellcraft.  Whee!
-L4: Summonlings and called creatures get +your CL in HP
-L6: +1 Conjuration CL
-L9: +1 Conjuration CL
-L10: 3/day cast a standard action Conjuration spell as a swift action.

NOTABLE DRAWBACKS:
-Master Conjurer is pretty good for a dip, but not for the long haul, unless you take all 10 levels and greatly want the L10 ability.

-With access to all of D&D 3.5, you have these other PrCs competing for your time.

EXPIRATION DATE
-1 for Skill Focus: Spellcraft, 4 for the Minor School Esoterica, or L10 for the 3/day Quicken.  I recommend 1, or if your guys greatly would like the HP, then 4.

Paragnostic Apostle (Complete Champion 94) - Requires Knowledge (Arcana) 5 Ranks, Knowledge (Planes) 6 Ranks, Knowledge (Religion) 5 Ranks, Spell Focus: Conjuration, ability to use L3 spells or spell-like abilities, and you must be part of the Paragnostic Assembly (Complete Champion 72)
BEFORE YOU ENTER
-Ask your DM about the Paragnostic Assembly (Complete Champion 72).  Sometimes, DMs enforce organization reqs.

-Does the fast healing stack with a creature's existing fast healing?

NOTABLE BENEFITS:
-L1: Your Conjuration (Summoning) summonlings get fast healing 2.  This increases by 1/3CL (max fast healing 5).
-L2: If you have Knowledge (Engineering) 5 ranks, your spells that grant an armor bonus to AC give +2 armor AC.  I consider it meh, but some people want to use mage armor or greater mage armor (Spell Compendium 136) on their summonlings or themselves.

-With Heighten Spell and Metamagic School Focus (Complete Mage 46), you can enter this PrC at L3!

NOTABLE DRAWBACKS:
-There's only one compelling ability for you.  Oh well.

EXPIRATION DATE
-1 for most people.  2 for AC enthusiasts.

Summoner Feats

Ashbound (Eberron Campaign Setting 50) - Requires the ability to spontaneously cast summon nature's ally
EFFECT: Summon nature's ally summonlings get +3 accuracy and double duration. 

Handy for all summoner Druids.  If only it worked on all class's summonlings!

Augment Elemental (Magic of Eberron 46) - Requires Knowledge (Planes) 2 Ranks
EFFECT: Elementals you summon get +2 enhancement accuracy and damage and 2 temp HP/HD.

The sooner you take Augment Elemental, the better.  It's a spiffy boost, but there may be far better feats for your caster in general by the time you could get this.

If you can take Improved Elemental Summoning, take that instead!

Augment Summoning - Requires Spell Focus: Conjuration OR Enhanced Summoning OR the Dragon Below Domain (Eberron Campaign Setting 106)
EFFECT: ALL your summonlings get +4 enhancement STR and +4 enhancement CON.

ALL Elemental summoners need this, and Augment Summoning is an expected part of any summoner build!

Divine Metamagic (Complete Divine 80) - Requires another metamagic feat, the ability to cast divine spells, and the ability to turn or rebuke undead
EFFECT: Apply Divine Metamagic to another metamagic feat you know.  At cast time, you can spend turn attempts equal to 1 + the metamagic's slot level adjustment to cast this spell with no slot adjustment.

Best effects: Heigthen for reserve feats (but see Controversies, below), Persistent for buffs and 24 hour-long Summon Elemental pets, and Quicken for extra in-combat actions.

Easy Metamagic [Metamagic] ("Dragon #325") - Requires another metamagic feat
EFFECT: One metamagic feat you know has its slot cost reduced by 1 (minimum +1 slot level).

Handy with Quicken and Persist.  Nasty on Fell Drain (Libris Mortis 27).

Fell Drain [Metamagic] (Libris Mortis 27)
EFFECT: Whenever your spell does damage, it also inflicts a negative level.  +2 slot levels

Suddenly, that flock of low-level summons is a lot more deadly!  Couple with Easy Metamagic or Practical Metamagic to make this feat practical.  Combine with Metamagic School Focus to reduce costs to +0 on occasion

Heighten Spell
EFFECT: Spells are in all regards considered a spell of this higher level.  Use it to meet prereqs early.

Combine with Divine Metamagic or Metamagic School Focus to qualify for reserve feats early, like Summon Elemental at L1.

Using Divine Metamagic (Heighten) for early entry is debatable, however.

Improved Elemental Summoning (Homebrew) - Requires Knowledge (Planes) 2 Ranks
EFFECT: Most Elementals you summon are one step up (Greater instead of Huge, for example) and you can summon more of them at a time.

I made this feat because I tired of Elementals being ineffective by the time I could summon them.  Here you go!

Imbued Summoning [Metamagic] - Requires Augment Summoning[/u] and Spell Focus: Conjuration[/b]
EFFECT: When you summon a creature, it's instantly buffed with a L3- melee touch spell you have prepared, +1 spell slot level.

As-is, you're spending a low level touch range buff spell and a higher level slot for your summonlings and and action and possibly a spell slot to summon something.  There are times when this is useful, but save this for the spontaneous casters built for it.

If you can bypass the spell slot level adjustment, this feat is black.  If you can bypass the slot adjustment, the buff spell level restriction, and the buff spell range constraint, this feat is navy.

Improved Initiative [Fighter]
EFFECT: +4 initiative.

If you go first, you are guaranteed a turn!  Start the fight off right by your uber initiative!

Invisible Spell [Metamagic] (Cityscape 27), Requires another metamagic feat
EFFECT: Your summonlings and other spell effects are invisible akin to greater invisibility!  +0 slot levels!

Whoever wrote this feat probably didn't expect invisible summonlings.  Most Monster Manual or stock creatures would need true seeing, blinsight, or blindsense to detect your summonling.  Wow!

Invisible creatures attack against flat-foot AC and get +2 accuracy.

Metamagic School Focus: Conjuration - Requires Spell Focus: Conjuration OR a that you be a Conjurer
EFFECT: 3/day reduce the cost of a metamagic feat you know by 1 slot level to a minimum of +0 slot levels.

Woohoo!  Heighten Spell with this feat makes spamming the Summon Elemental reserve feat possible!

This feat is still useful in the expected sense.   Apply it to Fell Drain to make your summonlings bestow negative levels.  Use it on Imbued Summoning to make Imbued Summoning less burdensome.

I'm sure you can find some other uses for this feat.

Persistent Spell (Complete Arcane 81) - Requires Extend Spell
EFFECT: Spells you cast with a fixed range or a personal range instead last 24 hours.  +6 (!) slot levels

1: Ask your DM if "touch" spells work with this feat.  If so, its rating goes up greatly.

2: If you can avoid paying more spell slots or higher level spell slots, this feat is wonderful!  See Incantatrix's Cooperative Metamagic and Metamagic Effect abilities and the feat Divine Metamagic for details.

If you can't avoid such costs, you must either greatly reduce this feat's slot adjustment or ignore it.  +6 slot levels is almost never worth it!

Practical Metamagic [Metamagic] (Races of the Dragon 101) - Requires (Dragonblood) subtype, Spellcraft 8 Ranks, a metamagic feat, and the ability to spontaneously cast L3 spells
EFFECT: One metamagic feat you know has its slot cost reduced by 1 (minimum +1 slot level).

Handy with Quicken and Persist.  Go Dragonborn to meet the Dragonblood prereq.

Practiced Spellcaster (Eberron Campaign Setting 50) - Requires Spellcraft 4 Ranks
EFFECT: Your caster level in the chosen class increases by 4 to a maximum of your HD.

This is slightly helpful for Malconvokers.  Combine with Spellgifted for best effect.

Quicken Spell
EFFECT: You can cast spells with a casting time of 1 round or less as swift actions.  +4 slot levels

Best used on buffs or crowd control spells once you can cast level 5 or 6 spells.  Wizards are known for having a blah level 6 spell selection, at least in core.

The black rating is from needing to wait so long, and from which spells you cast with it.

Rashemi Elemental Summoning (Unapproachable East 45) - Requires Spellcaster Level 5
EFFECT: Air elementals you summon gain the Orglash template, allowing them to cast cone of cold 3/day, among other things.  Your summoned earth elementals gain the Thomil template, granting them slight defensive bonuses (+2 natural AC, DR 10/magic, cold resist 5, and SR of 5 + their HD) and some other goodies.

With the Summon Elemental reserve feat, air elementals become blasters!  Stay out of their way or use anticold sphere (Spell Compendium 13) to become cold damage immune.

Summon Elemental [Reserve] (Complete Mage 47) - Requires L4 Spellcasting and a spell slot dedicated to a summoning spell
EFFECT: You can spam a Small Elemental (water, air, fire, or earth) with a 30' tether.  Its duration is 1 round of the highest level summoning spell you have in resesrve.  This increases to a Medium Elemental with a L6 spell and a Large Elemental with a L8 spell.

One of the major points of this guide is using the reserve Elemental ASAP!  Combine this feat with Heighten Spell and Metamagic School Focus: Conjuration to start spamming Elementals at level 1!

Water Devotion (Complete Champion 64)
EFFECT: Once per day as a standard action (and more if you ignore Complete Champion errata), any character can dump out a full waterskin to summon a Small water elemental for 1 minute.  This Elemental becomes Medium at L6, Large at L11, and Huge at L16.

This feat is cool!  Now anyone can summon a water elemental, if only for a short time!  Since it's summoned, other summon boosters (just about everything in this guide) apply.

If you play with Complete Champion errata, you're limited to using this feat 1/day.  You can retake the feat to gain another daily use each time, but it ain't worth it.

If you ignore the errata (which I recommend), you can spend a turn or rebuke undead attempt to summon another water elemental.

Summoner Items

Ehlonna's Brooch - Masterwork Holy Symbol (350G, Requires Patron Deity: Ehlonna, Complete Champion 134)
EFFECT: Summonlings have +1 HP/HD.  These are real HP, not temporary HP.

Note that this is a nonmagical item.

Metamagic Rod: Chain (14,000G Lesser, 54,000G Normal, 121,500G Greater, Magic Item Compendium 165)
EFFECT: Chain Spell 3/day.  Lesser rods work on spell levels 3-, normals on L6-, and greaters on L9-.  You need only possess this rod to benefit from it.  You may only use no more than one metamagic rod per spell.

Give your party nerveskitter (Spell Compendium 146) with this.  If you can afford it, polymorph your party or/and army into something nasty, like hydras, including pyrohydras or cryohydras as appropriate.

Metamagic Rod: Extend (3000G Lesser, 11,000G Normal, 24,500G Greater)
EFFECT: Extend Spell 3/day.  Lesser rods work on spell levels 3-, normals on L6-, and greaters on L9-.  You need only possess this rod to benefit from it.  You may only use no more than one metamagic rod per spell.

Handy for making crowd control spells, buffs, or summons last just a bit longer.

Metamagic Rod: Quicken (35,000G Lesser, 75,500G Normal, 170,000G Greater)
EFFECT: Quicken Spell 3/day.  Lesser rods work on spell levels 3-, normals on L6-, and greaters on L9-.  You need only possess this rod to benefit from it.  You may only use no more than one metamagic rod per spell.

Very expensive, but possibly cheaper than the spell slots.  The lesser is probably the best deal, so you can drop a mass buff or distracting summon or a crowd control spell in a pinch.

Metamagic Rod: Reach (9000G Lesser, 32,500G Normal, 73,00G Greater, Magic Item Compendium 165)
EFFECT: Reach Spell 3/day.  Lesser rods work on spell levels 3-, normals on L6-, and greaters on L9-.  You need only possess this rod to benefit from it.  You may only use no more than one metamagic rod per spell.

Give summons touch buffs at range, such as cat's grace or barkskin.  If you have Augment Summoning (and you should!), your summonlings already have the effects of bull's strength and bear's endurance.

See Treantmonk's Guide to Wizards for spell ratings and descriptions.

Orange Ioun Stone (30,000G)
EFFECT: +1 CL.  Only one orange ioun stone affects you at a time.

Ring of Arcane Might (20,000G, Complete Arcane 144)
EFFECT: +1 CL on arcane spells.  Only one of these items affects you at a time.

Ring of Mighty Summons (14,000G, Complete Mage 127)
EFFECT: Summonlings have max HP per HD, but their duration is halved.

Wondrous Locations

Metamagic Storm (Requires 1 Metamagic Feat, 5000G, Lasts 1 Year, Complete Mage 151)
EFFECT: Get a metamagic feat for 1 year*.

Sometimes, you really want another metamagic feat for cheap.  This can do it.

*The metamagic feat granted by a Metamagic Storm can't be used as a prereq.  You must meet all prereqs for the bonus metamagic feat before choosing it.

Otyugh Hole (3000G, Lasts Permanently, Complete Scoundrel 151)
EFFECT: You get Iron Will, qualifying you for Incantatrix.  Yay!  You also get +2 Will from this feat.  Yay!

Worldmeet Glade (18,000G, Lasts 1 Year, Complete Mage 157)
EFFECT: Summonlings get +2 HP/HD and +2 on damage rolls and d20 rolls.

Favorite Summonlings

Belkers: [Large], [Evil], [Air], [Sense Motive +0]
Evil Large Air Elementals in Core.  Woohoo!

Elemental Monoliths (Complete Arcane 156-160): [Colossal], [Neutral], [Air/Earth/Fire/Water], [+15 Sense Motive]
Normally, you need to maintain concentration to summon these, but they're more painful than they may seem.  You can use gate to bring in something far more powerful, but that costs XP.  See the spell summon elemental monolith on Complete Arcane 124 for details.

Elemental Grues [Medium] (Complete Arcane 153-156): [Medium], [Evil], [Air/Earth/Fire/Water], [+0 Sense Motive]
They're evil and Elementals.  All your summoning augments apply!  Air and Earth Grues are my favorite for natural invisibility and sneak attack respectively.

Living Holocausts (Fiend Folio 117): [Small], [Evil], [Air & Fire], [+21 Sense Motive (!)]
If you're mean, you'll spam these at level 1.  They're [Air] and [Fire], meaning Rashemi Elemental Summoning applies.  They're Evil, meaning Malconvoker goodies apply.  Beware their +21 Sense Motive!

Storm Elementals (Monster Manual III 48-49): [Small to Huge], [Neutral], [Air], [+0 Sense Motive]
Once per round, they can shock someone within 10' as a free action.  Also, once per minute (probably once per summon) they can do a 60' radius sonic AoE (Fort half) and a 120' line of electricity (Reflex half).  Especially at low levels, this is a lot of damage.

They're Elementals with the [Air] descriptor, which may make them Air Elementals for purposes of Summon Elemental.  Also, the summon spells say Small Elemental (any), but Storm Elementals can be summoned 1 spell level later.  Ask your DM at which levels you can summon Storms.

Thoqqua: [Medium], [Neutral], [Earth & Fire], [+1 Sense Motive]
They're core Earth Elementals with tremorsense and a 2d6 fire slam.  (Not even the standard Earth Elementals have tremorsense!  How do they know where they're goin' when they earth glide?)

Sample Build

Dragonborn Fire Strongheart Halfling Conjurer5/Malconvoker5/Incantatrix4/Paragnostic Apostle1/Master Conjurer1/Archmage3/X1

You NEED at least 3 feats @1 for this build to work.  More feats are better, of course.

Decide whether you want Abrupt Jaunt (Player's Handbook II 70) or Rapid Summoning.

Dragonborn and Fire are optional, though recommended.  Skip Dragonborn @1 if you're Fire and plan to have your fire elementals carry you.

1: {Aggressive}, {Murky-Eyed}, {Noncombatant}
1: [Abrupt Jaunt (Player's Handbook II 70) OR Rapid Summoning], [Augment Summoning - Lose Scribe Scroll]
1: Augment Elemental OR Improved Elemental Summoning (Homebrew), Heighten Spell, Metamagic School Focus: Conjuration, Summon Elemental
3: [Iron Will from O Hole], Spell Focus: Conjuration
5: [Granted Domain Power: Travel]
6: [Deceptive Summons: Summonlings get free Extend Spell], Rashemi Elemental Summoning
7: [Learn planar binding series]
8: [Skill Focus: Bluff]
9: [Deceptive Summons: Summonlings get +2 HP/HD, +2 Damage], -=FEAT=-
10: [Fiendish Legion: +1 Evil Summonling Summoned]
11: [@METAMAGIC FEAT@]
12: [Cooperative Metamagic], -=FEAT=-
13: [Metamagic Effect]
14: [@METAMAGIC FEAT@]
15: [Skill Focus: Spellcraft], -=FEAT=-
16: [Call of Worlds: Summonlings have Fast Healing 5]
17: [Spell-like Ability: TIME STOP]
18: [Spell Power OR Mastery of Shaping]
19: [Spell Power OR Mastery of Shaping]
20: [Whatever]

-=FEAT POOL=-
-Improved Elemental Summoning: Homebrew, but meant for dedicated Elemental summoners.  If allowed, take this instead of Augment Elemental.
-Improved Initiative.  Yum.
-Martial Stance
-Martial Study
-Practiced Spellcaster
-Spell Focus
-Sudden Empower
-Sudden Maximize

@METAMAGIC FEAT POOL@
-Easy Metamagic
-Extend Spell
-Fell Drain.  On summonlings.  Yeah.
-Persistent Spell
-Quicken Spell

Spiffy Tricks

Buff your summons!  Your Elementals may only be around for a few rounds, but it may be viable to buff them.  For example, summon something on round 1 and haste your army and your party on round 2.  Perhaps a Cleric will buff your summonlings, too!

Cone of Cold Spam: Take Rashemi Elemental Summoning.  Summon an Elemental with the [Air] subtype.  Have it use cone of cold.  Summon another when done.

Fell Drain Antics
Get Fell Drain to +0 or +1 slot levels and summon something with a buncha attacks.  Each time the target is damaged, it takes a negative level!

Invisible Spell Antics
This feat is +0 slot levels!  Most creatures can only sense your summonlings through true seeing, blindsense, or blindsight!  Whee!

Persistent Pet Elemental
Use Persistent Spell with Metamagic Effect to make your Summon Elemental pet last all day!  (The pet has a 30' leash.)

Buffing your elemental becomes more appealing when you know it'll be around!

The Living Holocaust @1
Fiend Folio 117 has this CR13 Small Air Elemental.  You can summon a Small Air Elemental with Summon Elemental.  I advise ONLY using this to utterly surprise your opposition.

Controversies

What is an "Elemental?"
The term "Elemental" could refer to either creatures listed under "Elemental," or any creature of the Elemental type.  I interpret "Elemental" to mean "Any creature with the Elemental type."

Summon monster seems to support my definition of "Elemental," since summon monster III says "Elemental, Small (any)," and there are no other summonable creatures of the Elemental type.

When can I summon a Storm Elemental (Monster Manual III 48)?
They're Elementals with the [Air] descriptor, which may make them Air Elementals for purposes of Summon Elemental.  Also, the summon spells say Small Elemental (any), but Storm Elementals can be summoned 1 spell level later.  Ask your DM at which levels you can summon Storms.

Divine Metamagic (Heighten Spell) - What's it do?
Seemingly, I can use this to meet spellcasting requirements early.  If so, hello reserve feats!

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #111 on: April 11, 2013, 09:54:16 PM »
Practical Demonkeeping (A Summoner's Guide to the Lower Planes)

by Gnorman

Practical Demonkeeping
(A Summoner’s Guide to the Lower Planes)

[sexy image]

"At them, my fiends! Serve your master well, and their souls shall be yours to feast upon!"

- Trephalia Vannon, student of The Vital Pact.

Let’s face it. Everybody likes summoning fiends. Okay, not everybody. Paladins, clerics of good-aligned gods, and the occasional overly-naturalistic druid may have a few minor ethical dilemmas about the subject. But for those of you willing to delve into a little fire and brimstone, delving into various forbidden grimoires, codices, tomes can be an extremely rewarding - if incredibly dangerous - practice. But before you start to chalk out that circle or cast that summoning spell, it’s good to know a bit about what exactly it is you are coercing into doing your bidding – even if it’s only for one round per level. Collected here is a vast array of demons, devils, yugoloths, demodands, and miscellaneous evil outsiders for your perusal. Not every thing in the list will be extraplanar or evil, but most things will be - my requirements are basically thus: be an evil outsider, or an evil magical beast/aberration/construct with the extraplanar subtype, or hail from a plane ranging from Acheron to Pandemonium. I’ll be hitting up the Monster Manuals, Fiend Folio, Fiendish Codices, and more (even a few issues of Dragon magazine, for the more adventurous players out there).

Much of this guide is intended for use with the Malconvoker from Complete Scoundrel. As summoning becomes an extremely viable strategy with this PrC (and summoning creatures with the [evil] subtype is the way to go with the class), I highly recommend it for any hopeful practitioners of deceptive demonology. Regardless of the Malconvoker love (of which there is plenty), this can still be a handy guide. Use it for your Truenaming Fiendbinder. Use it for your Nar Demonbinder or your Demonologist. DMs, use it for your BBEG and his cabal of demonic cultists. Or your malicious priests of domineering, devil-consorting congregations. Most importantly, have some fun dabbling in demonology. Just don't take it too far - down that road lies ruin. Or power. Or something.

A few quick preliminary notes:

Note that I won’t go into detail about how to best become a summoner – guides for that have already been written. In particular, I recommend:

Treantmonklvl20’s Mastering the Malconvoker
Mxyzplk’s Legal 3.5 Summonable Monster List
Mxyzplk’s extremely handy Malconvoker cheat sheets, my personal inspiration for this guide
The always-useful Summoning Handbook
And the Conjurer's Handbook, which doesn't focus on summoning but is still a great resource for wizards and sorcerers looking to become familiar with Conjuration.

A typical entry will have the following details:

CR: Obviously, the Challenge Rating of the creature.
HD: Its hit dice, relevant for binding.
How to get it: The way to summon it. If there's a RAW method, I'll use that. If not, I'll use my own scale, as noted below.
Role: The roles mentioned below - the basic use of the summon.
Fluff: Irrelevant to some, it might give you some ideas about how to roleplay these fiends or tempt them into copacetic binds.
Advantages: Self-explanatory; the reasons why you'd want to use the creature.
Disadvantages: Likewise; the reasons why you'd not want to use it.
Notable SLAs: The cream of each creature's spell-like ability, psi-like ability, or maneuver crop.
Final Evaluation: My subjective take on the creature's overall efficacy, both in and out of combat.

I'll be grouping creatures into six basic roles, as follows:

Brute: Self-explanatory. Melee monsters and damage-soaking tanks.
Assassin: Stealthy, subtle, or highly mobile creatures.
Minion: Mooks with few abilities that don't have a well-defined role or work well only en masse.
Manipulator: Lockdown, debuffing, or other relevant battlefield control.
Caster: Those who depend heavily on their SLAs or blasting abilities.
Overlord: These guys can do it all - melee, casting, control, whatever you need, an Overlord can most likely provide. 

For creatures without a RAW method to summon them: Here’s the Summon Monster CR scale that I’m basing the guide on. It’s a fairly lenient scale – harsher DMs might skew it down a notch or two.
SM I: ½
SM II: 1
SM III: 2
SM IV: 3
SM V: 4-5
SM VI: 5-6
SM VII: 7-8
SM VIII: 9-10
SM IX: 11-13

For bindings: Normally, the caps for bindings are 6 HD for Lesser Planar Binding; 12 HD for Planar Binding; and 18 HD for Greater Planar Binding. The Malconvoker's Improved Calling boosts it by 2. Infernal Bargainer, a Forgotten Realms-specific feat for outsiders only, can boost it by another 2. I won't be mentioning specific binding methods in the "How to Get It" entry, as you should be able to determine that by the creature's HD. Assume I'm taking that Improved Calling ability into account in most cases. There's also an obscure spell called Implore in Dragon #336 that allows you to bind a creature of up to 22/24 HD (it's not entirely clear), provided you have its truename. I'll be assuming 24 HD, just because it's more awesome that way.

If two versions of a creature exist, I'll be using the most recent one. Most will be 3.5, but I will delve into 3.0 sources as well, since they're technically still canon.

And without further ado, the Encyclopedia Demonica:

Demons, Part I

[sexy image]

"So many to seduce, so little time. Oh, who am I kidding? I'm a demon. As eternal and enduring as evil itself. I've got all the time in the planes."

- Alessandra, succubus temptress, recently brought back to the Material Plane.

Chaotic, vicious, and destructive, demons are a paramount choice for a caster looking to pick up a powerful caster or a sneaky tactical choice. They have plenty to offer (more than any other) in terms of variety, and a number of them are beautiful choices. Still, with such a large pool to draw from, there's bound to be a few duds. A number of them have annoying auras, or are heavily impractical, or occupy confoundingly unnecessary niches. But while they are on the whole not as combat-adept as Devils, they are good choices for their spells and tactical possibilities.



Monster Manual I

Babau
CR: 6
HD: 7
How to get it: SM VII
Role: Assassin
Fluff: Sneaky spies and assassins in demonic courts, Babaus aren't very socially adept. Though reasonably intelligent, their limited ability to wheel and deal will help you bluff them but good. They hate fair fights and plot carefully - they're likely to exploit loopholes in binding contracts if they can puzzle them out.
Advantages: It’s a sneaky little bugger that can provide scouting or hit-and-run tactics for you. 2d6 sneak attack and three attacks can add up. Decent rogue skills, though the limited duration will prove counterproductive in that regard. LPB can turn it into a minor rogue replacement, though.
Disadvantages: Disappointing damage and middling BAB, plus a caster level of 7 for its SLAs.
Notable SLAs: Dispel Magic and See Invisibility at will.
Final Evaluation: Though not the greatest summon for its level, it can be an effective skirmisher. Tag-team a vulnerable, low-AC enemy with two babaus and watch the d6’s fly. Still, I wish it was a level or two lower - as it is, it's a relatively poor choice.

Balor
CR: 20
HD: 20
How to get it: Greater Planar Binding with either the Infernal Bargainer regional feat from Races of Faerun or the Malconvoker's Improved Calling ability
Role: Overlord
Fluff: Generals and overlords of demons, Balors aren't easily tricked or bound. My recommendation? Show them immediately that you're no pushover. Hit them with debuffs and verbal abuse while they're trapped in the circle. Demonstrate that even though they are great and powerful, they are nothing in comparison to your power, and that if they expect to get out of this alive and intact, they'd better bow to your every whim. Balors respect power and cruelty - you have to approach them on their terms.
Advantages: It has a vorpal sword (actually not that great). It is wreathed in flame. Amazing SLAs. It messes things up hard, in and out of melee. This is an absolutely iconic binding for a reason – it’s the golden standards by which other GPBs are measured.
Disadvantages: A CHA of 26 makes this a difficult bind, though far from impossible. Likely to be vindictive and cruel, plus it will seek torturous, bloody revenge on you as soon as it becomes free. Also, don’t get near it when it dies.
Notable SLAs: Blasphemy, Dominate Monster, Greater Dispel Magic, Insanity, Power Word Stun, Telekinesis, and Unholy Aura at will, plus Implosion and Firestorm 1/day.
Final Evaluation: It’s a freakin’ Balor. It makes archmages cry and mighty heroes wet their pants with fear. Bind it with all possible speed, but beware the risks.

Bebilith
CR: 10
HD: 12
How to get it: SM IX
Role: Brute
Fluff: Equal parts hunter and ambusher, Bebiliths likely aren't interested in your ministrations or your offerings. They're somewhat intelligent, but they're also savage, primal, and animalistic. They do enjoy hunting demons, however, so perhaps you can offer them an all-you-can-eat dretch buffet.
Advantages: A hefty grapple score, three attacks a round, and a relatively powerful poison. Decent mobility for its size, including good ranks in Climb and Jump. They can throw a web at a pitiful attack bonus, but everything at this level has a way of geting out of that.
Disadvantages: By the time you can summon one, most creatures are going to laugh at a Bebilith. Its Rend Armor ability is fairly useless. A +16 in Sense Motive makes this harder than some to bluff.
Notable SLAs: None.
Final Evaluation: The Bebilith isn't anything to write home about. It's a better melee fighter than the Hezrou you can get for the same spell, but the Hezrou has some powerful SLAs and the Bebilith really comes up short in that case. A good pick for straight melee (especially with all of your augmentations in play), but you're level 18 now. Straight melee doesn't really cut it anymore. If you can convince your DM to bump it down to SMVIII, it's that much more useful.

Dretch
CR: 2
HD: 2
How to get it: SM III
Role: Minion
Fluff: Pathetic cannon fodder for demonic armies, Dretchs are easily bullied, abused, and controlled. It's a poor, poor wizard who can't intimidate a dretch into service.
Advantages: Three attacks per round and decent damage reduction for its level.
Disadvantages: Slow and fragile, subpar damage.
Notable SLAs: Stinking Cloud and Scare 1/day
Final Evaluation: The dretch also isn't the best melee bang for your SMIII buck, but the SLAs are useful and it can be a decent tank against mooks with that DR.

Glabrezu
CR: 13
HD: 12
How to get it: PB, or possibly SM IX if you can sway your DM
Role: Overlord
Fluff: Tempters of mortals with power and wealth, Glabrezu could potentially be swayed to your service with promises of magic items or gold - after all, that's more to offer other mortals. They're smart and subtle, so beware their machinations.
Advantages: What's not to love? A great attack schedule, decent AC and DR, a vast array of skills, and helpful SLAs, plus Wish one a month (though, and I quote: "Unless the wish is used to create pain and suffering in the world, the glabrezu demands terrible evil acts or great sacrifice as compensation").
Disadvantages: With a CHA of 20 and Sense Motive +18, the Glabrezu is likely to be wary of your tricks. But it's nothing you can't handle.
Notable SLAs: Chaos Hammer, Confusion, Dispel Magic, Mirror Image, Reverse Gravity, and Unholy Blight at will, plus Power Word Stun 1/day.
Final Evaluation: Glabrezu are another benchmark bind - they're a lovely, lovely choice. But they're also quite capable of effecting revenge on you. If you're willing to take the risk, the reward just might be worth it - and a glabrezu fighting for you is one hell of a reward.

Hezrou
CR: 11
HD: 10
How to get it: SM IX
Role: Overlord
Fluff: Sergeants and middling officers, Hezrou enjoy carnage and battle more so than most demons. Just the offer of limb-rending, gut-wrenching slaughter might be enough to sway a Hezrou to your side.
Advantages: While not great sources of melee damage, their Stench ability can certainly tip the scales in your favor. Plus, no Sense Motive to speak of!
Disadvantages: A middling BAB and relatively poor damage make Hezrou subpar choices in melee.
Notable SLAs: Chaos Hammer and Unholy Blight at will, plus Blasphemy and Gaseous Form 3/day.
Final Evaluation: A decent choice as a walking debuff, Hezrou are made to wade into combat and disable enemies. Stench plus Chaos Hammer can really take lawful foes out of the fight, leaving them slowed, nauseated, and damaged.

Marilith
CR: 17
HD: 16
How to get it: GPB
Role: Brute
Fluff: Tacticians and generals in demonic armies, Mariliths enjoy a good scrap. They don't seem to have any particular interest in mortal souls or magic items (no more than other demons, that is), so binding them may just be a matter of offering them carnage and heinous butchery.
Advantages: Seven attacks a round? Oh my, yes. A decent grapple, and a Constrict that not only does great damage, but can knock (DC 29 Fort) your opponent unconscious for the duration of the grapple. SLAs aren't truly special, but they're not bad.
Disadvantages: 24 CHA and +23 Sense Motive. Competition with the Balor.
Notable SLAs: Blade Barrier, Magic Weapon, Project Image, See Invisibility, Telekinesis, and Unholy Aura at will.
Final Evaluation: A fine choice for hack and slash, Mariliths are powerful binds. But by the time you can bind one, the Balor's a possibility too.

Nalfeshnee
CR: 14
HD: 14
How to get it: Maybe SM IX, likely PB
Role: Caster
Fluff: Nalfeshnees are judges and torturers of the damned. You could potentially get a lot of mileage out of just that fact - offer them the chance to cause significant pain and agony to enemies who were, let's face it, probably just going to end up in the Abyss anyway.
Advantages: Decent BAB, fantastic SLAs. They can be spectacular disablers/debuffers and limited blasters. Love that Smite ability - completely disables non-demons for 1d10 rounds. A great UMD skill, if you have some spare wands or scrolls. They can fly, too, though poorly.
Disadvantages: Sense Motive +23 and CHA 20 makes them slightly harder to Bind than the Glabrezu. Melee damage is somewhat poor.
Notable SLAs: Call Lightning, Feeblemind, Greater Dispel Magic, Slow, and Unholy Aura at will.
Final Evaluation: I like the Nalfeshnee a lot. It has plenty of tactical possibility and can bring plenty of opponents out of the fight.

Quasit
CR: 2
HD: 3
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: Pesky little critters with a penchant for sitting on the shoulders of wizards, Quasits are likely to be easily tricked, bullied, or tempted into your service. Abject cowards, to boot.
Advantages: Decent stealth skills and Alternate Form at will let the Quasit be a versatile summon. The DR + Fast Healing is nice. Good maneuverability.
Disadvantages: Can hardly make a dent in melee, though the poison is a nice bonus.
Notable SLAs: Detect Magic and Invisibility (self only) at will and Cause Fear 1/day
Final Evaluation: Quasits are poor in melee unless polymorphed into wolf form. Even then, they're only average. But they excel as scouts and infiltrators.

Retriever
CR: 11
HD: 10
How to get it: None by RAW, likely SM IX (as a mindless construct, it cannot be bound)
Role: Brute
Fluff: Retrievers are constructs built by Demogorgon himself to track down fugitives and missing treasure. They are mindless - don't try to reason with them.
Advantages: Damaging/petrifying eye rays as a free action and more attacks/damage than a Bebilith. Construct traits and Fast Healing. Free, automatic, permanent Discern Location. They don't have the [evil] subtype, which may be a point in its favor against certain wards and protections.
Disadvantages: Lower BAB than a Bebilith and no DR make them comparatively less effective in battle.
Notable SLAs: None.
Final Evaluation: While constructs aren't typically a valid summon, the Retriever just might be demonic enough to count. Great trackers with their Find Target ability, they can also be quite the source of damage with the eye rays. They're a bit too much of a glass cannon for my tastes and less dependable than other summons at this level, but a few good rolls and they can be devastating.

Succubus
CR: 7
HD: 6
How to get it: None by RAW, likely SM VII
Role: Caster
Fluff: Unparalleled seductresses, succubi are schemers and flatterers. They want mortal souls. Don't give them yours. Don't give them any others, either! Offer them the chance to sharpen their seductive edge, or perhaps mention just how corruptible (or dreamy) the BBEG is.
Advantages: Very useful SLAs. Their Energy Drain could prove useful against dumber opponents.
Disadvantages: Terrible in melee and extremely difficult to bind (26 CHA!).
Notable SLAs: Charm Monster, Detect Thoughts, Ethereal Jaunt, and Suggestion at will.
Final Evaluation: There's always plenty of creative potential with a succubus around. While not overwhelming as a summon, they can be quite manipulative as a bind. Lay traps for your enemies. Play on their lusts and desires. If you can pull off the bind, seduce, seduce, seduce!

Vrock
CR: 9
HD: 10
How to get it: SM VIII
Role: Brute/Manipulator
Fluff: Vrocks are bodyguards and shock troops. As such, they're simple creatures - they revel in battle and slaughter, and aren't much more subtle than that.
Advantages: Very nice attack schedule. Spores and Stunning Screech are great. Decent SLAs, mobility, and damage. The Dance of Ruin offers you a whole new tactical possibility if you can summon three of them.
Disadvantages: Sense Motive +16, though their CHA is crap.
Notable SLAs: Mirror Image and Telekinesis at will, plus Heroism 1/day.
Final Evaluation: Can't go wrong with a Vrock. Mobile, powerful, and a potent disabler. Probably the best choice for core SM VIII.

Monster Manual II

Abyssal Maw
CR: 2
HD: 2
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: Assault troopers in Abyssal armies, they're dumb and easily tricked. Some sources have them as minor creations of a long-forgotten demon lord of hunger. Maybe offer them food?
Advantages: One hell of a bite attack, though it's the only one they get. Rend Fallen seems nice, though all it really does is make sure they ain't getting back up from the negatives.
Disadvantages: Low HP, no DR. Won't last long.
Notable SLAs: None.
Final Evaluation: A decent melee choice, a pack of them can drop foes pretty quickly with 2d8+6 damage.

Abyssal Ravager
CR: 5
HD: 3
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff: Brutish, dumb and far from organized, Ravagers are basically wild and frenzied predators. No organization or desires to speak of, they're said to basically attack anything they see. Summon, point, get out of the way.
Advantages: Just a brutal poison. 2d6 Strength, both initial and secondary. Too bad the DC's only like 16. But it can easily drop an unsuspecting wizard or rogue.
Disadvantages: They've got nothing else going for them. Poor damage, sad HP, no DR, poor AC.
Notable SLAs: None.
Final Evaluation: If you want something poisoned and helpless, they're your guy. But that's about all they're good for.

Abyssal Skulker
CR: 2
HD: 2
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Stalkers and raiders, they live to harry and harass enemies of the Abyss. Easily tricked, but why would you want to?
Advantages: Um. None to speak of, really. Decent stealth, I suppose.
Disadvantages: It does 1d2 damage and uses Weapon Finesse, so Augment Summoning won't help.
Notable SLAs: None.
Final Evaluation: Crap. Stay far away.

Jarilith
CR: 13
HD: 10
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Hunting beasts and predators of the Abyss, they are notoriously difficult to control. Even Balors apparently have to watch their step around them (though why is beyond me - they're Balors). They smell weakness and fear and it fills them with disdain. They don't speak, so are difficult to bargain with.
Advantages: Minor melee monsters. Pounce, Rake, Augmented Critical? A fear aura and monstrous AC? These are good things.
Disadvantages: Outside of straight melee combat, they have basically no uses. Crappy SLAs.
Notable SLAs: Doom, Detect Thoughts, and Clairaudience/Clairvoyance at will.
Final Evaluation: When you need something to die quickly, die now, and die screaming bloody murder with its throat nearly torn out, use Jariliths. If you can convince your DM that SMIX can summon them, this is one of the very few melee summons at that level I can condone using.

Jovoc
CR: 5
HD: 4
How to get it: None by RAW, likely SM V
Role: Minion
Fluff: Sneaky creatures that thrive on strife and chaos, Jovocs aren't too bright but they are adept ambushers and skirmishers. Probably pretty easy to trick into service - just mention plenty of battle-based chaos.
Advantages: Aura of Retribution, great DR and Fast Healing. Any damage caused to them is reflected back upon all non-tanar'ri within 30 feet, regardless of how much the DR stopped. Even with a save for half, this is such a good ability. And then with Fast Healing, they get it all back.
Disadvantages: That same aura is pretty prohibitive to your own party, preventing them from wading into combat or suffering along with the enemies. They're awful in a straight melee, but that's kind of not their point.
Notable SLAs: None.
Final Evaluation: I love these little guys. Plenty of dastardly potential with their Aura of Retribution. Bluff your foes into thinking that the Jovoc is a great threat, and then let them destroy themselves on their own swords. Once they wise up, sling fireballs in their general direction - the Jovoc's aura will double (or even triple with Fiendish Legion) the damage done. Your DM may cry. Or hit you. Or cry while hitting you.

Kelvezu
CR: 14
HD: 12
How to get it: None by RAW, maybe SM IX but likely PB
Role: Assassin
Fluff: Elite infiltrators and assassins for Abyssal lords, Kelvezu are surgical, precise, and brutally efficient. They don't seem to want power or influence, instead preferring to work their vicious magic out of sight and in the shadows. Perhaps offer it the chance to take out an enemy of the Abyss, like a powerful devil.
Advantages: 8d6 sneak attack, Evasion, Uncanny Dodge, and poison make for a spectacular rogue replacement. And they're available very early on, because of their favorable HD/CR split. Quite difficult to hit. 16 CHA makes them a fairly easy bind.
Disadvantages: Sense Motive +18. Two-weapon fighting and poor BAB to begin with means that those glorious fistfuls of d6's are hard to actually connect. With only 90 HP, they don't last long if they do get attacked.
Notable SLAs: Greater Invisibility (self only), Suggestion and Greater Dispel Magic at will.
Final Evaluation: Party rogue? Who would keep one of those around? We've been using the wizard's bound Kelvezu since level 12 and haven't missed the rogue since. Seriously though, any bind that can replace an entire archetype is probably a good idea. See if you can convince it to stop using the offhand weapon, though, as it will really help its hit percentages.

Palrethee
CR: 8
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Shamed demons that once aspired to be balors, they failed and now are punished by being literally on fire forever. They crave power and magic items and you can probably play to their vanity fairly easily, or at least use the shame of their failure to cow them into servitude.
Advantages: A decent melee combatant with a +1 Flaming longsword. Their slam attacks can light enemies on fire, and they have a constant Fire Shield around them.
Disadvantages: Not exceptionally tough, they can easily get squashed in combat. Severe weakness to cold damage, too.
Notable SLAs: Cause Fear 1/day.
Final Evaluation: It's on fire. They can't catch it if it's on fire. But seriously, not all that helpful. At this level, you can be throwing around some serious firepower, and the Palrethee just doesn't cut it.

Zovvut
CR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Not-quite-tanar'ri demons who may or may not be the hideous spawn of Orcus, Zovvuts are used for artillery and demoralization purposes. Supposedly obey those who can intimidate them into service.
Advantages: A Zovvut's level-draining gaze is nice, but it can only drain one level at a time and at a Will DC of 17. The wording is somewhat unclear if it is a targeted effect with a range of 30 ft. or if it affects all enemies WITHIN 30 ft. I tend towards the former. A horde of them can focus-fire on one foe and potentially drain it into oblivion. Enemies killed by it rise as wights 1d4 rounds later, under the Zovvut's control. And if you control the Zovvut, under your control.
Disadvantages: Other than the gaze attack, the Zovvut doesn't have much going for it. Crap melee, crap SLAs.
Notable SLAs: Clairaudience/Clairvoyance, Doom, and Suggestion at will.
Final Evaluation: If you really want an army of wights at your beck and call, or if you like level draining, Zovvuts are okay picks. But you've got better options at your disposal, trust me.

Monster Manual III

Arrow Demon
CR: 7
HD: 10
How to get it: SM VII as an evil caster (replacing babau)
Role: Brute
Fluff: The Abyss' ranged artillery, they are cruel and scornful, though they are loyal for survival's sake alone. As long as you impress upon them that their very survival depends on just how obedient and servile they are, they'll probably cave.
Advantages: Six ranged attacks that do 2d6+8 damage is a good thing. Arrow Demons can quickly turn low-AC foes into pincushions. It can even go into melee in a pinch, with four claw attacks.
Disadvantages: Those six attacks are at +12/+12/+12/+7/+7/+7, which is pretty crap for its level. Really low DR, too.
Notable SLAs: Dimension Door at will (bind only).
Final Evaluation: There's very little in the way of ranged support amongst the Summon Monster line, so the Arrow Demon is a welcome addition. Replacing the Babau is an easy choice. While you'll find yourself rolling a lot of misses, the sheer number of attacks an Arrow Demon has should make for some devastating critical hits. Tossing on a Cat's Grace or a Greater Magic Weapon will really amp up their potential.

Sorrowsworn Demon
CR: 17
HD: 18
How to get it: GPB
Role: Overlord
Fluff: They like to linger around battlegrounds or graveyards, reveling in loss. If you allow it to drink in the feelings of loss that you will inevitably cause as a high-level adventurer, perhaps it will agree to accompany you.
Advantages: Nice debuffing aura with a tough Will save - it interferes with casting and mimics Crushing Despair. Whispers of Loss is a great ability that can leave your foes stunned, dazed and confused. A good selection of SLAs, and a brutally damaging attack schedule. Fairly durable, too.
Disadvantages: The aura affects everyone around the demon, but it does have the option of switching it off. No real drawbacks to speak of, although Mindblank is a big fat NO to most of its abilities.
Notable SLAs: Invisibility and Nondetection at will, plus Touch of Idiocy and Greater Dispel 3/day, plus Mind Fog, Feeblemind, and Weird 1/day.
Final Evaluation: Another solid choice for a bind, the Sorrowsworn will worm its way into your enemies' minds and utterly annihilate them. Or it can rip them apart with its +2 glaive. Your choice.

Monster Manual IV

Deathdrinker
CR: 18
HD: 27
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Brute
Fluff: Deathdrinkers are demons unto themselves, colossal and brutish while also haughty and narcissistic. They despise all other creatures, and rarely get along with even their own kind. They are notably susceptible to flattery, however - fawning and brown-nosing will likely be rewarded.
Advantages: Their high HD makes them accurate attackers. Necromancers will be happy with their aura of unlife. They heal and gain combat bonuses after killing foes - handy in a protracted slaughterfest. They're also quite resilient, with high HP totals and DR.
Disadvantages: Hardly a huge source of damage in melee, the Deathdrinker simply does not compare to other creatures with similar HD totals. Very few tactical possibilities. Their elemental resistances are somewhat disappointing, too.
Notable SLAs: Air Walk, Greater Dispel, and Greater Teleport at will.
Final Evaluation: You can get much more powerful creatures with Implore than a lowly Deathdrinker - even if they are a cinch to bind. Skip 'em.

Kastighur
CR: 11
HD: 15
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Kastighurs are the prison wardens of the Abyss, full of torturous delight and very little cunning. They're large, sort of dumb, and rush into the fray at the slightest provocation. They're apparently notably undisciplined, sometimes ignoring orders just to incite fear and disorder.
Advantages: Good damage and great feats for tactical battle, Kastighurs are good choices for bull rushes or overruns. They do a fair bit of damage on a charge, too (5d6+14), with a DC 27 stun effect! They have a fear aura, and get a bonus to attack foes that are afraid, so that's a nice bit of synergy. Relatively tough. Acid immunity is nice, too.
Disadvantages: Outside of melee, they have little use. Low AC. Summoned Kastighurs can't use their teleporting abilities.
Notable SLAs: Feather Fall and Greater Teleport (bind only) at will.
Final Evaluation: Better than a Bebilith in straight melee, they're unfortunately taken down a notch by their near-complete lack of abilities beyond melee. Still, they're capable bruisers.

Nashrou
CR: 2
HD: 4
How to get it: SM III
Role: Brute
Fluff: Little more than savage pack predators, Nashrou have animal intelligence and are known to be extremely difficult to bargain with. Summoning rather than binding is heavily recommended.
Advantages: Where to begin? They get four damaging attacks at a decent attack bonus. They're quick and durable, with high HP and decent DR. 10 ft. reach never hurt anybody either (well, maybe your enemies).
Disadvantages: Vulnerability to critical hits and no SR are their only glaring weaknesses.
Notable SLAs: None.
Final Evaluation: One of my favorite low-level summons. Nashrou can tear your opponents to little tiny shreds, and remain halfway-decent at higher levels, especially with Fiendish Legion in play. Definitely use them. A+, five stars, would summon again.

Whisper Demon
CR: 9
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Hideous apparitions that drive those around them to insanity and suicide via their mad babbling, Whisper Demons are themselves out of their ghostly minds. They rarely speak and when they do, it's vile and hateful insults and lecherous desires. Hard bargain.
Advantages: They drive living creatures suicidally insane. Including your enemies. They're incorporeal, which is nice.
Disadvantages: They drive living creatures suicidally insane. Including you.
Notable SLAs: None.
Final Evaluation: Well, you could send it into the middle of an enemy fortress or encampment and sit back and relax while your foes all eventually go mad and kill themselves and then rise as allips. Mostly, I'd stay away.

Wrackspawn
CR: 3
HD: 4
How to get it: SM IV
Role: Brute
Fluff: The twisted remains of good souls tortured endlessly by demons, Wrackspawn exist only to inflict pain on as many things as they can. They have no eyes and shriek constantly. They fight with spears made out of their own bones. Squick.
Advantages: Effective melee combatants, their spears do an extra 2d6 damage and sicken creatures against Fort DC 20. Plus 120' Blindsight, so you can do all sorts of nasty things with Cloudy Conjuration or Fog spells.
Disadvantages: Kind of slow. Doesn't do much damage when the creature isn't alive.
Notable SLAs: None.
Final Evaluation: Overall, a decently capable summon when it comes to melee. Great damage, though less useful against non-living foes. Doesn't quite stand up to the Voor, but what does?

Monster Manual V

Adaru
CR: 10
HD: 13
How to get it: SM IX as an evil caster (or a Malconvoker)
Role: Overlord
Fluff: Adaru are surprisingly charming for demons, but are treacherous and scheming. You're going to have to learn to bluff a consummate bluffer to deal with them, but they can be bought with wealth and magic items.
Advantages: Supremely mobile, with burrow, climb, and swim speeds. A decently damaging poison. Its Fetid Cloud ability debuffs and makes movement difficult for non-evil creatures while giving evil creatures profane bonuses - great in a swarm of summons. But how often will you fight non-evil enemies?
Disadvantages: Not very damaging in melee, unimpressive SLAs. Can't kill a thing without using its poison.
Notable SLAs: Freedom at will and Charm Monster 3/day, but it only works on other tanar'ri, so it's rather limited.
Final Evaluation: One or two helpful abilities mixed in with a lot of mediocre ones. I'm not sold. Better things to do at this level.

Carnage Demon
CR: 3
HD: 4
How to get it: SM IV
Role: Minion
Fluff: General Abyssal infantry, sent into the fray to wreak havoc. Dull and single-mindedly focused on destruction. Not actually tanar'ri, but some strange creation. "Easily enticed by the promise of devastation."
Advantages: At least it gets a bonus when around other Carnage Demons? Scant consolation. DR/silver at least might confuse a few foes used to demons and cold iron.
Disadvantages: Weak in melee, plus can easily turn on you and yours.
Notable SLAs: None.
Final Evaluation: The Nashrou is better than this, and a level lower. Unless you really need to break through some weird DR, stay far away.

Draudnu
CR: 10
HD: 14
How to get it: None by RAW, likely SM VIII
Role: Brute/Manipulator
Fluff: These strange, hideous creatures seem ripped straight from the pages of Lovecraft, twisted abominations crafted by Pale Night from eladrin bones. All they want is to cleanse the Abyss of non-obyriths. They care nothing for wealth, power, or influence - they only like to kill.
Advantages: Decently powerful in melee with a handy Immobilization effect. Creatures within 60 feet must save or be permanently sickened. Decent DR and Fast Healing. Does acid damage to those that damage it.
Disadvantages: Keep it well away from your side of the battlefield. No SLAs is painful at this level, too.
Notable SLAs: None.
Final Evaluation: While I find their sickening aura to be too risky, they can be decent wading into melee. But only barely. Just make sure they do it at a safe distance.

Gadacro
CR: 3
HD: 4
How to get it: SM IV
Role: Assassin
Fluff: Abyssal scavengers and eyethieves, Gadacro are small and childlike and full of in-fighting. Like a pack of demonic vultures or crows. Gadacro obey the strongest member of their group, but they all eventually turn on the leader and rip him to shreds. Curse their sudden but inevitable betrayal.
Advantages: Plenty to like here. Sneak attack, plus an auto-blind for 5 rounds if it connects (though you sacrifice its damage to do so). If they get hit, they automatically get to poof away, safe from any other iterative attacks. A fly speed with perfect maneuverability and Flyby Attack makes them ideal aerial harriers.
Disadvantages: Their actual melee damage is pitiful, and their attacks are DEX-based, so your Augment Summoning doesn't help them connect.
Notable SLAs: Mirror Image and Earthbind 1/day.
Final Evaluation: I get an evil grin when I think about these guys. They won't bring anything down, but they'll certainly make it a lot easier for you to do so - and like the annoying pests they are, they just won't die. Extremely effective in groups - they call groups "murders of gadacro," and with good reason.

Solamith
CR: 8
HD: 11
How to get it: SM VIII
Role: Caster
Fluff: Ravenous hunger demons, Solamiths are bulging and flabby, full of soulfire. Demonic grenade launchers. They throw themselves upon the mercy of greater beings, meaning that obtaining their obedience should be a cinch.
Advantages: Can throw mini-fireballs all day long with Fast Healing. They can double the range and maximize the damage by doing more damage to themselves, so if you want a glass cannon, you've got one. Plus they can release a cone of soulfire as a retributive swift action the round after they get damaged. Soulfire offers a save, but it's Ref 25, which isn't too bad. Low CHA makes them an easy bind, to boot.
Disadvantages: Poor melee and sort of a one-trick pony. Cleave and Power Attack as feats? What a waste.
Notable SLAs: None.
Final Evaluation: Great for taking out hordes of mooks, Solamiths aren't really that effective against burlier fare. Still, a horde of them can firebomb quite a bit into submission. Call this one a reserved recommendation.

Demons, Part II

[sexy image]


"Another puny mortal thinks he can tame the masters of the Abyss, eh? Leash primal chaos, if only for a short while? Very well, 'master,' I shall do your bidding... for now."

- Wages of Sin, glabrezu soulstealer, assessing his latest mark.



Fiendish Codex I

Armanite
CR: 7
HD: 9
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Armanites are demonic heavy cavalry. They live in packs led by leaders called knechts, plus they have their own cities. Seemingly socially organized, they still are known abandon their tasks in favor of extreme bloodlust. Give them the opportunity to charge into battle and they might submit to being bound.
Advantages: A powerful charge attack with lessened penalties, decent melee presence, and automatic Shocking Burst on arrows fired from their bows. Decent durability. Not a bad deal.
Disadvantages: Once they've charged, they're a little unimpressive in melee for their level. No abilities outside of straight melee.
Notable SLAs: Airwalk for an hour/day.
Final Evaluation: Fairly run of the mill. Decent in melee (but only decent) and not much else. While I like the charge, the Bulezau later on in the same book are much better at it for just a single SM level.

Bar-lgura
CR: 5
HD: 6
How to get it: None by RAW, likely SM V
Role: Overlord
Fluff: Looking like gigantic fiendish orangutans, Bar-lgura are demonic scouts and skirmishers. They are rather odd - though they still craft grim totems and fetishes and despise most other beings, they don't take nearly as much pleasure in torment and suffering as other demons. In fact, they consider other demons a nuisance and despise working with them. Could be twisted to your advantage.
Advantages: Quite mobile, with good SLAs and a decent attack schedule. While summoning them won't let you take advantage of it (you'd have to use Lesser Planar Binding), their Abduction ability is basically an at-will teleportation taxi service, two party members at a time. Pounce, too!
Disadvantages: Melee damage does leave something to be desired at this level, though they are better than the Bearded Devil at SM V. They pale in comparison to the fiendish giant crocodile, unfortunately.
Notable SLAs: Telekinesis, Dispel Magic, and Cause Fear at will, plus Major Image, Invisibility, and Disguise Self 2/day.
Final Evaluation: I like Bar-lgura quite a bit. They are a bit like the jacks-of-all-trades of the demonic realms. They can be sneaky, tactical, brutish, or a mobile assault platform with telekinetic ammunition. The lowest level Overlord. They're not always your best choice, but they're always a good choice. A great choice for a LPB.

Broodswarm
CR: 6
HD: 8
How to get it: None by RAW, likely SM VI
Role: Minion/Manipulator
Fluff: Broodswarms are deathly loyal swarms formed by night hags in an agonizing ritual. They exist only to seek out potential souls for the night hag to transform into larva. They attack good souls almost exclusively. You can summon or bind one, but you'll likely incur the wrath of its night hag mother.
Advantages: Swarm traits can be handy. Their Daze and Stitching (Stitching has no save!) abilities, in combination with the Distraction swarm trait, make them potent disablers. A blind, mute, helpless, dazed enemy is a good enemy. A swarm with Evasion is a very good combination, too.
Disadvantages: If an area effect hits 'em, kiss 'em goodbye. Their damage is very low. Stitching offers a fairly easy Strength check to break out, though each attempt does damage.
Notable SLAs: None.
Final Evaluation: A niche pick, particularly when you want to disable and/or capture foes rather than killing them. Not all that effective for its level, unfortunately.

Bulezau
CR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Goat-headed shock troops and formation assault squads of the Abyss. They are difficult to control and fly into berserk rages. Bulezau only obey orders under the threat of death from a more powerful overlord - otherwise they fall into immediate chaos and frenzied battle. Impress them with your power and they'll fall in line.
Advantages: Melee monsters. Their ranseurs are very damaging with 20' reach, and even their charge pales in comparison to it. That said, the charge is still quite good. A good complement of SLAs.
Disadvantages: Their SLA save DCs are pitifully low. Their BAB could use a boost, too. Their AC makes me sad, but you want them to get hit.
Notable SLAs: Solid Fog and Telekinesis at will, Fear 3/day and Shout 1/day.
Final Evaluation: I'm a reserved fan. A decent source of damage in melee, but the Vrock is still a more consistent choice at this level with its better attack bonus and other abilities. Of course, the Bulezau's Sense Motive is nonexistent, so it's easier to trick. Solid Fog is, however, a good ability to have at will, so it's a toss-up.

Chasme
CR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Assassin/Caster
Fluff: Chasmes are abyssal torturers and slavemasters, thrilling in pain and suffering. They despise all other demons (and probably you too), but will temporarily ignore their predilections if offered the chance of torture or interrogate others.
Advantages: First off, they're swift and perfect flyers with Flyby Attack and attacks that cause bleeding wounds. They have a good full-attack schedule at an acceptable BAB. They have a vast array of useful SLAs.
Disadvantages: Their auras aren't all that helpful (who cares about sleep at level 15?) and they don't do a whole lot of damage with their attacks.
Notable SLAs: Contagion, Dispel Magic, Fly, Insect Plague (bind only), Ray of Enfeeblement, See Invisibility, and Telekinesis at will, plus Quickened Ray of Enfeeblement 3/day.
Final Evaluation: Hard to find a lot wrong with the Chasme. Sure, there are plenty of aerial skirmishers in the demonic catalogue, but none of them have the Chasme's magical abilities nor as much damaging potential. Great at SM VIII, decent at SM IX.

Dybbuk
CR: 8
HD: 10
How to get it: None by RAW, likely SM VII
Role: Manipulator/Caster
Fluff: Creepy incorporeal loumara (a subtype of demon) that possess the dead for perverse, hedonistic purposes. They constantly are on the search for that perfect body, a fresh, attractive corpse whose death no one has yet noticed. Perhaps they will find such a corpse among your enemies?
Advantages: They can corpse-hop amongst the remains of your enemies, which has a lot of potential if you take down the strongest foe first, then let its possessed corpse turn on its former allies. It has an interesting Death Touch ability (though far too easy to resist), and it can impart a profane 24-hour bonus to mortals. Does 1d6 Con damage with its tentacles, healing itself at the same time.
Disadvantages: Possessing corpses is rather a niche skill, don't you think? If there's nothing dead to take, the Dybbuk's power is significantly lessened. By the time you can summon one, 1d6 Con damage isn't going to change the board much (though it's not bad), and its SLAs are shut down cold by Mindblank.
Notable SLAs: Obscuring Mist at will, plus Fear, Phantasmal Killer, and Mind Fog 3/day.
Final Evaluation: An interesting bit of potential, I still find the Dybbuk too much a situational choice to rely on. I want summons that can kill things, not control things that are already dead.

Ekolid
CR: 4
HD: 5
How to get it: None by RAW, likely SM V
Role: Assassin
Fluff: Intelligent insectile abominations who reproduce by implanting their eggs into as many creatures as possible, Ekolids have little motivation beside reproduction. Those under the rule of Obox-Ob form vast hive-cities made out of corpses. Man, Obyriths are creepy.
Advantages: Seven attacks per round! Their eggs do extra damage and nauseate their victims. They get to take an extra move action, and have a 60' average fly speed.
Disadvantages: Their aura can really mess up your party, causing a -1 on all skills and forcing casters to make a concentration check to cast even the simplest spells (though at DC 10, any half-way optimized caster should beat it). Somewhat fragile, and does poor damage. Awful grapple modifier.
Notable SLAs: None.
Final Evaluation: Eh, I think the risk outweighs the reward here. Still, they can do a good bit of damage to mooks with their incubation abilities. Pretty much a pass.

Goristro
CR: 16
HD: 24
How to get it: Implore
Role: Brute
Fluff: Living seige engines, the bestial Goristros are nasty, brutish, and enormous. They live only to destroy and devour, and are too dumb to be enticed by wealth or power. All they want to do is hit things until they stop moving, and then eat them. Offer them that.
Advantages: A pair of accurate, powerful slam attacks. Loads of HP. Good DR and Fast Healing. They can mimic earthquakes by stomping. Their feats make them ideal for battering down citadels and walls, or just tossing aside mooks like bowling pins.
Disadvantages: Supposedly not easily controlled or directed in battle. Abysmal touch AC. A puzzlingly high Sense Motive skill.
Notable SLAs: Fear, Levitate, and Spider Climb at will.
Final Evaluation: Well, they're certainly good at beating the crap outta things, though I wish they had more attacks. Though they're titanic bruisers, the hoops you have to jump through to obtain one makes them not quite worth the trouble - if I'm going to use Implore for a dumb bruiser, I'd rather have the Ghargatula or a brutish Aspect. Still, there's no way to wade into battle more stylishly than on a palanquin mounted on a Goristro's head.

Guecubu
CR: 4
HD: 4
How to get it: None by RAW, likely SM V
Role: Manipulator
Fluff: Disembodied abyssal spirits who believe that their serial murders form a pattern that will reveal the nature of the multiverse. Cruel and merciless, but somewhat weak.
Advantages: Incorporeal and naturally invisible, Guecubu make great scouts. They can also possess sleeping creatures and use Telekinesis while inhabiting another body, giving them as much possibility as you can imagine.
Disadvantages: No source of damage outside of Telekinesis. Fairly low HP. Unless you are careful when commanding it, it might decide to possess you.
Notable SLAs: Telekinesis at will.
Final Evaluation: Supreme infiltrators, Guecubu are useful in a host of non-combat situations. They're just not that useful in combat. Situational, but quite good in the right situation.

Laghathti (Web Enhancement)
CR: 10
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Ancient mind-wiping tentacle beasts, Laghathti love nothing more than stealing agonizing or tragic memories and implanting terrifying memories into unsuspecting minds. They're not very bright, preferring to pore over their collection of memories rather than think for themselves. If the villains you face have particularly tragic backstories, perhaps a Laghathti will consent simply for the chance to steal their remembrances.
Advantages: Seven attacks a round at a decent bonus, each one with the chance of bestowing a negative level. That's some mighty fine debuffing right there, plus it can pounce. Fast Healing, DR, and high HP make it a durable choice as well. Very good senses, too, with all-around vision and true seeing.
Disadvantages: Oof, 2d4 negative levels just by looking at the thing is a hefty mark against it. On land, they're a bit sluggish. A very limited selection of SLAs.
Notable SLAs: Modify Memory at will.
Final Evaluation: Like all Obyrith, the Laghathti poses a significant risk to you simply by summoning it. This one is potentially the worst offender of the bunch. Still, if you can get your hands on something that gives you immunity to negative levels (immunity to negative energy won't work, since the ability specifically says "These negative levels do not result from negative energy"), it's a very potent disabling grappler.

Lilitu
CR: 12
HD: 14
How to get it: None by RAW, likely SM IX
Role: Caster
Fluff: The succubus MK II, a Lilitu specializes in the corruption of mortal churches and priests. They used to be succubi, until a ritual which claims the life of an entire congregation burns their wings away and transforms them into the hideous mockeries they are now.
Advantages: They get to cast as a 9th level cleric, which is very handy. Great SLAs. A helpful poison on its tail sting (negative levels and WIS drain). It's not exceptional in combat - but out of it, the interrogative powers are limitless. Automatic UMD success. They can also imbue a recipient with a profane +2 bonus to CHA and saves.
Disadvantages: Pitiful damage and a severe weakness to divine magic. Very easily dealt with by a cleric or druid who sees through her trickery. Extremely high CHA, so it's going to be a long and bumpy road to Planar Binding. That profane bonus she can impart lets her track you at all times, so beware retribution.
Notable SLAs: Charm Monster, Fly, Suggestion, Sending, and Disguise Self all at will, plus Dominate Person, Quickened Suggestion, and Symbol of Persuasion 1/day. Their cleric spells include beauties like Bestow Curse (helpful if you banned Necromancy), Confusion, Lesser Planar Binding, and Raise Dead.
Final Evaluation: With a host of spells and SLAs, Lilitu can really shore up your weaknesses in the casting department. I find them extremely useful when coercing a trapped creature into a contract - sting them for negative levels, curse them, and dominate them into agreement. Delightful.

Mane
CR: 1
HD: 1
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Pathetic husks of mortal souls sent to the Abyss, Manes exist only to be tortured, ravaged, and abused. One of the only things that scares demons is the threat of being demoted and twisted into a Mane.
Advantages: They do have one extra attack on the Lemure. Plus, they explode in a caustic damaging mist, which can turn them into walking, dying, exploding flasks of acid.
Disadvantages: Just about everything - crappy HP, AC, and damage.
Notable SLAs: None.
Final Evaluation: A slightly better pick than the Lemure, it's still SM II. Don't expect much.

Molydeus
CR: 19
HD: 19
How to get it: GPB
Role: Overlord
Fluff: The Molydeus is a lord among demons, usually seen to be on an equal standing with the Balor. Mostly, it spends its time seeking out renegade demons (technically aren't all demons renegades?) and deserters and exact righteous punishment. Extremely feared by other demons for its ability to transform them into manes. It is an arrogant spellcaster who attempts to subdue a Molydeus, as they only suffer orders from the Lords of the Abyss. Tough, tough bind, and the Molydeus will likely turn on you in an instant.
Advantages: They do more damage than a Balor (though their attack bonus is slightly lower) and outstrip the other demon in terms of AC and Fast Healing. Fast Healing 30, by the way. Insane. They get to ignore most forms of damage reduction and have a devastating poison attack that even affects those who are immune to poison.
Disadvantages: Their SLA selections are underwhelming. With 28 CHA and the +31 Sense Motive, good luck binding them.
Notable SLAs: Baleful Polymorph, Vampiric Touch, Fear, and Suggestion at will; Dimensional Lock and Lightning Bolt 7/day, quickened Telekinesis 3/day, and Trap the Soul 1/day.
Final Evaluation: I like the Molydeus. Maybe not necessarily more than the Balor, but it's certainly comparable. Slightly better in melee, but slightly worse casting. Really, if you manage to bind either of them, you're golden.

Nabassu (juvenile, mature)
CR: 5, 15
HD: 5, 15
How to get it: None by RAW, likely SM V for juvenile; GPB for mature
Role: Assassin
Fluff: Nabassu are gargoyle-like demons with a noted predilection for undead creatures, graveyards, and negative energy. They grow by consuming mortals from the Prime, retreating back to the Abyss to form their own dominions once they've devoured enough. Mature nabassu are particularly greedy.
Advantages: The juvenile is a decent enough combatant, with 2d6 sneak attack damage and three attacks. It also has a level-draining gaze. The mature steps it up further, giving us a host of SLAs, 6d6 sneak attack damage, and regeneration. Both have the option of feeding, gaining bonuses and preventing the enemy from being easily raised.
Disadvantages: Their AC is a bit low and they rather annoyingly don't have Flyby Attack.
Notable SLAs: Obscuring Mist and Darkness at will for the juvenile; Enervation, Ethereal Jaunt, Greater Dispel Magic, Hold Monster, Obscuring Mist, Silence, and True Seeing at will, plus Energy Drain and Blasphemy 3/day for the mature.
Final Evaluation: I'm a little worried about that level-draining gaze, as it could potentially turn on you and yours. Overall though, whether summoned or bound, I find the Nabassu to be an interesting choice of assassin. They can rip things apart in melee and provide solid debuffs against the enemies they can't touch.

Rutterkin
CR: 3
HD: 5
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff: Deformed foot soldiers and bestial brutes, Rutterkin understand very little but physical force and intimidation. They are savage and merciless towards anything they perceive as weaker.
Advantages: Sadly, not a ton to love here. They're much weaker than the fiendish dire wolves of the same level. The only point in their favor is their automatic grappling reach weapons, but even those aren't much to get excited about. I suppose they're also reasonably durable.
Disadvantages: Low attack, low damage, and a low grapple modifier make Rutterkins bad at their primary function.
Notable SLAs: Cause Fear at will (though the Dretch is a level lower and casts a better version).
Final Evaluation: Bad SLAs, no abilities, and a poor showing in melee, which is really the only thing they can do. Don't linger here. Pass.

Sibriex
CR: 15
HD: 15
How to get it: GPB
Role: Manipulator/Caster
Fluff: These gigantic ugly floating heads (god, the stuff of nightmares) are the living, sentient spawning pools of the Obyrith, fleshcrafters and insane twisted biologists. They are quite vain and desire complements of guards to protect and fawn over them. They are highly intelligent and domineering.
Advantages: Well, they can create and attach fiendish grafts for free! In case you wanted them. They have a decent host of enchantment-based SLAs, and they can cover enemies in acidic bile.
Disadvantages: Crappy speed and pathetic dexterity, plus they drive everyone around them insane. Fortunately, it's not as damaging of an insanity as other Obyrith, but it's still a bad idea. 25 CHA makes it hard to bind.
Notable SLAs: Hold Monster, Charm Monster, Major Creation all at will, plus Feeblemind 3/day.
Final Evaluation: I don't personally like them, as they are too given to scheming and betrayal, especially when their aura of insanity cripples your saves against their charms. Still, free grafts might appeal to some, and it can hold its own in combat.

Yochlol
CR: 8
HD: 10
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: These are the handmaidens of Lolth, her chosen attendants. They are unparalleled tricksters and shapeshifters. They're favored daughters of their goddess, and they know it - they're disdainful and cruel towards all others, demons included. Summoning and binding them may rub Lolth the wrong way - bad idea.
Advantages: Four distinct forms that offer all sorts of advantages in infiltration. They can turn into a Stinking Cloud, a beautiful female humanoid, a spider (with Con damaging poison), or their natural jelly form. Eight attacks a round, plus a nice array of SLAs. CHA bonus to saves and AC, plus permanent Mind Blank.
Disadvantages: Pathetic damage with their tendrils. Low AC. The aforementioned "Favored of Lolth" thing.
Notable SLAs: Dominate Person, Stone Shape, Web, and Spider Climb at will.
Final Evaluation: I like them for their potential in disguise, infiltration, and information-gathering, but step carefully around your DM with them - he may decide to bring the Lolth-hammer down on you.

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #112 on: April 11, 2013, 09:56:04 PM »
continued...

Fiend Folio

Alkilith
CR: 10
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Brute/Caster
Fluff: Disgusting amorphous slime demons, Alkiliths are reviled by most other demons and only called upon in the direst of situations. They love to defile their surroundings with their own foul corruption.
Advantages: They do decent damage with their acidic pseudopod attacks, have a sizable collection of useful SLAs, and they have respectable defenses due to their amorphous nature. They can transform into a Cloudkill spell, which has its uses. They can command oozes as a free action.
Disadvantages: Their acidic attacks will melt your treasure! And while the repeating nature of the damage is nice, it takes a while to really add up.
Notable SLAs: Contagion, Enervation, Stinking Cloud, and Wall of Ice at will, plus Cone of Cold 3/day.
Final Evaluation: While Alkiliths are capable and have some interesting abilities, they violate one of the cardinal rules of the game: thou shalt not damage your own potential treasure! Still, against treasureless enemies, Alkiliths may be a minor boon. Otherwise, keep them out of melee and let them act as artillery with Cone of Cold.

Blood Fiend
CR: 14
HD: 12
How to get it: None by RAW, maybe SM IX
Role: Manipulator
Fluff: Blood Fiends are basically the demon equivalent of vampires. No, not basically - they are demonic vampires. They're undead. Nearly all of their abilities are vampiric in nature. The only difference is that instead of namby-pamby hedonistic glistening pretty boys, they are nine feet tall, have four viciously clawed arms, and have gigantic maws filled with rows upon rows of razor-sharp teeth. These guys make vampires crap themselves.
Advantages: Decent Domination gaze. They have four attacks that drain levels, and they can drain Con with their bite attack. Undead traits and Gaseous Form add to survivability.
Disadvantages: For a CR 14 creature, they have a pathetic attack bonus. SLAs are booooring.
Notable SLAs: Extremely stereotypical demon selection - Detect Magic at will, plus Chaos Hammer, Darkness, and Unholy Blight 3/day, plus Blasphemy and Desecrate 1/day.
Final Evaluation: Blah. I don't want to summon vampires, let alone demonic vampires. They're handy for their gaze, but that's about it. I get the vampiric theme, but it's just not an effective pick. Oooh, look, they can turn into Howlers or Nightmares? Well I can summon those already, and at a much lower level.

Klurichir
CR: 17
HD: 20
How to get it: GPB
Role: Overlord
Fluff: They give balors nightmares supposedly. They're gigantic winged generals and majordomos for the mightiest Abyssal lords. They don't take no crap. They are brilliant and visionary tacticians, but they prefer to stand back and let their minions do their work for them. Convincing one to become your minion will be one hell of a challenge.
Advantages: While they do have a satisfying attack schedule and vorpal stomach pincers (they make excellent grapplers, but that's kind of wasting their potential), these guys are all about the spells. In addition to their SLAs, they also cast as a 10th level sorcerer. If you can get some spell picks swapped around (they apparently prefer evocation/abjuration, but there's no reason why every Klurichir has to have the same list), that feature can end up quite useful.
Disadvantages: At 23 CHA, they are a difficult bind, but they are easier than a Balor for some reason. The typical list given for their sorcerer spellcasting is kind of awful - who's casting Fireball at this point?
Notable SLAs: Greater Dispel Magic, Wall of Fire, Symbol (any), and Unholy Aura at will, plus Implosion, Destruction, Enervation, Fire Storm, and Slay Living 3/day. Plus sorcerer spellcasting - typical picks are Dismissal, Ice Storm, Stoneskin, Fireball, Haste, Protection from the Elements, Protection from Arrows, Melf's Acid Arrow, Endurance, Flaming Sphere, and Magic Missile.
Final Evaluation: Oddly enough, the Fiendish Codex I bumped their CR down from 25 to 17, so I don't know if they technically give Balors nightmares anymore. But they can automatically summon two Balors. You bind a Klurichir, it summons two Balors. A CR 17 creature summoning two CR 20 creatures seems consummately broken. One of the best binds possible, if only for that reason. Add in the supremely useful SLAs, and there's no good reason not to give it a shot.

Maurezhi
CR: 3 (Bah!)
HD: 5
How to get it: None by RAW, likely SM V
Role: Caster/Assassin
Fluff: Demonic versions of ghouls (sensing a theme with the Fiend Folio?), Maurezhi aren't technically undead. They are however corpse-eaters and shapechangers, taking on the guises of those that they consume. They exist solely to devour corpses, fulfilling their insidious urges.
Advantages: They can advance by consuming humanoids, which makes them a potential long-term scaling companion. They have a paralyzing attack. They steal the memories of those they eat, which can be helpful for infiltration.
Disadvantages: Crappy attack, middling HP, and general poor combat abilities means that the Maurezhi is basically designed to sit back and create an undead army.
Notable SLAs: Hold Person, Animate Dead, Blur, and Death Knell at will.
Final Evaluation: I don't buy FCI's drastic CR reduction here. I still put Maurezhis around CR 5-6. Animate Dead at will is a handy ability for army generation, and they're no pushovers. I like their advancement and I like their abilities. They're not very useful as a summon, since they take ten minutes to eat corpses, but as a lesser bind they're not a bad choice.

Myrmyxicus
CR: 18
HD: 18
How to get it: GPB
Role: Overlord
Fluff: Myrmyxicuses (god what a horrible name to spell repeatedly) are the lords and masters of the foreboding Abyssal Ocean depths. They carve their own citadels out of bone and coral and balk at serving any but themselves. Likely, they won't tolerate your harness for long.
Advantages: They do some decent damage with their unholy scythes. They can breathe unholy vapor that heavily damages good creatures (again, not that useful except in certain campaigns).
Disadvantages: For supposed high-level overlords, they have some pretty lackluster SLA options. They're aquatic, though as outsiders they don't need to breathe. But still, they're sluggish when not in water.
Notable SLAs: Charm Person and Telekinesis at will, plus Control Weather, Control Water and Greater Dispel 3/day.
Final Evaluation: Well, really effective against good creatures with their various unholy abilities. Unfortunately, they have very little to offer outside of an aquatic campaign. I don't like 'em. Better options for GPB.

Skulvyn
CR: 4
HD: 5
How to get it: SM IV
Role: Brute
Fluff: Bestial predators that roam Abyssal seas in schools looking for lesser beings to prey upon, Skulvyns are little more than animals. Should be extremely easy to bully or bluff.
Advantages: Well, I like the wounding properties of the tail lashes, as Skulvyns can fire off four of them a round, and those wounds add up. They're decent in melee for their level. The slow aura is handy, too.
Disadvantages: Unfortunately, the slow aura has a pitifully low DC. On land, they are extremely sluggish.
Notable SLAs: None.
Final Evaluation: A niche pick, mostly for aquatic campaigns. As long as you summon them near your enemies, their slow aura and wounding tail lashes might make for an effective choice, but my gut instinct is to give 'em a pass.

Wastrilith
CR: 11
HD: 15
How to get it: SM IX
Role: Caster
Fluff: Like Myrmyxicuses, Wastriliths are lords of the seas and waterways of the Abyss. They seem to be lesser lords, and are likely subservient to their betters. Wastriliths have a nasty habit of forcing others to serve them, and have developed the ability to deceive summoners easily. They really like pirates for some reason?
Advantages: Blargh. Not much, especially at this level. Okay SLAs. Decent mobility, even on land.
Disadvantages: Um. They can immediately break a summon with an opposed Wisdom check. If you're a wizard summoner, you're absolutely screwed. Even if you're a cleric, they're still not worth the risk. Crappy melee.
Notable SLAs: Control Water, Blasphemy, Wall of Ice, and Telekinesis at will, plus Symbol (any) 3/day.
Final Evaluation: No, no, no, no, no, Even without considering anything else, I still balk at the Break Summoning ability. But pretty much everything else sucks, too. Paaaasss. Pass so hard.

Ghostwalk

Artaaglith
CR: 6
HD: 5
How to get it: SM VI
Role: Caster
Fluff: Servants of Orcus who live to create undead abominations and guide them into battle, Artaaglith are necromantic clerics extraordinaire. Offer them the opportunity to create undead armies for their foul master (a dubious act on your part) and they might serve you. Heaven forbid your purposes and Orcus' align, however.
Advantages: They cast as a 5th level cleric and have a decent array of SLAs. Ghostwalk doesn't give them a spell list, so their cleric spell choices are potentially up to you. They can actually turn undead, which can come in handy.
Disadvantages: Disappointing in melee with a rather middling Con score, Artaaglith are really only useful for their clerical casting.
Notable SLAs: Animate Dead, Cause Fear, and Stinking Cloud 1/day.
Final Evaluation: They're certainly decent for their level, and if you need some clerical backup or a quick squadron of undead, they're a nice choice. Still, they're not very good at anything else. In a campaign heavy on undead, they can be quite useful - in other campaigns, they're still decent, but their strengths aren't being utilized effectively.

Manual of the Planes

Uridezu
CR: 6
HD: 7
How to get it: None by RAW, likely SM VI
Role: Assassin
Fluff: Demonic errand-boys, Uridezu have an affinity with rats and are commonly found on the Material Plane. They are apparently desperate to please their masters and will go to any length to serve (a nice bonus for you).
Advantages: Um... they have a whip for a tail? They can paralyze, at least.
Disadvantages: Boo to them not having Sneak Attack. Or any legitimate method of dealing damage in melee. To be honest, Uridezu basically suck. Pathetic AC (15!?). Poor HP. For a rogue-like summon, they have really crappy skills, too!
Notable SLAs: Unholy Blight 1/day.
Final Evaluation: There's simply nothing to recommend them to anyone, unless you somehow need to befriend rats. They suck at basically everything. Stay far, far, far away. One of the worst summons yet. Fiendish Codex I keeps them at CR 6, which I think is a mistake. They're really more like CR 3.

Book of Vile Darkness

Shadow Demon
CR: 8
HD: 10
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: Shadow demons are incorporeal creatures formed out of the very evil essence of the Abyss itself. They rarely obey others, preferring to serve their own incalculable whims. They often choose to serve mortals, however, if they are offered the chance to harvest a great many soul - but they'll likely want to harvest yours as well.
Advantages: First off - Magic Jar! This spell is awesome. I do so love jumping around from foe to foe, causing havoc and mayhem while preventing any of them from knowing just what the hell is going on. They get +4 to just about everything wihle in darkness, which is a nice bit of scale-tipping. Quick and mobile, with a perfect fly speed. Phenomenal Hide and Move Silently.
Disadvantages: While the Vile damage aspect of their attacks are nice, they don't do a whole lot of damage. Awful light sensitivity. Quite fragile, too. Magic Jar is only once a week, which severely limits its long-term potential.
Notable SLAs: Darkness at will, plus Deeper Darkness and Damning Darkness 1/day, plus Magic Jar 1/week.
Final Evaluation: Lots of fun. They make consummate ambushers with their darkness abilities, and when in doubt, use Magic Jar. A few shadow demons possessing nearly all of your enemies at once and forcing them to all demolish each other is a sight to be seen. An excellent choice for general mayhem.

Expanded Psionics Handbook

Cerebrilith
CR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: These psionic demons are really only brought into the fold when needed to combat mortal psions - otherwise, they spend their time dissecting brains and fortifying their own psychic strength. They love to attack intelligent foes, so if you can offer them a powerful wizard or psion as a target, they might be inclined to obey. Just don't betray your own intelligence to them.
Advantages: A host of interesting PLAs make the Cerebrilith primarily a psionic caster. They're reasonably durable with a high AC.
Disadvantages: Poor in melee when not psionically focused.
Notable PLAs: Brain Lock, Detect Psionics, Ego Whip, Id Insinuation, and Mind Trap at will, plus Psionic Dominate, Ectoplasmic Form, and Mind Probe 3/day, plus Mind Thrust 1/day.
Final Evaluation: They're one of your only options for a non-Eberron psionic caster. They're quite good at what they do, though their blasting capabilities aren't at the same level as the quori described later in the guide.

Miniatures Handbook

Abyssal Eviscerator
CR: 4
HD: 4
How to get it: None by RAW, likely SM V
Role: Brute
Fluff: Surprisingly intelligent (relatively) bruisers who roam in Abyssal warbands, Eviscerators are large and in charge. So to speak. Actually, you're in charge. Of them. Because they're weak and kind of dumb.
Advantages: Um. They do damage? They do actually have a decent attack bonus.
Disadvantages: Weak damage for the level (Nashrou are still better), they also have no DR, hardly any abilities.
Notable SLAs: None.
Final Evaluation: Like the Carnage Demon, they're built for one purpose (combat) and then aren't very good at that purpose. A boring choice with little to recommend it.

Lost Empires of Faerun

Ghour
CR: 12
HD: 12
How to get it: None by RAW, likely SM IX
Role: Brute/Manipulator
Fluff: Servants of the minotaur lord Baphomet, Ghours run rampant through labyrinths and underground passages and ruins. They're big and intimidating, but they lack subtlety or finesse - things you'd better have in spades.
Advantages: Passable melee and a hefty grapple bonus, Ghours are made for close-quarters combat. They can emit a noxious cloud of strength-draining gas or emit an stunning roar. For a supposed bruiser, they have some nice SLAs, though often just to make themselves better bruisers (Righteous Might? Oh yeah).
Disadvantages: Their damage is a little underwhelming and they have poor reflexes and reactions.
Notable SLAs: Confusion, Maze, and Righteous Might 3/day.
Final Evaluation: Ghours are a great choice for bruisers. While the Jarilith is used when you need pure raw damage, Ghours should be used when you need a little more situational control - their SLAs give them an extra edge in combat. Between their stun, Maze, and Confusion, they can easily lock down a battlefield for you.

Demons, Part III

[sexy image]

"Qern think head bestest part. Taste like candy. Qern like to feel squish of brain and crunch of skull. You listen Qern, you maybe get squish and crunch too."

- Qern, hezrou scout, instructing other demons on the finer points of mortal anatomy.



Elder Evils

Golothoma
CR: 16
HD: 18
How to get it: GPB
Role: Brute
Fluff: Golothoma are either minions or byproducts (it's not quite clear, even to experts) of Sertrous, an ancient serpentine demon lord. They exist only to feed, though they need no nourishment - they only desire to consume living flesh through their twisted shadows. They are quite unintelligent, and only speak enough Abyssal to make a hideous mockery of even that tongue.
Advantages: 8d6 acid damage on a primary attack's not bad (it also persists, doing 4d6 on the next round), With Dimensional Reach, their secondary attacks can be made within 120' and can be freely split between melee and ranged at no risk. Quite difficult to kill with loads of HP, Fast Healing, and high DR. But perhaps their scariest ability is their 1d12 CON drain for any creature that touches its shadow. As a Supernatural ability, it takes a standard action to activate rather than being a passive ability, but anything with its reach (15') must save or take the damage. Ouch.
Disadvantages: The secondary claw attacks are weak, 1d10+13 damage. As with all other Obyrith, a debilitating madness aura comes along for the ride, but that's what you memorized Mind Blank for, right?
Notable SLAs: None.
Final Evaluation: No SLAs and a maddening aura make the Golothoma a fairly poor pick for a bind. They won't do you much good in the long run, either, as by the time you can bind one, the CON drain isn't much use unless you're using it to take on hoards of mooks. Decent in melee, but you've got better options.

Expedition to the Demonweb Pits

Cambion
CR: 5
HD: 6
How to get it: None by RAW, likely SM V
Role: Assassin
Fluff: Cambions are basically tieflings Mk. II - they are the product of a union between a demon and a planetouched, mostly a tanar'ri. They're basically three quarters fiend. They are cruel and rapacious but are outcasts from both mortal and demonic worlds, often serving their fathers as lieutenants or assassins.
Advantages: A decent selection of stealth-based skills and some reasonably damaging attacks. Their penchant for debilitating poison works in your favor. They can assume a humanoid shape to infiltrate various societies, and they have the rather dubious advantage of not taking an AC penalty on Hide or Move Silently.
Disadvantages: Middling damage and rather suspect defenses. Their SLAs are fairly lackluster as well. Low WIS makes them susceptible to charms.
Notable SLAs: Pick two: Detect Magic, Fear, or Mirror Image at will, plus Invisibility or Levitate 7/day
Final Evaluation: I'm not entirely sold on their combat prowess, but their poisons can be relatively handy and they're expert infiltrators of mortal society. Just keep them out of any social situations with their awful, awful Charisma.

Carnevus
CR: 9
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Twisted offspring of fiends and lamia, Carnevus are more than your average half-fiend. They're blessed with supernatural quickness and dexterity, with two sets of arms and two mouths. They're particularly keen on bloodshed and the devouring of flesh; they're not so in tune with the hedonism and perversity of other fiends.
Advantages: Holy crap, what a selection. First off: they are truly metamagic masters. They get an automatic quicken on one spell a round, plus an automatic maximize on every spell they cast. This makes them casters and artillery extraordinaire. They can cast tenth/eleventh level spells, technically - a quickened, maximized fireball or ice storm is certainly up there. If you're willing to hold off on one spell a round, they get an automatic counterspell attempt as a swift action, making them excellent against other mages. They can hold their own in combat, though honestly if you put a Carnevus in melee, you're doing it wrong. Consummate magic users with decent UMD and other magical skills.
Disadvantages: Their HP count is somewhat disappointing, but that's a minor gripe. Additionally, the save DCs on their SLAs are far from spectacular - don't depend too much on the full amount. They are heavily front-loaded, too, and run out of spells quickly.
Notable SLAs: A vast array of blasty mage spells, though they're limited to one pick per spell level and only 3/day for each. 1: Charm Person, Disguise Self, Sleep or Magic Missile. 2: Invisibility, Acid Arrow, Spider Climb, or Web. 3: Fireball, Lightning Bolt, Vampiric Touch, or Hold Person. 4: Black Tentacles, Ice Storm, Shadow Conjuration, or Lesser Globe of Invulnerability.
Final Evaluation: One of the best choices in the Summon Monster line for blasting, with a sideline in control with Black Tentacles and Web. You can feasibly summon four of them at a time, each throwing down 96 damage (before Reflex saves or resistances, though). Their selection of blasting spells is varied enough that you can get around most resistances - you can freely choose between fire, acid, lightning, force, or cold/bludgeoning damage. I can't recommend the Carnevus enough. One of, if not my absolute favorite SM VIII. My only caveat is the low save DCs, but the free maximize helps to mitigate that while offering consistent, predictable damage. I don't normally recommend blasting, but the Carnevus allows you to throw down fistfuls of damage while still retaining your own casting. Five stars.

Oculus
CR: 13
HD: 15
How to get it: None by RAW, likely SM IX
Role: Assassin/Manipulator
Fluff: Strange demons that don't quite mesh with either the obyrith or the tanar'ri hierarchies, Oculus demon are said to be the former servants of the Queen of Chaos. They despise tanar'ri and refuse to allow themselves to become subservient to any tanar'ri demon lord. However, they aren't quite obyrith - Oculus demons occupy a strange middle ground in the Abyssal hierarchy. Use this identity crisis to your advantage. They're also said to enjoy the taste of flesh and the larva of giant insects.
Advantages: Excellent senses. Extremely mobile - 70 ft. fly speed with perfect maneuverability. A hefty attack bonus with their unholy longswords. Their eye rays (negative energy and a free action) are not only quite damaging but extremely debilitating, with status effects ranging from sickened to panicked to unconscious. A paralyzing gaze, decent SLAs, and the ability to be healed by negative energy make these an excellent tactical choice, not to mention their excellent stealth.
Disadvantages: Middling melee damage (especially useless against non-good creatures) and a frighteningly low Will save. Their paralyzing gaze is at a disappointing DC. Their eye rays are mind-affecting necromantic fear effects, which gives your foes plenty of ways to obtain immunity.
Notable SLAs: Greater Arcane Sight, Blindness/Deafness, True Seeing, Vampiric Touch, and Invisibility at will, plus Chaos Hammer and Mirror Image 3/day.
Final Evaluation: Oculus demons are not only maneuverable and quick, but they can really lay down the law with their debuffing eye rays. Unparalleled scouts, too: Have them go invisible, check out your foes' magic auras, and report back to you. I'm a big fan - they can dance around your enemies while applying crippling status effects. In a pinch, they can be effective in melee (though that's hardly their strength) or be a combat medic for an undead army with their eye rays. An excellent choice with plenty of options.

Expedition to the Ruins of Greyhawk

Cataboligne
CR: 10
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: The Cataboligne looks consummately demonic, but has a seductive feminine voice, which it uses to captivate potential victims. They are few in number, having been hunted down to near extinction by the tanar'ri. Many of them avoided such a demise because they had been summoned and bound as guardians of treasure, usually in wizardly towers and dungeons.
Advantages: Their paralyzing gaze and captivating voice are decent control abilities. A useful array of beguiling SLAs, too, plus at will polymorphing into humanoid forms. Decent flight and blindsight. Slightly higher-than-average CON and HP for their level.
Disadvantages: Awful damage for this level. Their control abilities eat up actions like nobody's business - they have to spend a standard action every round just to continue their charm. Relatively low regeneration and DR.
Notable SLAs: Minor Image, Dispel Magic, Hallucinatory Terrain, and Mage Armor at will, plus Fear and Magic Missile 3/day.
Final Evaluation: Not much in the way of melee or casting, though illusions are really only bounded by your creativity. Too much of a niche pick, though they might be handy in infiltration missions - but why bother using them when the Yochlol can do the same thing a level or two lower?

Savage Tide

Belairon (Filth Demon)
CR: 14
HD: 21
How to get it: Maybe SM IX; GPB if you have both Improved Calling and Infernal Bargainer
Role: Brute
Fluff: These torrents of living slime and wretched filth are the cast-off dregs of demonic cities and societies, corrupting and polluting everything around them out of instinct and dim-witted barbarism. They do however respect power, and have no heed for their personal safety: "They willingly fling themselves into danger, selling their lives for the chance to kill."
Advantages: Decent sickening attacks at a good bonus and a formidable Fort DC. The acid breath weapon is surprisingly powerful - 14d6 is not bad at all, especially when you can potentially summon two Belairons. They have a super-debuffer aura around them that just cripples your enemies. Extremely high hit dice for their CR makes them a poor bind, but a durable summon. Blindsight is consistently great.
Disadvantages: No SLAs to speak of at this level is pretty disappointing. Their damage is subpar. They have a vulnerability to sonic, but that rarely comes into play.
Notable SLAs: None.
Final Evaluation: The extreme disparity between the HD and the CR makes them a conundrum in the retrieval department, but I find Filth Demons to be an effective melee choice if only for their debilitating debuffs and acidic breath. Not worth the bind, though (mainly because most characters won't be able to) - stick to summoning only, and then only if your DM allows it. But if he does, summon away - at SM IX, they're excellent choices.

Orlath
CR: 15
HD: 16
How to get it: GPB
Role: Overlord
Fluff: These twisted mockeries resemble the combination of Demogorgon and a marilith - snake-like creatures split down the middle into two torsos, each with six arms and a shrieking baboon's head. They are quite persuasive and can assume other forms, making them expert infiltrators.
Advantages: How do twelve +1 scimitars with Improved Critical sound? Quite good? I thought so. The Orlath has a grand total of seventeen attacks per round, all at a respectable bonus. Each scimitar swing does a point of vile damage, too. Plus, Orlaths have a useful array of SLAs, focused mainly on enchantment and divination.
Disadvantages: You'll only be doing a maximum of 1d8+8 damage with the scimitars, unfortunately. They don't have the elemental resistances that tanar'ri do, either, with only a hint of fire resistance and nothing else.
Notable SLAs: Dispel Magic, Locate Creature, Locate Object, Fly, and Discern Lies at will, plus Glibness, Move Earth, and Stone Shape 3/day, plus Demand and Greater Scrying 1/day.
Final Evaluation: A veritable whirlwind of crimson spray and steely death, with subtlety and guile to spare. SLAs that no other demons have, excellent social skills. And at 18 CHA, they're a cinch to bind. While you can get your hands on better at this point, the Orlath is easy to obtain and still quite useful. Heartily recommended.

Dragon Magazine

Anzu (Issue #329)
CR: 15
HD: 16
How to get it: GPB
Role: Overlord
Fluff: These servants of Pazuzu are easily tempted by the allure of magic items. They are more than willing to serve as mounts and enforcers of powerful mortals, as long as their rewards for such service include copious amounts of magic items.
Advantages: Masters of Telekinesis. A decent array of SLAs. Six attacks a round, with a poison bite that is particularly devastating. Extremely mobile with a rapid flight speed. Anzus can really do it all.
Disadvantages: Their poisonous breath causes WIS damage against anything that occupies their space, limiting their utility as mounts. A high Sense Motive skill and a CHA of 23 makes binding them a difficult prospect.
Notable SLAs: Greater Invisility, Displacement, and Telekinesis at will, plus True Seeing, Project Image, and Greater Magic Fang 3/day.
Final Evaluation: Despite the risks involved with their poisonous breath, the Anzu isn't too bad. They can do a bit of everything, though they aren't specialized in any particular area.

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #113 on: April 11, 2013, 09:59:44 PM »
continued...

Ankashar (Issue #341)
CR: 8
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Ankashars are dangerous, wild, and unpredictable. They were once magical experiments done by Baphomet to create an intimidating mount, but they proved to be too unruly to handle. Still, they are among his favored servants. Relatively unintelligent and easily tricked.
Advantages: Five attacks in a full attack, Ankashars also have a disease-ridden bite and a wisdom-draining gaze. They can easily trip with their tail attack, too. Surprisingly high stealth skills for a gigantic deformed flying bull.
Disadvantages: Lackluster damage and poor mobility. Disease is never a good way to dispatch an enemy.
Notable SLAs: None.
Final Evaluation: Eh. Very little options outside of combat, and they're far from melee monsters. I'd pass on the Ankashar - it's just not worth it.

Caligrosto (Issue #360)
CR: 6
HD: 8
How to get it: None by RAW, likely SM VI
Role: Brute/Assassin
Fluff: These loumara are sadistic, violent spirits that exist for nothing more than the sensation of cutting and slicing flesh in battle. They possess swords in order to do so, and create fiendish mirrors of enemies in order to unnerve them. They'll likely stick by your side as long as you let them tear and rend your foes, but be warned that they frequently turn on the wielders of their possessed blades.
Advantages: Quite damaging for their level with their keen greatswords. Fiendish Shade boosts their capabilities even more, as long as they concentrate on one foe in particular. Reflective DR is very handy against foes with slashing weapons. Natural invisibility, a perfect fly speed, and incorporeality makes them peerless scouts, able to dart through walls and doors to see what you're going to run into.
Disadvantages: Only one quibble, but it's a major one. Whether or not they actually start out armed is debatable - if you have to lug around greatswords for them to possess, they become much less useful - they can't even attack on their own until they've drawn blood in someone else's hands. I dislike having to hand my party members blades and saying, "Hey guys, go ahead and attack with these. Once you do, they'll become possessed by demons, wrench themselves free from your grasp, and go to town. Then you can draw your regular weapons." Wastes time, wastes actions. Generally a poor idea.
Notable SLAs: None.
Final Evaluation: If your DM lets you summon these in a generic fiendish shade mode, wielding their greatswords, I find them to be a great summon. If you have to jump through hoops to get them working, I'd say no, except in cases where an invisible, incorporeal scout will be handy.

Incubus (Issue #353)
CR: 3
HD: 4
How to get it: None by RAW, likely SM IV
Role: Assassin
Fluff: Incubi are servants of Malcanthet and the male counterpart to succubi. They are sensual, sexual beings, but they do not take their conquests through guile or seduction, but rather force. As unpleasant as it sounds, they're basically demonic rapists.
Advantages: 2d6 sneak attack damage is quite helpful at this level, plus a decent attack bonus. A helpful array of enchanting SLAs, plus decent skills.
Disadvantages: Middling damage and AC, and their awful grapple modifier makes their Wisdom-draining kiss difficult to use.
Notable SLAs: Charm Person, Detect Thoughts, and Disguise Self at will, plus Modify Memory 1/day.
Final Evaluation: A middle-of-the-road pick if ever there was one. While they're not supremely effective in combat, they do well when ganging up on weaker foes. Their SLAs can turn them into interesting infiltrators - Modify Memory is a spell with a wide range of possibilities, and they get it at a relatively low level. A hesitant thumbs up, but a thumbs up nonetheless.

Manitou (Issue #359)
CR: 12
HD: 15
How to get it: None by RAW, likely SM IX
Role: Caster
Fluff: Manitou are strange loumara that thrive on the corruption and destruction of nature. In many ways, they are like twisted reflections of druids, raining death and ruin on the natural and sylvan worlds.
Advantages: They can possess animals, fey, and plants, which can see situational utility. Their Rend Nature ability can be useful against non-outsider/construct/undead types, and especially damaging against the aforementioned "natural" subtypes. Six attacks per round and a host of useful SLAs. Incorporeality is always a nice bonus.
Disadvantages: Just pathetic damage for this level. Their abilities are hardly useful by the time you can summon one - who's fighting fey or plants at level 18? CHA of 27 makes them extremely difficult to deal with.
Notable SLAs: Dominate Animal, Entangle, Greater Magic Fang, and Plant Growth at will, plus Call Lightning Storm, Control Winds 3/day. Shambler 1/day if you bind it.
Final Evaluation: A weird pick, really. While their nature-based abilities may be a useful niche pick, there's very little to recommend the Manitou in a general sense. I'd stay away unless your campaign is tailored to a natural or fey theme.

Mavawhan (Issue #345)
CR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Caster/Assassin
Fluff: These ice demons are inhabitants of the Iron Wastes that reject the lordship of Kostchtchie. They spend their time scheming about how to take back the layer of the Abyss that was taken from them by the demon lord's frost giant minions.
Advantages: A nice selection of frost-based SLAs. A decent attack schedule, passable mobility (60' fly speed), and a useful array of rogueish skills. Plus, they exude an aura that penalizes all saves against cold-based attacks, and it doesn't offer a save.
Disadvantages: Middling damage. Their chilling poison is too weak and too protracted to really be helpful. The save DCs on their SLAs are somewhat low.
Notable SLAs: Wall of Ice, Fog Cloud, Chill Metal, and Telekinesis at will, plus Polar Ray, Ice Storm, and Cone of Cold 3/day.
Final Evaluation: Decent blasters with their ice-based powers, Mavawhans excel at cold damage. However, if you're facing a resistant foe, they quickly become almost useless. I find them to be handy blasters - not quite Carnevus-level, but certainly close.

Skurchur (Issue #333)
CR: 5
HD: 6
How to get it: None by RAW, likely SM IV
Role: Assassin
Fluff: While succubi tempt mortals with hedonism and carnal pleasures, skurchur approach them with a more cerebral intent - they act as advisors and counselors to mortals. As minions of Fraz-Urb'luu, of course, their true motives are to spread misery and pain through deception.
Advantages: A useful selection of enchantment-based SLAs. Excellent social skills (one of the few creatures to have such abilities). Four attacks a round.
Disadvantages: Touch of Vacant Beauty is basically a cipher of an ability - you don't get the opportunity to use it on your enemies, and you don't want it done to you. Awful damage and middling HP.
Notable SLAs: Hold Person, Charm Person, Command, and Alter Self (humanoid forms only) at will, plus Lesser Geas and Suggestion 3/day.
Final Evaluation: Skurchurs excel at convincing people to do what they want, whether through deception or persuasion. As you'll likely have banned Enchantment, they fill a gap in your repertoire. They're also capable infiltrators - who suspects the jovial gnome of being a hideous deceptive demon? Still, they find little use outside of that niche, so I can't recommend them wholeheartedly. A succubus is better at the job for just a small increase in summoning level.

Turagathshnee (Issue #312)
CR: 12
HD: 9
How to get it: None by RAW, likely SM IX
Role: Brute/Caster
Fluff: These ugly, toothy demons are servitors of the Ebon Maw, an imprisoned demon lord of hunger. They live to serve him, and always seek to find a way to release him from his entrapment when serving the whims of others. Likely they'll always be playing an angle with you.
Advantages: Decent bite damage, though only with magical enhancement. Their selection of SLAs is certainly quite different from most other demons, and has its merits. Swallow Whole has its uses, as well.
Disadvantages: Just awful DCs on their SLAs. Middling HP, and attack bonus. Suffers from a distinct lack of commitment to a particular role.
Notable SLAs: Cannibalize, Caustic Bile, and Jaws of Adamantine at will, plus Enervation and Whirlwind of Teeth 1/day.
Final Evaluation: Not a great choice. Far from melee terrors, they're also only middling at casting. They're spread too thin, and they end up being a bad idea for both roles.

Uzollru (Issue #349)
CR: 16
HD: 20
How to get it: GPB
Role: Brute
Fluff: These colossal aquatic horrors are the heralds and vanguards of Dagon, gigantic and misshapen pseudo-crustaceans. They enjoy liquefying living, intelligent beings with their flesh-rotting tentacles and then drinking the remains like a fine wine. They're not very smart, but they're single-mindedly devoted to their predation and vile pleasure.
Advantages: Colossal size. Just all kinds of awful damage - their claws do powerful constriction damage, and they have five tentacle attacks that drain Con. Immense reserves of HP, formidable DR and Fast Healing. A +53 Grapple modifier.
Disadvantages: Any creature within 120 ft of it must save or have its mental stats reduced to 1. That's you, buddy, unless you have Mind Blank on.
Notable SLAs: None.
Final Evaluation: Very few creatures approach the level of hurt that the Uzollru can lay down. But it's Colossal, Aquatic, and Drives You Insane. Those are three qualities that limit its use significantly. Can you even make a Magic Circle big enough to try to bind it?

Vathugu (Issue #337)
CR: 12
HD: 12
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: These sickening amalgams of goat, crocodile, and fungus are servants of Zuggtmoy, serving their lady in any way they can. However, when such a ruler is absent, they enjoy setting up their own dominions on the Material, sparing those who convert to Zuggtmoy's worship. Still, they hunger constantly and revel in forcing others to do despicable things with their vile control. They do not care for wealth or magic items, instead demanding living sacrifices in return for their service.
Advantages: The Vathugu is a literal puppet master, sending out insidious tendrils that can end up controlling the physical actions of another creature. Very helpful against that dumb brute you're fighting. Their tentacle attacks are brutal, damaging all three of their target's physical stats at once while healing themselves. Supremely durable, with plant immunities. A unique variety of very useful SLAs.
Disadvantages: Try to avoid using the Control Body ability on mages or psions - they can still use spells with no somatic components while being controlled. Another caveat with Control Body: it can only work once per day, though a successful save against it lets you try again. Not a great damager outside of ability damage. Not overly mobile and has a poor reflex save.
Notable SLAs: Contagion, Warp Wood, Soften Earth and Stone at will, plus Transmute Rock to Mud and Wall of Thorns 3/day, plus Finger of Death and Control Plants 1/day.
Final Evaluation: I quite like the Vathugu - it's flavorful, different, and full of tactical potential. Who doesn't love having Finger of Death? Unfortunately, the whole "demands living sacrifices" thing might be a significant drawback, but that's technically only for Planar Ally - perhaps Planar Binding is a different story. As a summon, however, it's top shelf.

Verakia (Issue #357)
CR: 14
HD: 16
How to get it: None by RAW, maybe SM IX
Role: Brute
Fluff: These gargantuan beasts are the Abyssal equivalent of a terrestrial apex predator, like the tyrannosaurus. But they make tyrannosauruses wet themselves in fear - they are extremely brutal and take glee in violence and carnage. They are monoliths of destruction, rampaging through jungles and infecting all they see with their murderous fascination. They're not smart enough to want things from you other than the chance to trample over everything they see and tear it into bloody scraps of flesh and bone.
Advantages: Just absolute melee monsters. Even the Balor and the Molydeus have to really struggle to top its damage output. Six vicious attacks, and if they hit with three, everything within 30' of it must save or be stunned. A 16d6 breath weapon, half of which can't be resisted, and if they fail the save they lose CHA. Great DR, HP, and Fast Healing. These things are Super Tanks.
Disadvantages: Like the Uzollru, their Form of Madness is crippling - anybody within 60' or 120' (the entry is inconsistent) who fails the will save immediately becomes a mass-murdering psychopath, rampaging until they starve to death. A very bad thing. But that's why they invented Mind Blank. Easier to use than the Uzollru, but they're still Gargantuan - space constraints might eliminate them as a possibility.
Notable SLAs: None.
Final Evaluation: Mwahahahahaha! These things make me positively giddy with glee. Still, they're going to require 24/7 Mind Blank on all your party members, so there's a significant risk involved. Beg, whine, and cry until you can convince your DM to add this to the SM IX list. Even if you have to bind it, get it. The carnage, oh the carnage!

Dragon Compendium

Elemental Demon (air, ash, earth, fire, ice, and water)
CR: 3, 4, 5, 7, 6, and 4
HD: 5, 6, 8, 9, 10, and 8
How to get it: SM IV, SM V, SM V, SM VI, SM VI, and SM V
Role: Minions
Fluff: These elemental demons are little more than wild Abyssal animals. Only the Ash Demon has any appreciable intelligence - most of them just revel in their primal, fiendish instincts.
Advantages: As a whole, I find nearly the whole lot of them to be substandard choices. The Air Demon has a great fly speed and a decent Air Blast, however.
Disadvantages: They're mostly pathetic. The Ash Demon and the Water Demon in particular are very weak for their CR with questionable abilities. The Fire Demon is a lesser Palrethee (and the Palrethee isn't very good). The Earth Demon is big, dumb, and not that powerful for a brutish type. The Ice Demon is a Two-Weapon Fighter with a weak Ice Shard ability - 3d6 damage after 2d6 rounds? Your enemies will be dead by then!
Notable SLAs: None.
Final Evaluation: The Air Demon is a decent choice (but only just) because of its low CR and aerial mobility - flying summons at low levels are somewhat uncommon. Not a fan of any of the others. Pass on them - you'll be glad you did.

Devils, Part I

[sexy image]


"Before I agree to fight on your behalf, I'm going to need you to sign here. And here. Initial here. We'll need the form in triplicate, too. Here, let me prick that finger for you."

- Malaphar, Barbazu Fifth Rank, to a prospective client.

Devils may not have the variety and sheer numbers that demons have, nor do they have the scheming nature of Yugoloths, but they make up for it with discipline and powerful abilities. Devils are often your best choice for throwing down in melee, although they have enough specialized breeds to provide you with a summon for almost any situation. Devils are especially adept at working together, with many devils getting bonuses for having allies adjacent to them - with your summoning abilities, that's a very good thing.



Monster Manual I

Barbed
CR: 11
HD: 12
How to get it: SM IX
Role: Brute
Fluff: The Hamatula is a bodyguard and treasure guardian for the devils, loyally and fearlessly defending their charges. Hamatula are cruel and sadistic, but follow their orders explicitly (like most devils).
Advantages: They do plenty of damage with their grapple and barbs. Decent SLAs, with a good amount of variety. Somewhat stealthy.
Disadvantages: Relatively poor damage and attack bonus. Only two attacks? Sad. For a supposed grappler, too, they have an abysmal grapple modifier. Scorching Rays don't cut it at this point, either, especially when they can only fire two rays.
Notable SLAs: Scorching Ray, Major Image, and Hold Person at will, plus Order's Wrath and Unholy Blight 1/day.
Final Evaluation: Bah. I don't think Hamatulas are at all competitive for SM IX. Poor in melee, poor as casters. A serious disappointment, really.

Bearded
CR: 5
HD: 6
How to get it: SM V
Role: Brute
Fluff: Barbazu are shock troops and infantry legionnaires in infernal armies. In downtime, they serve as guards and sentries - they're loyal and committed to their duty, which they carry out with frenzied ferocity. Aggressive and eager to join battle, they're easily deceived to your side.
Advantages: Between your Augment Summoning feat, Deceptive Summons, and their Frenzy, they're excellent melee combatants. Their wounding glaives are handy against many foes. Low Sense Motives make them easy to deceive.
Disadvantages: Actually, very little - Barbazu are quite good at what they do, but serve little to no purpose in a non-combat situation.
Notable SLAs: None.
Final Evaluation: Thumbs up! They're not completely devastating in melee (at this level, fiendish giant crocodiles are the gold standard), but their intelligence makes them much easier to use tactically. You know exactly what you're getting with one, but what you're getting is a hell of a bruiser.

Bone
CR: 9
HD: 10
How to get it: SM VII
Role: Overlord
Fluff: Osyluths are the secret police and informers of the infernal world. They maintain extensive records on the activities of other devils for potential blackmail and extortion. They hate all other creatures and don't hesitate to bring their full wrath to bear. Harder to trick than some, but offer them to chance to destroy hated enemies of the Hells, real or imagined.
Advantages: Ooof! A CR 9 creature at SM VII? Nice deal. A decent attack schedule with a debilitating poison. A wide array of skills and SLAs, plus a Fear aura. A lot to love here.
Disadvantages: Little to none to speak of. Their melee damage isn't great for this level.
Notable SLAs: Dimensional Anchor, Wall of Ice, Major Image, Fly, and Invisibility, all at will.
Final Evaluation: No reservations here. A great bargain for the level, and a very effective combatant. While they're capable in melee, they really shine when using their SLAs for tactical control. Wall of Ice is particularly useful - divide and conquer. A good choice even if it was a level higher - as is, it's fantastic.

Chain
CR: 6
HD: 8
How to get it: SM VI
Role: Brute
Fluff: Kytons are devilish torturers, specializing in the torment and punishment of living souls. They are surprisingly human-like, much more so than most other fiends. They are wrapped in chains and have their own city in the Hells, called the Jangling Hiter. Not especially intelligent, and they love to cause pain, so should be an easy bargaining process.
Advantages: Oh, Dancing Chains. You make me happy. Four attacks a round, reasonably devastating. Kytons are fine melee combatants, but Dancing Chains makes them superb. Just remember, you have to supply the chains yourself. Also, Kytons have a nonexistent Sense Motive. Immune to cold,. Also Craft (blacksmith) at +17, just in case you have to give some metalwork a cursory glance for some bizarre reason.
Disadvantages: If you don't bring those chains, kytons drop in usefulness by quite a bit. Really kind of one-hit wonders. I really wish they had Combat Reflexes or Improved Trip.
Notable SLAs: None.
Final Evaluation: Not the most damaging melee choice around, their chains nonetheless give you reach and control over a battlefield. A bit one-dimensional, but still a good idea overall.

Erinyes
CR: 8
HD: 9
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: Erinyes are the remnants of angels who fell, retaining their basic form but in a foul reversal. They are infernal succubi, basically, the concubines, scouts, and ranged combatants of the Hells. Slightly more charming than most devils, but they're expendable and often vulnerable in the hellish hierarchy, so a chance to get out of Dodge for a few days might appeal to them.
Advantages: A decent fly speed combined with their flaming composite longbows makes them effective ranged combatants, as they can flit above the fray and pick off enemies with ease. Their Entangle ability might find use if you want to drop an enemy from a great height. Permanent True Seeing. I also fully support any creature with Charm Monster at will!
Disadvantages: If they get stuck in melee, they're nowhere near as effective. Very few SLAs, though the ones they get are useful.
Notable SLAs: Charm Monster, Minor Image, and Unholy Blight at will.
Final Evaluation: As I've mentioned with the Arrow Demon, ranged combatants are rare in the SM line, so anything you can get is not a bad idea - but the Arrow Demon is also strictly better at its job than the Erinyes, with four more attacks a round with higher damage. But the Erinyes has mobility and flight, which may be more tempting to you.

Hellcat
CR: 7
HD: 8
How to get it: SM VIII
Role: Brute/Assassin
Fluff: Naturally invisible, bezekira enjoy lying in ambush to either tear mortals apart or convince them to do evil deeds - they enjoy playing games of wits, which may be their saving grace when you summon them. Riddles and philosophical discussions with the invisible fiendish lion? Why not?
Advantages: Natural invisibility's about it. Scouting duty, perhaps?
Disadvantages: Terrible melee attack bonus and damage for a supposed melee creature. Awful grapple, low HP. Not at all a competitive summon.
Notable SLAs: None.
Final Evaluation: First things first: boo on the SM/CR split here - SM VIII gets you a CR 7 creature? That's crap. Why use this when the fiendish dire tiger at the same level is better in practically every way? Pass, pass, pass.

Horned
CR: 15
HD: 16
How to get it: GPB
Role: Overlord
Fluff: Cornugons are elite forces in infernal armies and lordly retinues, standing tall and powerful. They tower over other devils, and instill even the hardiest denizen of the Hells with terror and grudging respect. They rarely retreat from a battle, preferring to whirl their spiked chains around to cause as much devastation as possible. Lure them in with the promise of unholy frenzy and limb-rending opportunities.
Advantages: Their spiked chains make them excellent controllers, given that they have a respectable attack bonus and can stun with every hit (DC 29 to negate!). They can quite literally tear things apart in melee, both your opponents and their weapons with their wounding tails and Improved Sunder. A diverse array of skills, a handful of SLAs and a fear aura make it multipurpose, too.
Disadvantages: Not very mobile, though they can fly. Their SLAs fall into two categories, mainly: various anti-good and anti-chaos spells, which you won't find all that useful, and blasting spells, which is good for you since you banned Evocation (or, at least, you should have), but they're not great spells to begin with. The fear aura has a limited radius. Formidable Sense Motive and CHA scores.
Notable SLAs: Persistent Image at will, plus Fireball and Lightning Bolt 3/day.
Final Evaluation: Unholy reavers in melee, horned devils are nevertheless somewhat poor outside of their milieu, though they can create a rather respectable fireworks show. But they're just one HD over Planar Binding, which makes me curse and rue them, as by them time you can bind them, you might also be able to grab a Balor or a Molydeus instead.

Ice
CR: 13
HD: 14
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: Gelugons are a breed apart amongst devils, refusing to associate with other devils beyond strict command structure - they have one distinct role in the infernal hierarchy, and they serve it with relentless loyalty and almost no deviation. They are commanders of legions and troops of lesser devils, but are capable of summoning a feral bloodlust for battle when needed or found alone. Likely to chafe under your control.
Advantages: Fantastic summons, first off. Wicked melee damage, plus the numbing cold from their attacks slows your foes. 10' reach and Combat Reflexes. They make excellent controllers and blasters with their ice spells, and can project a nasty fear aura. They get any three knowledge skills, too, so shore up a few weaknesses in your book-learning. Durable, quick, and just plain nasty.
Disadvantages: Against foes with cold resistance, they quickly become much less useful in the blasting department. Not much else - Gelugons have few chinks in their chitinous armor.
Notable SLAs: Cone of Cold, Ice Storm, and Wall of Ice at will!
Final Evaluation: One of the very few summons that might make me consider spending a level nine spell, the Gelugon can give you rounds and rounds of divisive control, debilitating melee, and tactical flexibility. I prefer to bind them, as I enjoy them enough to want to keep them around longer.

Imp
CR: 2
HD: 3
How to get it: None by RAW, likely SM III
Role: Minion/Assassin
Fluff: Like quasits, imps are tiny fiendish creatures usually used as familiars by unscrupulous wizards. On their home plane, they are messengers, spies and schemers, abused by most everything above them in the Hells' chain of command. Notoriously fawning and servile - just show them how much more powerful you are than them.
Advantages: Good stealth and mobility as well as decent ranks in other skills. A DEX-draining poison, Fast Healing, and an alternate form ability make it a better combatant than it looks, but not by much.
Disadvantages: Weak damage, even in their alternate forms. Clearly not a combat choice.
Notable SLAs: Detect Magic, Detect Invisibility at will, Suggestion 1/day.
Final Evaluation: Good familiars, but not great summons. Poor in combat, but useful in more subtle ways. Not as good when they're only around for a round/CL.

Lemure
CR: 1
HD: 2
How to get it: SM II
Role: Minion
Fluff: Lemures are mindless shells, the forms that evil mortal souls take on when they first arrive in the Hells. They have no capacity for communication or control, only possessing a primal desire to tear anything they encounter apart. No need to bargain - just command.
Advantages: Decent low-level tanks with their DR.
Disadvantages: Just about everything here - they're mindless, hard to control, not at all damaging, and have no abilities. But then, this is SM II - what did you expect?
Notable SLAs: None.
Final Evaluation: Well, if you're really in the mood to have a lump of agonized flesh hanging around to mob your enemies and maybe take a few hits for you, by all means. But they're not going to be doing anything else.

Pit Fiend
CR: 20
HD: 18
How to get it: GPB
Role: Overlord
Fluff: Pit fiends are the infernal elite, second only to the Dukes and Princes of Hell. They are true paragons of evil power, being both cunning, strong, and influential. A Pit Fiend is a difficult creature to bind into service - not only will they likely resist your efforts, but they will make you pay dearly for the audacity. Tread carefully.
Advantages: Just straight-up brutal in melee, with a disease-inducing bite that also includes a poison with the secondary effect of death. They're also excellent casters, having a wide variety of abilities that let you carpet bomb your enemies or go at them with a bit more guile.
Disadvantages: Just as difficult to bind as a Balor, but poorer selection in the casting department. Wish is problematic - any DM worth his salt either won't let you use it (oh, this Pit Fiend already used his yearly allowance) or he will twist your Wish so hard the room will spin. Don't get cheesy - just don't use Wish.
Notable SLAs: Create Undead, Fireball, Mass Hold Monster, Persistent Image, and Power Word Stun at will, plus Meteor Swarm 1/day.
Final Evaluation: What's not to love here? Like most of the upper-level binds, the Pit Fiend will basically just mess up everything around you. Still, I prefer the Balor because they have slightly better SLAs. But the Pit Fiend is nothing to sneer at - they're just as capable in melee, and they can just kill you with their festering bites.

Monster Manual II

Advespa
CR: 3
HD: 4
How to get it: None by RAW, likely SM IV
Role: Assassin
Fluff: Advespas are flying scouts in the Hells, confining themselves strictly to their hierarchies. They can assume pleasing female humanoid shapes, and often do so to entrap mortals. Nevertheless, they're not exceptionally bright or sly, and can easily be duped.
Advantages: A large flyer with four attacks on a full attack and Flyby Attack is a great deal for the level. They also have a decent poison and some niche SLA picks. Regeneration, high HP, and DR also make them rather durable.
Disadvantages: Actually, not a whole lot - the advespa has a lot going for it. Low skills, I suppose.
Notable SLAs: Alter Self, Pyrotechnics, Produce Flame, and Command 3/day.
Final Evaluation: I quite like them - they're powerful, mobile melee combatants and they have enough SLA options available to them to be effective in other ways. Even without their other abilities, I'd summon them just for their combat prowess. A stellar choice.

Marrash
CR: 5
HD: 7
How to get it: None by RAW, likely SM V
Role: Assassin
Fluff: Marrashi are winged gnoll-like creatures from the Hells that thrive on spreading disease and filth. They attempt to not only kill their summoners, but to turn them into more marrashi with their taklif arrows. Beware!
Advantages: An excellent fly speed and decent ranged attack make them good with hit-and-run tactics.
Disadvantages: Disease is not how you want to deal with your enemies, and the marrash does rather disappointing damage with its attacks, so they're not likely to end up killing anything.
Notable SLAs: Protection from Arrows at will.
Final Evaluation: They're mobile, and that's about it. They won't be heavy hitters, nor do they have the artillery powers of an Erinyes or an Arrow Demon. Give them a pass.

Monster Manual V

Gulthir
CR: 6
HD: 6
How to get it: SM VI
Role: Manipulator
Fluff: Gulthirs are at once police and punishment in the hellish hierarchy. Higher devils are transformed (painfully) into gulthirs when they displease their masters, and so most gulthirs are desperate to regain their favor. They, in turn, can inflict torment on other devils by devouring and digesting them. Their loyal nature may make them an easy fiend to enslave.
Advantages: A rather interesting Swallow Whole ability - when facing evil outsiders, they can be digested, adding temporary HP and save bonuses to the gulthir. Against all others, it's a Dominate Monster with no initial save, though such minions are granted save attempts on subsequent rounds. Plus, you can't cut your way out of its gizzard, as no matter what as soon as you're swallowed, you're a mental slave. SLAs that complement its main ability - lower STR means a lower grapple!
Disadvantages: Given that you want to grapple foes with the Gulthir, they have a rather low grapple score. They only get one attack a round, though the one's really all you need if your foe is next on the menu.
Notable SLAs: Ray of Enfeeblement and Scare 5/day.
Final Evaluation: Interesting, at least tactically, the gulthir is a great tool against other evil outsiders, and a potentially encounter-turning Dominate factory (albeit a slimy one). I like them, but they're a rather specialized tool. Their HD total makes them ideal LPBs, though.

Remmanon
CR: 15
HD: 18
How to get it: GPB
Role: Manipulator
Fluff: The exceptionally arrogant Remmanon thrive on sowing discord and doubt amongst mortals, particularly enjoying tempting them into acts of jealousy and greed. They enjoy feigning servitude, even offering contracts when not bound by a magic circle. Likely to betray you at the first possible opportunity, or trick you into signing away your soul. Beware.
Advantages: The Insidious Aura is nice - it confuses only your opponents, and you get bonuses to hit the affected creatures. They could be a party taxi with Plane Shift.
Disadvantages: That's basically all the Remmanon has going for it - a rather pathetic array of options at this level. Pathetic damage and one attack a round. They have a fly speed, but it's quite slow.
Notable SLAs: Mostly teleportation abilities, though you do get Disguise Self.
Final Evaluation: No. Just no. A GPB should not be wasted upon a walking Confusion aura. It should be used upon unholy terrors like a Balor or a Pit Fiend. Not some scheming emo with a pretentious attitude and missing genitalia. It's not that they're total crap, it's just that compared to your other options, they're about as attractive as a filthy Honey Bucket baking in the desert heat.

Stitched Devil
CR: 9
HD: 8
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: These twisted, misshapen forms are stitched together by night hags out of the carcasses of fallen devils. Their lives are pure pain, and they inflict this agony upon others. But they don't quite know whom to blame for their torment, and you can twist that ignorance to your confusion. Promises of relief, mercy, or even affection (though feel free to make them as empty as you like) will make them fawn over you, like hideous hellish lapdogs.
Advantages: Five attacks a round with a pain aura that causes an extra d6 of damage from any and all sources make them effective at helping your party rack up some damage. Helpful, if limited, SLAs. Oddly enough, decent trackers too.
Disadvantages: Neither their attacks nor their aura is particularly damaging, making them work well only with multiple iterative attacks or a host of individual sources. Not much to do outside of hacking away in melee, either.
Notable SLAs: Phantasmal Killer and Dispel Magic 1/day.
Final Evaluation: I don't find them to be very helpful, as you have much better melee options available to you at this point. Sure, the pain aura can certainly add up over time, but so can a Rogue's sneak attack, and people still crap all over the class. And like the Rogue, the Stitched Devils should be avoided at all costs and replaced with a more effective choice. Like a Vrock. Or a Factotum.

Fiendish Codex II

Abishai (white, black, green, blue, and red)
CR: 4, 5, 6, 7, 8
HD: 4, 5, 6, 7, 8
How to get it: Lawful evil caster required for all: SM IV (replaces fiendish giant wasp); SM V (replaces bearded devil); SM VI (replaces chain devil); SM VII (replaces bone devil); and none by RAW, but likely SM VIII (likely replacing hellcat)
Role: Overlord
Fluff: Abishai are gargoyle-like devils ferociously loyal to their divine creator, Tiamat. They are arrogant and love to trick and cajole mortals into contracts that lead them to eternal torment and suffering at their own hands. Claiming to serve Tiamat's interests or that of powerful chromatic dragons may make them your willing pawns.
Advantages: Hooray, Wrack! Four out of five have it, and it's basically a save-or-lose - the target is disabled for 1 round/CL. Abishai have plenty of options available to them - they're decent in melee with four attacks and an assortment of elemental damage, are mobile and durable, and come with some helpful magic items.
Disadvantages: They do suffer from a lack of definition, not being particularly effective in any one arena. They don't do tons of damage, nor are they particular quick or blessed with HP.
Notable SLAs: The actual abilities and uses differ from Abishai to Abishai, but mostly include Charm Person, Suggestion, Scare, Charm Monster, and Wrack.
Final Evaluation: A good option in many situations, Abishai are almost worth it for Wrack alone. Other summons do their jobs better, but few of them can match the Abishai for versatility.

Amnizu
CR: 7
HD: 9
How to get it: SM VI as a LE caster (replaces xill)
Role: Caster
Fluff: Amnizu are consummate bureaucrats and the guardians of portals and gates in the Hells. They are vile and hedonistic, but also relentless in their duty and quite cunning. They do have massive egos, however, and are easily flattered - pander to their inflated sense of self worth, and they might deign to "serve" you. They do resent taking orders, though, and often seek revenge.
Advantages: Quickened fireballs? A stupefying touch? Delightful! Amnizu can roast your foes like few other summons can, and are deliciously effective with their Int drain. Low-INT enemies can be drained into a coma almost instantly, while classes that depend on the stat will suffer immensely from the loss. Regeneration, too.
Disadvantages: Somewhat fragile, and their artillery quickly runs out. Fireball is a somewhat less-than-stellar spell and the save DC is a bit low, but it's free.
Notable SLAs: Quickened Fireball 3/day.
Final Evaluation: Hands down, one of my favorite summons. I shouldn't even have to go into detail as to why - the amnizu is a mobile artillery platform that remains very useful even after its ammunition is depleted. A level six spell that nets you a grand total of 60d6 fire damage (albeit across three rounds), and can drain your enemies' intellects dry is a spell worth keeping around.

Assassin Devil
CR: 11
HD: 14
How to get it: None by RAW, likely SM IX
Role: Assassin (duh)
Fluff: Gee, would you believe that they're assassins? No, seriously. When a devil needs something dead and it can't be caught doing the deed itself, they hire the Dogai. They're used against mortals most often, however, infiltrating societies and seeking out threats to the Hells both realized and potential. They are independent outcasts, however, and some may chafe against the ordered nature of their home. Use that to your advantage.
Advantages: You'll never see one coming - they can gain greater invisibility (as a swift action, but only for one round each time) or partial concealment at will, plus they have Fog Cloud as an SLA with 60' Blindsight. Phenomenal stealth and mobility, plus three good attacks with 5d6 sneak attack damage each. Spring Attack, to boot.
Disadvantages: High Sense Motive. Devilishly susceptible to non-visual detection methods - blindsight, mindsight, etc., shut down their stealth pretty hardcore. Damage is a little lacking, though sneak attacks make up for that.
Notable SLAs: Fog Cloud, Nondetection, and Tongues at will - Dimension Door if you bind.
Final Evaluation: Killer ninja. While the Kelvezu has higher sneak attack damage and more attacks, the assassin devil has a better attack bonus and blindsight. A beautiful choice in conjunction with fog and cloud spells, as they're just as effective while your foes are crippled and vulnerable unless they have blindsight too (though let’s be honest, by this level everything you face should have a way around that). More reliable in combat than your other rogue-likes, but likely the one with the least potential at this level. Kelvezus are capable of much more damage, and the Naztharune has better rogueish abilities.

Ayperobos Swarm
CR: 12
HD: 13
How to get it: None by RAW, likely SM IX
Role: Manipulator
Fluff: These tiny devils form locust-like swarms in the Hells and love to devour and rend flesh whenever they come across anything weaker than them. They especially despise other devils. Quite used to being downtrodden and therefore likely easily bound.
Advantages: Their Control Body is an interesting ability - they get to possess a distracted creature until they make a save to expel them. They can be effective controllers, sowing mayhem on the battlefiend.
Disadvantages: Unlike the Broodswarm, Ayperobos do not have Evasion and have low HP, making them very vulnerable to area attacks. They do very little damage, too, and disease is a terrible method of harming a foe. It's somewhat unclear whether or not their Control Body ability can affect multiple creatures at once.
Notable SLAs: None.
Final Evaluation: I don't think a swarm is going to cut it at this level. They might find use in distracting spellcasters, but they're mostly weak and far from your best option.

Harvester Devil
CR: 7
HD: 9
How to get it: None by RAW, likely SM VII
Role: Manipulator
Fluff: The scheming, soul-buying devils of Faustian legend, Falxugon are cunning, intelligent, and thrive on deceiving and seducing mortals. They disdain combat, only joining the fray when all other options are closed to them. Learn to B.S. a B.S.-er.
Advantages: Their Infernal Debt and Refuge of the Damned abilities can make for an interesting debuffer, one who taunts foes mercilessly until they try and attack it, and then stabs them with their lethargy-inducing blades. Falxugons also have excellent social skills (though surprisingly not much Sense Motive), letting them act as negotiators and infiltrators for you.
Disadvantages: They're weak, they do pitiful damage, and they have very few abilities in combat. You want your opponents to attack your summons, so if you're using these as combatants you're kind of missing the point by a country mile.
Notable SLAs: Disguise Self at will, Vampiric Touch and Dispel Magic 3/day, and Mirror Image 1/day.
Final Evaluation: They're a niche pick, only useful for infiltration and seduction missions. They can be effective debuffers, but it's generally far too inefficient and convoluted to do so. Stick to heavy hitters unless you really need some guile on your side.

Kalabon
CR: 1/2
HD: 1
How to get it: SM III as a LE caster (replaces fiendish ape)
Role: Minion
Fluff: These cancerous lumps of sodden flesh are spewed up from the remains of the Hag Countess. They are foul, barely intelligent creatures that nevertheless grow stronger and form oozing colonies when amassed. Easily controlled by the promise of relief from their psychic agony.
Advantages: Surprisingly damaging for a CR 1/2 summon, Kalabons also can sicken enemies around them. Multiple Kalabons can form larger, more damaging creatures. Fast Healing, too. Immune to acid.
Disadvantages: They pop like infernal pimples against the tiniest pinprick. No resistance to fire, either, so they're easily taken out by area attacks.
Notable SLAs: None.
Final Evaluation: Blech. A CR 1/2 creature from SM III? I cry foul. But they're clearly better than lemures, so I can understand the disparity. Still, I'd rule that these are summonable at SM II or even I, but RAW is not on my side here. The lower you can get them, the better they are - at III, they're not comparable to a Dretch or a Nashrou. As it is, I certainly wouldn't replace the ape with them.

Legion Devil
CR: 3
HD: 3
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff: Highly organized and disciplined, Merregons are the rank-and-file infantry of hellish armies. They do things by the book and take orders extremely well. Act like a drill sergeant and they'll fall in line instantly.
Advantages: While an individual Merregon is nothing to write home about, they become exponentially better when grouped. They can't die unless the HP pool of all of them is depleted. If hit with an area effect or multiple target spell, all within 100' get to use the highest save in the group as their result (and good luck targeting one with mind-affecting spells, because they all get to try and save no matter which one was targeted). They get attack bonuses when grouped, too - +4 for each other Merregon within 60'.
Disadvantages: Their damage, unfortunately, doesn't improve in the proximity of others. Depending on your DM, you might not be able to use their Legion's Advance ability (while it is teleportation, it's a Su ability and not a [teleportation] spell - I personally wouldn't allow it as a summon, but some DMs might think differently). Legion's Mind has a drawback, too - if none of the devils make the save against a single target charm, they're all affected.
Notable SLAs: None.
Final Evaluation: Beautiful en masse, the Merregon is a tactical wonder. Individually, they're nothing to marvel over, but between your augmentation abilities and higher level slots, you can instantly create your own personal, brutally efficient army. Great at tanking and can form a veritable wall of swords.

Malebranche
CR: 14
HD: 16
How to get it: None by RAW, maybe SM IX
Role: Brute
Fluff: These dim-witted devils exist solely for brute force and shock troop tactics - they are beaten and bullied until they are completely obedient. "They exhibit an almost servile willingness to do whatever it is they are ordered to do, even if doing so means humiliation or death." Other devils sometimes use them as mounts. Total bootlickers.
Advantages: So, remember when I said that the Verakia was a melee monster? Well, the Malebranche gives them some heavy competition. They don't have as many options - they just attack, attack, and attack. But they do phenomenal amounts of damage at a good bonus. Huge with a good grapple score and an extremely fast fly speed (plus Flyby Attack). High DR, regeneration, and HP.
Disadvantages: Other than their fear aura (not very impressive), fighting is the only thing the Malebranche can do. Very low touch AC.
Notable SLAs: None.
Final Evaluation: Charge in, demolish things with your ranseur, end of combat. That's the Malebranche way - simple, brutal, and effective. If you can summon them, they'll have the highest damage potential in the SM IX line.

Narzugon
CR: 5
HD: 7
How to get it: None by RAW, likely SM V
Role: Brute
Fluff: Infernal cavalry, Narzugons ride into battle on nightmares. Unlike most devils, they dislike treachery and scheming, and are forthright, brave, and fearlessly loyal. These honorable warriors are probably the least likely to turn on you or betray you - they're noble, even tragic figures who might find some redemption in your service.
Advantages: If you're looking for some mounted warriors, they're good choices. They do respectable damage with their lances in a charge and can tank fairly well with high DR for their level and decent AC.
Disadvantages: Major issue: they don't come with a mount. So you have two choices: they can cast mount, which just gives them a generic horse, or you can use another spell slot to summon a Nightmare, which makes them basically badass. Their baleful gaze has a rather low DC.
Notable SLAs: Scorching Ray at will (just one ray, though) and Mount 3/day.
Final Evaluation: If you need to call in the cavalry, the Narzugon is a decent choice. Of course, you really only have two options: this or the Armanite. I prefer the Armanite because they are their own mounts, but the Narzugon has all the right feats for mounted combat while the Armanite does not. They're also a level or two lower, depending. A Narzugon on a Nightmare is a potent combination, though: charge in, breathe smoke to gain concealment, then retreat out to charge again.

Devils, Part II

[sexy image]

"I've been in thirty-two separate engagements in the Blood War since I joined my current legion alone. I command troops of devils with more willpower in their left horn than you have in your entire body. I will not be your puppet, mageling."

- Orobas, Gelugon Second Rank, in response to a calling.



Fiendish Codex II, Part II

Nupperibo
CR: 2
HD: 2
How to get it: None by RAW, likely SM III (perhaps replaces hell hound)
Role: Minion
Fluff: These shuddering, tormented hunks of flesh are punished devils, drained of nearly all their infernal essence and stitched up in a pathetic form. They are blind, deaf, and nearly mindless.
Advantages: Blindsight out to 30' and a passable halberd attack. They have halfway decent Fast Healing for their level, too. A fear aura gives them at least something to do besides flail about wildly.
Disadvantages: Overpowering odors (like Stinking Cloud) can blind it, limiting its tactical use. No DR. Practically impossible to command, unless you are telepathic.
Notable SLAs: None.
Final Evaluation: While the Nupperibo is mostly a pathetic combatant, you can combine their blindsight and immunity to poison to good effect in conjunction with Cloudy Conjuration at low levels (arguable, however, as brimstone might count as an "overpowering odor"). Once you've got better options, though, never look back.

Orthon
CR: 8
HD: 7
How to get it: SM VIII as a LE caster (replaces hellcat)
Role: Brute
Fluff: Foot soldiers specializing in combating demons, Orthons are creatures wracked by constant pain whose only aim is to die for the glory of the Hells. Combat is the only thing that relieves their agony - offer them enough respite from their constantly grinding armored plates, and they may serve willingly.
Advantages: They act as a permanent, no-save Dimensional Anchor spell, which can be nice against teleportation-prone foes. They have good reach with their weapons, and can attack within it too. They have hellfire crossbows, in case you need to pepper some faraway foes (up to 400'). High CON and therefore HP.
Disadvantages: At this level, their attack bonus and damage potentials are fairly pathetic, though multiple Orthons in tandem can help to boost that. Slow, low DR, and barely-passable AC.
Notable SLAs: See Invisibility at will.
Final Evaluation: While they're an easy pick over the Hellcat, I still can't recommend the Orthons with any degree of confidence. They just don't hold up well. Still, if you keep a foe from bamfing away, they can help in that regard.

Paeliryon
CR: 18
HD: 18
How to get it: GPB
Role: Overlord
Fluff: Paeliryons are the masters of fiendish spy networks, information brokers and blackmailers extraordinaire. They are, however, oddly trustworthy - they always keep their word. If you can convince one to serve you, use such reliability to your advantage.
Advantages: Just a host of powerful SLAs, Paeliryons are also surrounded by a perpetual Mind Fog. They can emit a stunning cone of curses with their Belittle ability. With their extending claws, they can easily hover outside an enemy's reach and chip away at their Charisma. Great skills - lots of social and knowledge-based ones, though Knowledge (local) is likely the only one they have that you don't. Unless you're a cleric entry, in which case (arcana) might be handy.
Disadvantages: Nowhere near as buff in melee as a Pit Fiend or a Balor. Fairly clumsy, too.
Notable SLAs: Greater Dispel Magic, Meteor Swarm, Hold Monster, Charm Monster, Suggestion, Major Image, Mindblank, and Polymorph at will, plus Enervation, Antilife Shell, Greater Command, and Greater Prying Eyes 3/day.
Final Evaluation: If you're looking for a caster supreme, look no further than the Paeliryon. While still being a notch below the Balor, they're easier to bind, less likely to seek bloody revenge on you (at least immediately), and have a wider array of at-will SLAs. Better casters, but not a better bind overall.

Pain Devil
CR: 7
HD: 8
How to get it: SM VI as a LE caster (replaces chain devil)
Role: Brute/Manipulator
Fluff: Like the Kyton, the Excruciarch is a devil specializing in agonizing torture. They are extremely sadistic (moreso than most devils) and enjoy snuffing out the last bits of hope. Likely they'll serve you just for the fun of it.
Advantages: Decent damage with their spiked chains, their attacks can also cause living foes to lose move actions. They do damage just by being next to things, albeit a very small amount. Sadism lets them buff themselves by dealing damage. Wave of Grief is a handy debuff, plus they can heal.
Disadvantages: Storm of Pain is a crappy ability. Subpar damage and AC.
Notable SLAs: Vampiric Touch at will, plus Wave of Grief and Cure Moderate Wounds 3/day
Final Evaluation: An interesting choice, to be sure - discounting the Kyton's Dancing Chains ability, I think the Pain Devil is clearly the better pick. Even with Dancing Chains, I'd still take the Pain Devil - they're more consistent, hit more often, and do more damage. They are one of the only evil summons with healing as an SLA, which might come in handy if you're lacking in that department.

Pleasure Devil
CR: 11
HD: 12
How to get it: SM IX as a LE caster (replaces fiendish dire shark)
Role: Manipulator/Caster
Fluff: Super-Erinyes, the Brachina is an extremely seductive devil who specializes in corrupting the virtuous and the devout. They are just as involved with the petty scheming and jockeying for position as most devils are, but they spend more time attempting to tempt mortals on the Material Plane. If you can resist their charms, they'll serve you well - just be wary of their honeyed words.
Advantages: A healthy host of beguiling SLAs, plus the option to actually Beguile a foe and make them take a round's worth of actions under your control, both wasting their turn and using it to your advantage. They have a WIS-damaging poison, which might be handy against a few foes. Plenty of scheming social skills and obscure knowledge.
Disadvantages: Pretty awful in melee. You're unlikely to get much use out of some of their SLAs - Morality Undone won't really help you unless you've got a particular grudge against an arrogant paladin, and it's still almost definitely an evil act.
Notable SLAs: Charm Monster, Vampiric Touch, Morality Undone, Polymorph, Enthrall, Suggestion, and Produce Flame at will, plus Trap the Soul 1/day.
Final Evaluation: You shouldn't have any second thoughts about replacing the fiendish dire shark - the Brachina is a fine substitute. While I'd give the edge to the Lilitu in this niche by virtue of its clerical spellcasting and superior poison, the Brachina has its merits.

Spined Devil
CR: 4
HD: 3
How to get it: SM IV as a LE caster (replaces fiendish giant wasp)
Role: Assassin
Fluff: Small, sneaky, and cruel, the Spinagon is an ideal spy or scout for many greater devils. They are notoriously dim and as such are easily tricked into service. They're unreliable scouts, however, as they have trouble remembering details and messages.
Advantages: Oh so quick. 120' fly speed, 25 Dex, and 24 AC are great at this low of a level. Stealthy, too. Their spine attacks are excellent as a debuff - they reduce AC and speed, making your foes less likely to resist your attacks or close to melee range.
Disadvantages: Mildly fragile, Spinagons are also pitiful damage sources. Easily grappled - don't let them get caught, or they're dead meat.
Notable SLAs: Disguise Self and Produce Flame 3/day, plus Stinking Cloud 1/day.
Final Evaluation: Spinagons are ideal harriers and debuffers - they can get into position with great speed, lay down a carpet of pain-inducing spines, and retreat and repeat. They won't be killing anything for you, but they'll certainly help you and your party take care of it.

Steel Devil
CR: 6
HD: 6
How to get it: SM VII as a LE caster (replaces fiendish megaraptor)
Role: Brute
Fluff: Consummate soldiers, Bueroza are keenly loyal to their own kind but possess marked disdain for other devils, especially Orthons. They fight with cunning and a highly tactical mindset, excelling against spellcasters and other magic-using foes.
Advantages: They can Chant and potentially disrupt spellcasting. They improve significantly when working with other Bueroza - +2 damage, +2 BAB, and +2 on all saves for every other one adjacent to them, making them quite good in tight formations. Their Push ability might be useful, allowing you to knock an enemy into hazards or pitfalls. High AC.
Disadvantages: In melee, they're really just so-so without the benefit of numbers. Poor BAB, middling damage. Slow, too. Any decently optimized caster should make the Concentration check vs. Chant unless you have a veritable platoon of Bueroza chanting.
Notable SLAs: Greater Command, Haste (self only), and Scare at will.
Final Evaluation: With their AC and Combat Expertise, Bueroza can be effective as a screen, drawing the enemy's futile flailing. But they're rarely going to be melee powerhouses, and I don't find their abilities to be all that helpful. Still, better than the fiendish megaraptor. Wish they were summonable at SM VI - then they'd be more useful.

Xerfilstyx
CR: 15
HD: 15
How to get it: GPB
Role: Overlord
Fluff: Irrevocably insane, driven mad by constantly swimming in the waters of the Styx, Xerfilstyx are likely the most chaotic lawful evil creatures around. They really only care for the destruction of others and to drink in fragments of memories and loss. Supposedly there is method in their madness, but it's not very apparent exactly what that method is.
Advantages: Five attacks per round, with Improved Grab and a blood-draining grapple. A host of useful SLAs - whether you need control, debuffing, or damage, they can supply it. A formidable breath weapon that deals 15d8 untyped damage and diminishes Intelligence. A fear aura that's actually halfway decent. Especially effective in aquatic locales, it is still quick on land and even in the air. No Sense Motive to speak of, so easier to trick into a bind.
Disadvantages: Those attacks do awful damage. The breath weapon needs to be recharged through CON drain, so you have to maintain a grapple if you want to use it with any regularity. Toss would be useful if the direction and distance weren't completely random - as it is, you're just flinging someone helter-skelter, which may end up doing more harm than good.
Notable SLAs: Confusion, Dispel Magic, Hold Person, and Wall of Ice at will, plus Cone of Cold, Ice Storm, and Legend Lore 3/day, plus Insanity and Power Word Blind 1/day.
Final Evaluation: An interesting choice for a GPB, the Xerfilstyx has a lot going for it. However, its near-complete lack of damage potential in melee makes me balk, preferring to choose something that has both great SLAs and the ability to rip things to shreds. A good choice in an aquatic campaign, though.

Fiend Folio

Imp; bloodbag, euphoric, and filth
CR: 3, 3, 2
HD: 4, 4, 2
How to get it: SM IV
Role: Minion
Fluff: Mostly just like imps, but with certain specializations - bloodbag imps are combat medics, euphoric imps are recreational drug users and small-time alchemists, and filth imps are expert forgers and translators who nonetheless reek like nobody's business.
Advantages: Mostly the same as imps, they have a few distinct advantages: bloodbag imps can be effective out-of-combat medics with Transfusion and +16 Heal, though sucking out the blood seems... distasteful, to say the least. Euphoric imps can daze their foes with hallucinogenic slime, and filth imps can emit stinking clouds.
Disadvantages: As the imps, really. The bloodbag imp is slightly slower than standard, while the filth imp is more fragile.
Notable SLAs: Bloodbag: Vampiric Touch 1/day; Euphoric: Major Image 1/day; Filth: Stinking Cloud 1/day.
Final Evaluation: The filth imp is useless. The euphoric imp can produce illusions, which are nice. But the only one I recommend using, and even then only as a healing battery, is the bloodbag imp. If you can get over the whole 'I have to drink its blood to heal myself' thing, they're walking, talking medpaks.

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #114 on: April 11, 2013, 10:00:47 PM »
continued...

Maelephant
CR: 8
HD: 10
How to get it: SM VIII
Role: Caster/Manipulator
Fluff: These fiendish elephant-like creatures were created by long-deposed baatezu lords to protect vaults and treasures. They now roam the Lower Planes, looking for enough flesh to sustain their hunger. If you provide one with enough food, they'll willingly serve you.
Advantages: Good SLAs and a delightful breath weapon - it gives those afflicted complete and total amnesia, preventing them from using skills and feats or casting spells. They also no longer remember who their enemies or friends are; even their own identity is lost. That's a nice ability. Good senses, too.
Disadvantages: Maelephants are nigh useless in hand-to-hand combat. Their Defensive Stance helps somewhat (though they can no longer move when they use it), but they still suffer from low AC and damage. Their forget-me-gas is sadly rather easy to save against.
Notable SLAs: Alarm, Entangle, Gust of Wind, True Seeing, and Warp Wood at will, plus Blade Barrier and Baleful Polymorph 3/day.
Final Evaluation: A nice pick, if only for the complete and total shutdown that their breath weapon offers. If you ever have to guard a location or item, they're supposedly quite effective at it - it is their job, after all. Very few summons offer their particular SLAs, so that's a plus. Not great, but an acceptable choice.

Book of Vile Darkness

Kocrachon
CR: 6
HD: 6
How to get it: None by RAW, likely SM VI
Role: Caster
Fluff: Kocrachons, like Excruciarchs and Kytons, are devilish torturers. They delight in pain and suffering, and will perhaps serve you if you offer them the chance to work their foul art.
Advantages: All about the SLAs - frankly, they've got nothing else going for them. But they do have a long list, and some choices are very effective.
Disadvantages: Pitiful damage, low AC and HP.
Notable SLAs: Animate Dead, Cure Moderate Wounds, Dispel Magic, Liquid Pain, Major Image, Sorrow, Suggestion, Wave of Grief, Wrack, and Wither Limb at will, plus Blasphemy 1/day.
Final Evaluation: As long as you keep them out of the fray at all costs, the Kocrachon can wreak havoc with its SLAs. Sorrow and Wave of Grief give your enemies debilitating penalties to all sorts of rolls (though beware the 3.5 conversion, as the penalties change from -3 to -2), while Wither Limb can cripple a spellcaster or force a foe to crawl at 5' per round. When in doubt, Wrack can drop an enemy straight out of the fight. Peerless spellcasters for their level, a Kocrachon can also replace a healer with Cure Moderate Wounds at will. A great choice for magical power. Decent summon - brilliant bind.

Ghargatula
CR: 16
HD: 24
How to get it: Implore
Role: Brute
Fluff: The savage Ghargatula resembles most closely a gigantic fiendish dinosaur, a mess of gnashing teeth and brutal claws. And appearances don't disappoint - that's exactly what they are. They roam the plains of the Hells, devouring what they can. No subtlety needed here - just point and turn loose.
Advantages: Pretty savage in melee, with four highly damaging attacks a round and Power Attack. They can swallow foes whole and have a respectable grapple score with which to do so. Nearly 400 HP. Good DR and regeneration. A formidable DEX-draining poison, to boot. An incredibly easy bind, with 10 CHA and no Sense Motive.
Disadvantages: Very low AC for its level. Dumb as a bag of hammers.
Notable SLAs: None.
Final Evaluation: The Goristro is better for assaulting fortifications, but the Ghargatula is more of an unholy terror in melee. Scarily damaging - it's the improved version of the Verakia. Difficult to obtain, but worth the effort.

Tome of Magic

Logokron
CR: 14
HD: 15
How to get it: None by RAW, maybe SM IX
Role: Caster
Fluff: The Logokron is a patient schemer, plotting and research truenames in order to gain power over its fellow fiends and mortals alike.
Advantages: It does decently with its +2 thundering halberds, though not spectacularly. Its tongue is a continuous Symbol of Pain, and it has some decent utterances. It has a very impressive selection of skills, including practically all Knowledges. Respectable AC and DR.
Disadvantages: It uses truenaming. I mean, come on. That should really be all I need to say. Only +36 in Truenaming, which means to even affect a creature of the same CR, it needs to roll a 7 or better.
Notable SLAs: Major Image at will; plus the following utterances: Critical Word of Nurturing (reverse only), Preternatural Clarity, Hidden Truth, and Morale Boost.
Final Evaluation: Eh, it can cause some havoc with Confusion and Fear abilities, but by the time you can bind one, you'll be fighting creatures with CR's of 16 or higher - leaving it successful half the time, at best. And those just aren't good odds. Pass.

Sandstorm

Desert Devil
CR: 6
HD: 8
How to get it: None by RAW, likely SM VI
Role: Minion
Fluff: These frenzied devils are found in deserts and wastelands, whirling about surrounded by flaying sands. They're dim and easily tricked.
Advantages: Um. None. Seriously. Aratons suck. Okay, they do 2d6 per round damage to anything within 10 ft. That's about it.
Disadvantages: Awful damage. Poor DR for their level. Middling HP and AC. No combat options besides their pathetic scimitars.
Notable SLAs: None.
Final Evaluation: I hate Aratons. So much. They have nothing going for them. Never, ever, ever summon one. The only feasible way they might become viable is if you summon a ton of them and treat them as walking HP drainers - if you have six of them, 12d6 damage a round might be okay. But you could also just summon Amnizus and do the same thing, only tons better.

Stormwrack

Scyllan
CR: 13
HD: 16
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: These tentacled creatures are descendants of an aquatic archfiend, now found primarily in the deep oceans of Stygia. They're not very bright and rarely speak, preferring to let their tentacles and claws do their communicating for them.
Advantages: Six attacks a round (Four of which have 30' reach) and the ability to create whirlpools. They have Improved Grab and can swallow Large or smaller creatures. Fairly durable.
Disadvantages: Only useful in aquatic settings, as they have no movement besides a swim speed. Their attacks do poor damage. Their Frightful Noise ability will never see use, as it only affects creatures with less than sixteen HD.
Notable SLAs: Control Water 1/hour.
Final Evaluation: Eh. In an aquatic campaign, you might find them useful to assault ships and their crews. Likely, however, you won't find them useful at all. And if you're not in the water, forget about using them at all. I'd pass.

Dragon Magazine

Death Devil (Issue #353)
CR: 11
HD: 10
How to get it: SM IX
Role: Manipulator/Caster
Fluff: Another infernal torturer (how many do they really need?), the Jerul is a Forgotten Realms-specific creature - it torments souls stuck in the Wall of the Faithless and the False. It feels a weird sort of kinship (or at least a desire to command and control) the undead.
Advantages: Decently damaging scythes and a whip that deals lethal damage with 25' reach. It can exhaust creatures it hits, and has a permanent ghost touch ability. Combat Reflexes and the Dex to make it worthwhile. A good set of immunities and decent SLAs. Can rebuke undead at will, as a 12th level cleric. 50% fortification and can only be harmed by silver bludgeoning weapons.
Disadvantages: With its poor attack bonus, it's unlikely to ever connect, so its exhausting ability will rarely see play. Relatively fragile. Fairly undead-heavy thematically, so it might be somewhat limited in an undead-light campaign.
Notable SLAs: Animate Dead and Dimensional Anchor at will, plus Desecrate and Deeper Darkness 3/day, plus Enervation 1/day.
Final Evaluation: Niche pick. Against undead, it's both effective and ineffective - rebuking is nice but most of its abilities won't work. The low attack bonus is very troubling - you'll be depending on criticals to do any sort of damage for the most part. While it may have a few specialized uses, I just don't think it's competitive for its level.

Death Hurler (Issue #309)
CR: 11
HD: 13
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Death Hurlers are infernal constructs that look like grand iron siege towers, covered with menacing spikes, barbs, and a multitude of corpses. They are mindless and merely follow commands.
Advantages: Six ranged attacks a round, plus Ram and Trample attacks that have respectable Strength-based DCs. Construct immunities. You can fit four people on the top, who subsequently receive cover from the Death Hurler's walls.
Disadvantages: Poor attack bonus and damage. You have to climb up a wall of corpses to get to the top, which is irrevocably nasty. Not all that durable for a construct - and Augment Summoning is half-useless on it.
Notable SLAs: None.
Final Evaluation: Might be useful if you're actually conducting a siege - but mostly they're too much of a niche pick to seriously consider.

Hellforged (coal, glass, lead, obsidian, sand, and spiked; Issue #306)
CR: 7, 4, 13, 6, 3, 6
HD: 8, 6, 16, 10, 4, 9
How to get it: None by RAW, likely: SM VI, SM V, SM IX, SM VI, SM IV, and SM VI
Role: Minions
Fluff: These metallic  devils were once constructs, but the evil of the hells swelled up and made them into true outsiders. They're fanatically loyal and follow orders to the finest detail - you'll likely have to be extremely literal and deliberate in your orders.
Advantages: Varies from devil to devil. I like the Coal Devil's Blindsight + Aura of Smoke combination and its Fire Breath. The Glass Devil has natural Greater Invisiblity, while the Lead Devil has an immense attack bonus (+28). The Obsidian Devil is relatively better in combat and does a good bit of damage on a grapple, while the Sand Devil has a 50' burrow speed (quite rare) and can turn into a cloud of sand for infiltration purposes. The Obsidian and Glass devils also have burrow speeds, but nowhere near as fast.
Disadvantages: They're all a bit lackluster in the melee department, with low damage and AC. The Spiked Devil in particular has little to recommend it - its Hail of Spikes does very little damage and can be avoided completely on a Reflex save.
Notable SLAs: None.
Final Evaluation: I recommend the Sand Devil in particular for exploring dungeons and sneaking through tight passageways (they even have ranks in Disable Device, though not Search), and the Glass Devil for low-level stealthy scouting duty. The Lead Devil can be a boon if you're up against a very high AC opponent (it'll just have to chip away at it slowly, with only 1d10+3 damage and two attacks per round) and the Obsidian Devil is a halfway decent brute. The Coal Devil isn't great - you have plenty of better Blindsight creatures at your disposal. And the Spiked Devil's just not good at all.

Imps of ill humor (choleric, melancholic, phlegmatic, and sanguinous; Issue #338)
CR: 3
HD: 3
How to get it: SM IV
Role: Minion
Fluff: These imps suffer from humor imbalance - their personalities range from angry to depressed to lazy to jovial.
Advantages: As the imp, only each one has a unique sting that causes permanent status effects: Rage, Crushing Despair, Slow, and Hideous Laughter, respectively.
Disadvantages: They lose the Imp's SLAs in favor of their humor imbalances. Their stingers have very poor attack bonuses, so it's difficult to get the imbalance to stick.
Notable SLAs: Contagion 1/day, disease varies.
Final Evaluation: Unlike other imps, these ones actually want to get into melee combat, if only so they can use their stingers to full effect. While the status effects are nice, they're hard to use effectively, and most of the imps are too fragile to last long enough to land the hit. They might be situationally useful, but I say pass in general.

Yugoloths

[sexy image]

"You want me to fight for you, do you? All right, then. Where, who, how long, and, most importantly, how much?"

- Jezzerik, ultroloth commander, in the midst of negotiations.

Yugoloths are odd fiends out in the grand infernal hierarchy. Most of them are disappointing summons, either too generalized to be effective or specialized in strange, ineffectual ways. Many have abilities that seem random or counterproductive to your aims. But a few Yugoloths are absolutely spectacular, almost redeeming their entire race. They're especially adept at spellcasting, but arguably the best melee summon (at least, for its level) is a Yugoloth - the Voor.



Monster Manual II

Arcanoloth
CR: 17
HD: 12
How to get it: PB
Role: Caster
Fluff: Arcanoloths are scribes and archivists for the Yugoloths, and are scheming, triple-dealing fiends always looking for an angle in every situation. However, they are noted for being generally honorable and true to their word - at least as far as you can trust a fiend's words. Careful, specific language and commands are recommended.
Advantages: They cast as a 12th level sorcerer, though they have no specific spell-list listed. Immune to mind-affecting spells and a decent complement of SLAs. Good social and academic skills, plus they can read or write any language. Decent fly speed.
Disadvantages: Notably fragile, with only 11 CON. In fact, keep them as far away from the fray as possible, since they're basically completely inept. Their poison is crappy.
Notable SLAs: Fly, Heat Metal, Invisibility (self only), Magic Missile, Warp Wood, and Shapechange (!!!) at will, plus Fear and Major Image 1/day. Plus sorcerer casting.
Final Evaluation: These guys are all about the spells. That's a hefty HD/CR split, and should make you seriously consider them as option for a bind. However, their fragility is a major drawback - most enemies can just look funny at them and they'll keel over. Of course, that's what Shapechange is for. Likely straight-up broken.

Marraenoloth
CR: 10
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Marraenoloths are the archetypical boatmen of the Styx, skeletal creatures who ply the oily waters with their skiffs. They frequently arrange ambushes of their passengers, and they dislike leaving the comfort of their ferries. A quick return to their craft is probably the best incentive you can offer.
Advantages: Very little - halfway decent SLAs. Somewhat speedy.
Disadvantages: Fragile, awful in melee, and lacking in options outside of their SLAs, which aren't phenomenal to begin with.
Notable SLAs: Alter Self, Animate Dead, Charm Person, Phantasmal Killer, Poison, and Produce Flame at will.
Final Evaluation: Well, if you're really hurting for a ferry captain to cross some river (and have no other options, which seems unlikely), you might summon one. Mostly they're forgettable. You have so many better options at this point that the Marraenoloth shouldn't even cross your mind.

Yagnoloth
CR: 10
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Possessed of one massive, damaging arm, Yagnoloths are feudal lords and minor tyrants of their realms, though they are despised by nearly every other Yugoloth for their status. They are hulking and brutish, but not dumb or socially inept. Perhaps a small respite from their constant paranoia might be a welcome change of pace.
Advantages: A formidable save DC on their stunning blow makes them halfway decent in melee, though only halfway. Much more durable than their peers in the Yugoloth hierarchy.
Disadvantages: Their weapon-wielding arm is powerful weak, with a crappy attack bonus and pathetic damage. Their breath weapon does 2d6 damage and only affects a 5' cone, which is basically awful. Their only SLA is a pitiful one.
Notable SLAs: Shocking Grasp 3/day.
Final Evaluation: While they're better than the Marraenoloth (though only by virtue of their stunning arm), the Yagnoloth still sucks royally. Don't even think about it. Move on. Nothing to see here.

Monster Manual III

Canoloth
CR: 5
HD: 6
How to get it: None by RAW, likely SM V
Role: Brute
Fluff: Canoloths are dog-like skirmishers and scouts in Yugoloth armies, often having been demoted to the position as punishment for some long-forgotten transgression. They are barely intelligent, preferring to rely on their brutish dispositions and wicked barbed tongues. An easy fiend to manipulate.
Advantages: Pretty beefy. As I've mentioned quite often, I'm a big fan of summons with Blindsight. Their tongue attack is at a decent bonus, can reach out to 20', and can paralyze foes for three to eight minutes on a failed save, the DC of which is respectable. Fairly quick and agile, too. Being immune to sight-based attacks can come in handy if you're going up against a basilisk or a pesky gnome illusionist.
Disadvantages: Not much in the way of other options. Their SLAs have abominable DCs. Their grapple modifier, though not abysmal, isn't great. Their damage is merely okay in comparison to others of their level.
Notable SLAs: Detect Magic, Desecrate, and Cause Fear at will.
Final Evaluation: It's got 20' reach and a paralyzing tongue attack - that's a lot to love right there. Used well, the Canoloth can shut down weak-Fort threats and cause some general havoc on the battlefield. They're not your best damage dealers, but they can disable opponents with ease, leaving them helpless against future assault. Another prime candidate for throwing into a fog or a cloud spell (can you tell I love this tactic yet?).

Mezzoloth
CR: 6
HD: 10
How to get it: None by RAW, likely SM VI
Role: Brute
Fluff: Common foot soldiers, Mezzoloths are far from sophisticated, knowing only endless martial drills and the occasional productive torture session. They're pretty dim and likely prime candidates for fast-talk and complicated, labyrinthine contracts that put them at a disadvantage.
Advantages: Respectable melee combatants, the Mezzoloth also has the advantage of being able to throw down Cloudkills as a softener before rushing in. They also have a hefty HD total for their CR, which makes them a bit more durable than some summons (but also indicates that they're relatively weaker). Surprisingly decent stealth for a bruiser.
Disadvantages: They have no real way of seeing in their own clouds, which diminishes their advantage somewhat.
Notable SLAs: Cause Fear, Produce Flame, See Invisiblity at will, plus Cloudkill and Dispel Magic 2/day.
Final Evaluation: Fairly middling in terms of melee, with subpar casting and nothing much to recommend them. I'd go with a Kyton or an Excruciarch or, hell, a fiendish rhinoceros over the Mezzoloth any day.

Nycaloth
CR: 10
HD: 14
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Aerial skirmishers and flying cavalry, the Nycaloth holds a respected position in the Yugoloth hierarchy. They are savage when enjoined in battle, but prefer to remain distant and observe their foes from the skies until they are needed. They only have average intelligence, however, and tricking them into service shouldn't be too difficult.
Advantages: A hefty attack schedule with either a damaging greataxe or wounding claw strikes. If you ever feel like dropping foes from a great height, they have a quick flight speed and can climb to a point where they can do some damage.
Disadvantages: A relatively useless and sadly limited amount of abilities outside melee.
Notable SLAs: Fear, Invisibility, Mirror Image, and See Invisibility at will.
Final Evaluation: Though they're better than the Vrock in a straight-up scrap, they don't have a lot of options outside pure damage. Eh... better options at this point. Just middling.

Ultroloth
CR: 13
HD: 18
How to get it: None by RAW, likely SM IX (though the Ultroloth is notoriously under-valued in the CR department; I'd change it to at least a 16) or GPB
Role: Caster
Fluff: Ultroloths are scheming tacticians and crafty generals of the Yugoloth forces, the Ultroloths are devious, cunning, and notably lazy. They prefer to coerce their minions into doing their dirty work. They're expert bluffers and manipulators, though not to the extent of a Pit Fiend or a Balor.
Advantages: Great SLAs with a high caster level, Ultroloths can beguile and befuddle their foes while blasting away with all sorts of damaging and debilitating rays. Phenomenal magery, really. Plus, a Hypnotic Gaze, though it likely won't see use with all your other options.
Disadvantages: Pretty damn awful in melee, though why you'd put them in that situation in the first place is beyond me. Tricky binds, too.
Notable SLAs: Gaseous Form, Prying Eyes, Alter Self, Fear, Wall of Fire, Scorching Ray, Ray of Enfeeblement, Ray of Exhaustion, Scrying, See Invisibility, and Suggestion at will, plus Binding, Geas, Enervation, and Mass Suggestion 3/day, plus Symbol of Death 1/day.
Final Evaluation: No DM in his right mind should give you these guys as a summon - they're way too good as magical artillery. Whether its debuffing, control, or straight up blasting you want, the Ultroloth has options to spare. I personally like mixing them in with Devils and using Wall of Fire to create chokepoints - but your foes' fire resistance is likely pretty high at this point. Do keep in mind, too, that like the Balor and the Pit Fiend, Ultroloths are aces in their respective hierarchies, and likely won't tolerate the yoke for long. Revenge comes swiftly to those who offend them.

Monster Manual IV

Corruptor of Fate
CR: 5
HD: 7
How to get it: SM VI
Role: Assassin
Fluff: Corruptors of Fate are mercenary and opportunistic, selling their services to the highest bidder. They are quite happy to serve and in fact prefer to have a patron - they're also noted for not being terribly picky about whom they serve, though they nominally prefer evil lords. Should be an easy sell - just offer them the chance to spread suffering amongst your enemies.
Advantages: Corruptors are super-debuffers, with a cursing attack (leaves the enemy 50% likely to just do nothing), a debuffing gaze, and a permanent unluck effect when others try to damage them. They're also immune to necromantic effects and negative energy, making them helpful in concert with undead or other necromantic strategies.
Disadvantages: Underwhelming in melee, Corruptors aren't likely to do a lot of damage. Weapon Finesse always makes me sad - for a summoner with Augment Summoning, it's often a wasted feat for the fiend.
Notable SLAs: None.
Final Evaluation: While you may not want to summon hordes of them to crawl all over your enemies, a well-placed Corruptor can do wonders to surgically cripple major threats with their curse. Anything with a poor Will save is likely to be fair game - brutes and assassins beware. If you can get a cursed foe to concentrate on the Corruptor itself, even better - if they do get to act, they'll always be taking the worst of two rolls anyway. A fine choice for twisting destiny to your advantage.

Voor (normal and Dreadful Lasher)
CR: 4, 9
HD: 5, 15
How to get it: SM IV, SM VIII
Role: Brute
Fluff: Nasty, vicious, and dull, the wannabe xenomorph Voors are bred as guardians, like hideous daemonic rottweilers. They are only capable of comprehending simple commands, but they follow orders given by stronger creatures without question. They are willing to wait quite a long time to spread slaughter and havoc - perhaps you will afford them that opportunity.
Advantages: Six attacks a round at a more than respectable bonus for their level, the Voor is a veritable spinning murder top in melee. 20' reach with their tentacles (30' for the Lasher), Combat Reflexes and they can Rend if they hit with both of their claw attacks. Decent grapple score, too - +38 for the Lasher!
Disadvantages: Blindsense, not Blindsight, which just pulls the rug out from underneath fog-based tactics (sooo disappointing). Strict readings of RAW also give it a 50% miss chance, as it cannot actually see its foes. Middling AC and HP. Who really cares if they give off no natural scent, either?
Notable SLAs: None.
Final Evaluation: Love the voor. Love it. It has so much damage potential. It makes even blasting wizards look wimpy in comparison - two of them in tandem can just tear things apart. Hell, even one of them is a serious menace. If you can convince your DM to let you summon the Dreadful Lasher variety later definitely take that one too, as it's one of the best melee combatants at that power level - bigger, badder, and more full of tentacled, spiky death for your enemies. The voor is a great melee choice - probably one of the best. Unless, of course, it has a 50% miss chance on all its attacks, in which case, it becomes significantly less useful - even so, it's still worth summoning.

Fiend Folio

Piscoloth
CR: 9
HD: 9
How to get it: SM VII
Role: Minion
Fluff: Piscoloths are drill sergeants and minor troop commanders in Yugoloth armies - they are minor thugs and enforcers, thriving on what little authority they're given. Despite their imperious nature, they're quite stupid and easily manipulated.
Advantages: Eleven attacks a round is nice, though only three of them do any damage - the other eight can only paralyze. Hit enough times and something will eventually fail a save - it's a DC of 18, which isn't great but isn't awful, either. Decent SLAs. All-around vision might come in handy.
Disadvantages: Pathetic attack bonus for their level means that the paralyzing tentacles will rarely hit, making their utility less than paramount. Oddly slow in the water.
Notable SLAs: Blink, Fear, Scare, and See Invisibility at will, plus Meld Into Stone, Stinking Cloud, and Phantasmal Killer 3/day.
Final Evaluation: I could see them being used for ambush tactics in dungeons and caves with their stone-melding abilities. If you consider their CR to be accurate (which I do not), they're a decent deal for SM VII, though far from spectacular. If you're looking to capture your quarry rather than kill them, they'd be a good choice - but that's about it.

Skereloth
CR: 3
HD: 4
How to get it: SM IV
Role: Minion
Fluff: These wretched, twisted creatures are the lowest of the low in Yugoloth armies - they are cowardly and sniveling, used only for the easiest of infiltration and scouting duties. They'll bend like twigs to your commands.
Advantages: Four attacks per round plus sneak attack seems like it'd be decent. Fairly high AC and a burrow speed, plus high stealth skills.
Disadvantages: Middling attack bonus and pathetic damage, even with four attacks per round. Their Cringe ability just tricks an opponent into thinking that they're not worth the time and effort to kill - but you want opponents concentrating on your summons, not others.
Notable SLAs: Daze and Jump at will, plus Burning Hands and Expeditious Retreat 3/day.
Final Evaluation: "Other yugoloths regard Skereloths as weak and useless." You should too. Pitiful in combat, and you have much better scouting options available to you at this level. Pass.

Stormwrack

Echinoloth
CR: 8
HD: 8
How to get it: SM VIII
Role: Minion
Fluff: Rear guards of advancing Yugoloths, Echinoloths are often assigned mop-up duty due to their relentless nature and vast love of shredding things to tiny bits. They're too dim to know when they're in a losing proposition - they'll likely succumb to your wiles.
Advantages: Tremorsense...? Rend and Infernal Wound... might add up? Nawww. Seriously, Echinoloths suck.
Disadvantages: Awful melee abilities for their level. Their Nauseating Aura has a woeful DC. Low AC and DR means they're chewed up like nothing at this point.
Notable SLAs: None.
Final Evaluation: Reality check: the Voor (which fills the exact same niche) has a slightly lower attack bonus, more attacks, and does roughly the same damage for a spell four levels lower. That alone should make you cringe at the prospect of ever summoning an Echinoloth. If you really need a tentacle beast at this level, use the Dreadful Lasher version of the Voor - same CR, so much better.

Dragon Magazine

Battleloth (arrow, axe, crossbow, pick, spiked chain, and sword; Issue #306)
CR: 1, 2, 2, 2, 3, 3
HD: 1, 3, 4, 2, 3, 3
How to get it: None by RAW, likely SM II, SM III, SM III, SM III, SM IV, and SM IV
Role: Minion
Fluff: These foul, mischievous creatures were created for a war long gone, and now act as mercenaries. They are literal tools for their masters - they all can take the form of certain weapons. They are sly and manipulative, but fairly weak and likely easily commanded.
Advantages: The Arrow Battleloth has a very fast fly speed with perfect maneuverability at a very low level, making it a good aerial scout. The Crossbow 'loth is okay in weapon form, as it confers Precise Shot and reloads itself. It also can act as a rogue replacement with ranks in Disable Device and Open Lock. They all have DR at a very low level, which can come in handy. They can also function as low-level magic weapons, though you have better spells for that.
Disadvantages: They're all fairly weak in combat and quite fragile, even for their level. The Axe and Pick 'loths are especially useless.
Notable SLAs: None.
Final Evaluation: Only the Arrow and Crossbow 'loths are useful at all, and really then only at extremely low levels. They don't pass the bar in combat, so skip 'em.

Other Fiendish Creatures, Part I

[sexy image]

"Mortals. Think the planes are your own personal playground. Not quite, fleshling. There are creatures out there far beyond your ken - and most of them are hungry."

- Bakasura, rakshasa rajah, moments before devouring a careless acolyte.

Now we hit the true miscellany of the guide, creatures from all over the lower planes that don't fit into any established hierarchy. Whether roaming the colliding cubes of Acheron or swirling through the winds of Pandemonium, the denizens of the lower planes are as unpredictable as their surroundings. Sadly, many of these creatures pale in comparison to more conventional fiends, but there are a few hidden gems amongst the crowd. There are also a few contiguous groups here not large enough to warrant their own sections, like the Rakshasa, Demodands, and the Quori. Despite the duds, there's still nothing quite like riding into battle on the back of a Nightmare.



Monster Manual I

Achaierai
CR: 5
HD: 6
How to get it: SM V
Role: Brute
Fluff: These cruel birds are natives of Acheron, where they form rudimentary communities and seek out prey. They distinctly enjoy torture - perhaps the suffering of your opponents will be a nice little hanging carrot.
Advantages: They do great damage with two claw attacks and a formidable bite. Spring Attack and speed helps, too. They spew a toxic cloud that damages foes and drives them temporarily insane. All of its potential is boosted by Augment Summoning - they only really rely on Strength and Constitution.
Disadvantages: No DR and only a fair HP pool means they die quickly.
Notable SLAs: None.
Final Evaluation: Not a bad choice for throwing down in melee, actually. And driving your enemies insane is always fun. The Achaierai gets a thumbs up from me - not way up, but still up.

Barghest (normal and greater)
CR: 4, 5
HD: 6, 9
How to get it: None by RAW, likely SM V, SM VI
Role: Overlord
Fluff: These lupine fiends exist only to consume the corpses of humanoids, growing in power and malevolence. Offering them an all-you-can-eat buffet will probably temper their hatred of you.
Advantages: Not too awful in melee. Helpful stealth/social skills, plus a selection of SLAs you won't find anywhere else. Greater Barghests are a straight up improvement and are quite useful as buffers and minor damage dealers.
Disadvantages: Only okay in melee, only just decent SLAs. You won't fine much use for Misdirection or Rage. Mass Bull's Strength is also useless for you.
Notable SLAs: Blink, Levitate, Misdirection, and Rage at will, plus Charm Monster and Crushing Despair 1/day. Greater Barghests add Invisibility Sphere at will, plus Mass Bull's Strength and Mass Enlarge 1/day.
Final Evaluation: Barghests are okay at everything, but not great at anything. Greater Barghests are a step up, but only just. They can beef up a summoned army, but aren't all that effective by themselves. Binding a Barghest and letting it feed seems like a sound option.

Basilisk, Greater Abyssal
CR: 12
HD: 18
How to get it: None by RAW, likely SM IX
Role: Minion
Fluff: These are basilisks. But Greater. And Abyssal. Think guard dogs in abyssal courts, perhaps bloodhounds. Easily enslaved.
Advantages: The stereotypical basilisk ability - petrifying gaze. Bit of a damage soak.
Disadvantages: HD/CR split is real unfriendly for binds. Slow. Poor in melee. Low AC. You're praying for an autofail on the petrifying gaze's save, because that's basically the only way that it ever works.
Notable SLAs: None.
Final Evaluation: Don't ever bind one. Don't even summon them. Don't even think about thinking about using them. So bad.

Genie, efreeti
CR: 8
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Efreet are cruel, domineering genies from the Plane of Fire. They absolutely hate serving mortals, and will likely devise all manner of gruesome revenge on you if you're not careful.
Advantages: It can grant wishes. Three a day, to be precise. But that's a whole different debate. Even without Wish, it has useful SLAs, good skills, and is very manueverable.
Disadvantages: Disappointing in melee and relatively fragile. No DR and vulnerable to cold.
Notable SLAs: Produce Flame, Pyrotechnics, and Scorching Ray at will, plus Invisibility and Wall of Fire 3/day, plus Gaseous Form, Permanent Image, and Polymorph 1/day.
Final Evaluation: Any DM who lets you summon a wish-granting efreet is off his rocker. It's an easy way to break the game into tiny little pieces. If you have a sane DM, the efreet might still be useful - Permanent Image is handy, and the other SLAs make it a semi-capable blaster in a pinch.

Githyanki
CR: 1
HD: 1
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Githyanki are cruel, militaristic people who cruise the Astral Plane hunting illithid and githzerai. They are intelligent and tactical, but their aggression and poor judgment may give you an angle.
Advantages: Even 1st level warriors carry masterwork greatswords, giving them good damage potential. High HP for their level. They even have SR, though it's quite low.
Disadvantages: Low will saves.
Notable SLAs: Daze and Mage Hand as PLAs, 3/day, with more abilities (like Telekinesis and Blur) in higher levels.
Final Evaluation: Better fighters than the Tiefling due to the CON bonus, they're a good choice for melee class levels. Great damage potential at SM II.

Hell Hound (normal and Nessian)
CR: 3, 9
HD: 4, 12
How to get it: SM III, SM VIII
Role: Assassin
Fluff: Hell hounds are native to Acheron, serving fiends and powerful mortals as guard dogs. They are not extremely cunning, but they are smarter than your average bear. Err. Dog.
Advantages: They're summonable at a relatively low level for their CR. They do a fair bit of damage, are extremely stealthy and have great senses. Fiery breath, too. Potential trackers.
Disadvantages: Fire breath does middling damage, is easily resisted and has a long recharge time. Compared to benchmark SM III choices, they are much less capable in melee.
Notable SLAs: None.
Final Evaluation: A decent, if curious, choice. The Nessian warhound version, while bigger and ostensibly badder, is worse for its level than its little brother.

Howler
CR: 3
HD: 6
How to get it: SM IV
Role: Manipulator
Fluff: Native to Pandemonium, Howlers are horrifying quill beasts that do not speak, only howl. Probably easy to command.
Advantages: Quick and relatively capable in melee. Combat Reflexes and 10' reach. But the real beauty is in the quills: each quill provides a cumulative -1 on attacks, saves, and skill/ability checks. That's a fine debuff.
Disadvantages: Not all that durable with middling CON and no DR. The Reflex DC on the quills isn't spectacular. Howl does nothing for you and could even hurt you.
Notable SLAs: None.
Final Evaluation: All about the quills. Don't bind one - just summon them for those big bad fights where you need to really cripple one specific opponent. They'll make your job easier.

Night Hag
CR: 9
HD: 8
How to get it: SM IX
Role: Caster
Fluff: Native to Hades, Night Hags are the harvesters and merchants of soul larvae. They deal equally with all other fiends (at least as equally as their love of profit allows). You'll likely have to entice them with the souls of evil people (they were going to the Hells anyway, right?).
Advantages: Nothing about them is unique or particularly advantageous. Etherealness is okay. Passably durable. But the best thing that can be said about the Night Hag is that it can Polymorph into something else. Their Heartstone is potentially useful, if you can get your hands on it.
Disadvantages: Awful in melee. Mostly-useless SLAs. A real cipher when it comes to useful abilities.
Notable SLAs: Magic Missile, Polymorph, Sleep and Etherealness at will.
Final Evaluation: Can't think of many good reasons to summon one, not when you have other choices and so many of the others are better than this. And are lower level spells. Skip.

Nightmare (normal and Cauchemar)
CR: 5, 11
HD: 6, 15
How to get it: None by RAW, likely SM V, SM IX
Role: Assassin/Brute
Fluff: Nightmares are intelligent fiendish horses from Hades. Though iconic as mounts, they are notoriously choosy about who can and cannot climb aboard. Particularly powerful (you) and evil (fake it) individuals will be accepted as riders.
Advantages: They do decent damage for their level, are durable, and very mobile. They can emit a cone of blinding hot smoke and ash as a free action every round, and they have automatic concealment to anything more than 10' away. Etherealness and Astral Projection for them and their riders at CL 20 - great for stealth, evasion, and utility purposes.
Disadvantages: No DR or SR. If you're not using it as a mount, you're not using it to its full potential.
Notable SLAs: Etherealness and Astral Projection at will.
Final Evaluation: Great as a summon if you need a mount or if you're looking to make a Narzugon particularly fearsome. Brilliant as a bind if you're looking to cruise the Transitive Planes. Cauchemars are sized for Large riders and not a huge step above the base creature. But the basic version is great. Ride in style - ride a Nightmare.

Planetouched, tiefling
CR: 1/2
HD: 1
How to get it: None by RAW, likely SM I
Role: Minion
Fluff: Tieflings are simply humans with fiendish ancestry.
Advantages: Good stat bonuses for rogues, wizards, really any DEX or INT-based class. CHA penalty makes them easier to deal with.
Disadvantages: Likely have their own agendas, goals, missions, etc. that will conflict with yours.
Notable SLAs: None.
Final Evaluation: I mention Tieflings not so much because you want to summon a 1st level Warrior (although they're certainly competitive at that level), but because you could feasibly summon Tieflings with class levels. Potential here is only limited by your creativity (and your DM).

Rakshasa
CR: 10
HD: 7
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Rakshasas are a scheming, sly group of feline fiends said to originally hail from Acheron. They are now scattered across the planes and are powerful, confident sorcerers. They're quite charismatic and sneaky - beware.
Advantages: They cast as 7th level sorcerers. Great infiltrators with high Bluff, Disguise, and permanent Detect Thoughts. Phenomenal DR - 15/good and piercing. Somewhat stealthy.
Disadvantages: Middling in melee and a subpar HP total. No elemental immunities or resistances to speak of. Bad as binds - by the time Improved Calling kicks in, you'll want to be looking into higher HD creatures.
Notable SLAs: None, but they have sorcerer casting, which typically includes spells like Haste, Suggestion, Invisibility, and Silent Image.
Final Evaluation: Rakshasas are a niche pick - you'll not want to spend an eigth level spell to get some extra third level spells. But they're capable infiltrators. But infiltration takes more time than they have on a summon, and you'll have better choices for a bind. Possibly useful, but likely not.

Salamander (flamebrother, average, and noble)
CR: 3, 6, 10
HD: 4, 9, 15
How to get it: None by RAW, likely SM IV, VI, and VIII
Role: Minion
Fluff: These natives of the Plane of Fire are self-involved, cruel, and enjoy tormenting and torturing other beings. Their legions are organized and disciplined. Approaching them with a military bearing might appeal to their sense of order.
Advantages: Extra fire damage might come in handy against foes weak to the element. Really not a whole lot to love here.
Disadvantages: Weak in melee all around, DR that is easily bypassed, and poor HP. Vulnerable to cold. The noble salamander's SLAs are very limited thematically and mechanically. Their Constrict ability is limited by their poor grapple modifier.
Notable SLAs: Noble only: Burning Hands, Fireball, Flaming Sphere, and Wall of Fire, plus Dispel Magic 1/day.
Final Evaluation: No iteration of the salamander is powerful enough to compete at the level at which it is summoned. If by some random chance a Craft (blacksmith) check is required, that would be the only situation in which they'd be useful.

Shadow Mastiff
CR: 5
HD: 4
How to get it: SM V
Role: Assassin
Fluff: These baying hounds hail from the Plane of Shadow, and stalk the night for any available prey. They're just barely above animal intelligence, so likely to fall for any tricks you can throw their way.
Advantages: Its ability to Bay can evoke panic in an extremely large radius - 300' to be exact. They can gain total concealment in shadowy areas and are respectably sneaky.
Disadvantages: One middling attack. No DR, SR, or resistances, so they're gonna die at the drop of a hat.
Notable SLAs: None.
Final Evaluation: Eh. Yeth Hounds can Bay and fly (though the Shadow Mastiff's DC is higher). Fiendish dire wolves are better at tripping. Pass, unless you're constructing some sort of planar kennel.

Slaad, Death
CR: 13
HD: 15
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: Death Slaadi are Limbo toads that have been tainted by evil, warped into killing machines rather than... okay, all Slaadi are killing machines, but these ones are worse. As creatures of pure chaos they'll likely look to break any agreements they make, just for funsies.
Advantages: Capable combatants, the Death Slaad is nonetheless all about the SLAs. They have decent DR, Fast Healing, and a respectable HP total. Sonic immunity.
Disadvantages: All of their feats are combat-based, which chafes a bit when you realize that they're not stellar in melee.
Notable SLAs: Animate Objects, Dispel Magic, Fear, Finger of Death, Fireball, Fly, Invisibility, See Invisibility, and Shatter at will, plus Circle of Death, Cloak of Chaos, and Word of Chaos 3/day, plus Implosion and Power Word Blind 1/day.
Final Evaluation: Finger of Death at will? Implosion 1/day on a creature that has a CR low enough to be considered a legitimate summon? I think the Death Slaad's CR is severely underestimated. Which means it's fantastic for you - few creatures at SM IX have such fine SLAs. Thumbs up.

Vargouille
CR: 2
HD: 1
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: These shrieking heads haunt the depths of Carceri, hoping to spread their foul filth and produce more of their kind. Far too weak and dumb to put up a fight - just command them.
Advantages: Low-level flyers can come in handy. The Vargouille's shriek can paralyze your foes, which is excellent.
Disadvantages: Pitiful poison and Kiss is useless in combat (though it might be decent as an interrogation tool). They don't do a lot of damage and are easily swatted from the sky. Weapon Finesse, bleh.
Notable SLAs: None.
Final Evaluation: Eh. For the same price you can summon a Nashrou, which is mounds better in combat, though not quite as mobile. Vargouilles don't cut it.

Xill
CR: 6
HD: 5
How to get it: SM VI
Role: Brute
Fluff: Whether savage or civilized, these Ethereal Plane natives are always malevolent and thrill in causing pain. They are not especially smart, so even an unlikeable summoner should be able to bend them to their will.
Advantages: Four attacks per round, with a bite that paralyzes for 1d4 hours. Exceptional SR for their level.
Disadvantages: Those four attacks are at a pathetic bonus, and do little damage. The paralyzing venom requires you to maintain a successful grapple first - while they do have Improved Grab, they also have a grapple modifer of +7. No DR, only average HP, and no resistances to speak of make them quite fragile.
Notable SLAs: None.
Final Evaluation: The xill is a prime candidate for replacing - not only is it a woeful combatant, it is replaced by the amnizu. With nothing to recommend it and competing directly with a great choice, the xill is right out.

Yeth Hound
CR: 3
HD: 3
How to get it: SM IV
Role: Minion
Fluff: Yeth hounds are nocturnal predators from Hades, soaring low to find prey. They do not speak, so won't be in a position to bargain. Just bark orders at them like you would your precious widdle poodle.
Advantages: A good flight speed, decent DR for their level, and Bay, which can really cause some widespread panic if you send it over an enemy encampment, for example.
Disadvantages: Only one middling attack. The DC on Bay is dreadfully low.
Notable SLAs: None.
Final Evaluation: Fiendish dire wolves at this level are much better. If you need Bay or the flight speed, the yeth hound might be decent, but likely it's a summon you won't bring out of the stable very often - or at all.

Monster Manual II

Bladeling
CR: 1
HD: 1
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Bladelings are xenophobic and suspicious of everyone they meet. They are fierce combatants, as they hail from the plane of eternal warfare, Acheron. Treat them as you would any common sell-sword.
Advantages: Decent natural armor for their level. Immunity to acid, some DR and fire resistance. They also can emit a cone of razor-sharp shrapnel, giving you a halfway-decent blast at low levels.
Disadvantages: Fairly nondescript in all other ways - unexceptional HP, melee abilities, etc.
Notable SLAs: None.
Final Evaluation: The Bladeling's another good candidate for class levels when summoned. Still, the tiefling's a better deal for most things that the Bladeling might be suited for - so unless you want a cloud of shrapnel or need to take an acid bath, skip 'em.

Dune Stalker
CR: 9 (Vastly inflated)
HD: 6
How to get it: None by RAW, likely SM VIII
Role: Assassin
Fluff: Dune Stalkers are murderous creatures that roam the Plane of Earth and occasionally Hades. They despise the Material Plane, and seek to make their stays there as short as possible. This translates into literal mindset when they follow your orders - on the plus side, if you're careful with your words, they won't directly disobey you.
Advantages: Decent trackers. High SR and DR for the level. Kiss of Death can be an instant kill.
Disadvantages: Awful in melee, with just one little slam attack. Kiss of Death has a fairly low DC (and does not mention what attribute it is based on - push for CON to boost it a little). Shout's useless.
Notable SLAs: Jump at will, plus Shout 3/day.
Final Evaluation: MMII is notorious for poorly-assigned CRs. No way the Dune Stalker is a challenge to a level 9 party. Nor will it be a challenge to your enemies when you summon it. Unless you really want to try and force the Kiss of Death, I'd stay away.

Ethereal Slayer
CR: 12 (Don't believe this one either)
HD: 16
How to get it: None by RAW, likely SM IX
Role: Assassin (but not a good one)
Fluff: Carnivorous bugs that ambush people from the Ethereal. Slayer is a misnomer, as they don't seem very effective at actually killing anything.
Advantages: It has a decent attack bonus, hitting much more often than other summons at the SM IX level. Stealthy.
Disadvantages: Poor melee, poor CON, poor almost everything. Won't ever kill anything at this level, unless you give it a long time to chip away.
Notable SLAs: Detect Magic and Dimensional Anchor at will.
Final Evaluation: We're hitting a common problem with MMII - the Fiendish Codices updated CRs for devils and demons in this book, but the other evil outsiders are seriously misrepresented in the CR department. The Ethereal Slayer is a walking crap sack. Avoid.

Rukarazyll
CR: 14
HD: 12
How to get it: None by RAW, maybe SM IX
Role: Caster/Assassin
Fluff: Cruel tricksters from the Plane of Earth, Rukarazylls thrive on sowing discord among mortals. As such, they're used to manipulation - make sure that they understand exactly where trickery will get them - the deadbook.
Advantages: Excellent infiltrators. Quick and mobile, with Evasion and the ability to take 10 on balance, tumble, and climb checks. Good, semi-rare SLAs. Fungus can reduce a creature's reflexes and agility. Good DR and decent SR.
Disadvantages: Just straight up awful in melee, outside of their Fungus ability (which can take longer to take effect than most combats last, depending on the size of the target). No elemental resistances. Mildly difficult to bend to your will
Notable SLAs: Alter Self, Blur, Cat's Grace, Entangle, Mirror Image, Plant Growth, Snare, and Telekinesis at will, plus Polymorph 3/day, plus Command Plants, Contagion, Heal, and Wall of Thorns 1/day.
Final Evaluation: Occupying the same niche as the Vathugu (weird fungus creature), the Rukarazyll offers druid-like casting that can fill in a spell gap if needed. I like the Vathugu better because it can fight - the Rukarazyll is one of the worst choices for melee.

Vaporhigu
CR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Vaporhigu are slimy fiends native to Gehenna. They constantly hunger but can never sate their gluttony. Still, the promise of food might be enough for them to fight by your side - but beware them looking to make you their next meal.
Advantages: Their corrosive slime can melt away equipment, while their poisonous breath is a heavy hitter - at a Fort DC of 20, it offers acid damage, paralysis, and CON damage. That's a potent combination. If you bind it, it can summon a Night Hag once per day, which isn't great but is another body to throw in the fray.
Disadvantages: Poison immunity shuts its breath down cold, and it's easily saved against. That leaves them with a pitiful slam attack, SLAs that won't see much use, and a weak fear aura. They are notably clumsy and their HP isn't stellar.
Notable SLAs: Animate Objects, Deep Slumber, Enlarge Person, Fly, Mislead, and Produce Flame at will.
Final Evaluation: Man, does this thing have a random assortment of abilities or what? Still, I like its breath - though it's limited, it lingers.

Monster Manual III

Astral Stalker
CR: 12
HD: 12
How to get it: None by RAW, likely SM IX
Role: Brute/Assassin
Fluff: Remember Predator? Astral Stalkers are almost literally, trait-for-trait the D&D versions of them. They abide by the Rules of the Hunt. They seek the ultimate quarry: intelligent, capable prey. They are notoriously honorable, so trap 'em in a nice ironclad contract.
Advantages: With their high strength, durability, and mobility, they're not bad in a scrap. They get profane bonuses to saving throws and AC, with Sneak Attack and Evasion. Great spies and trackers. Very high AC for their level.
Disadvantages: Only two attacks per round, and they don't do much damage. Their sneak attack is only 2d6. Their paralyzing poison doesn't last very long. No SR at all, and shoddy DR.
Notable SLAs: None.
Final Evaluation: Solid, if uninspired. You've got monsters at this level that do their jobs much better. The only niche the Astral Stalker might fill is that of tracker - they do that job very well with Swift Tracker.

Gloom Golem
CR: 7
HD: 8
How to get it: None by RAW, likely SM VII
Role: Manipulator/Brute
Fluff: Gloom golems, twisted pain factories roaming Hades, exist only to spread misery to all they touch. They have no intelligence score (so you can't bind them) so they're easily ordered and controlled.
Advantages: Construct immunities are handy. They can attack with a spiked chain, doing hefty damage. It's a walking debuff, too, and can drain Charisma.
Disadvantages: Poor attack bonus for the level. Not a lot of bonus HP. Its Crushing Despair ability is easily shut down.
Notable SLAs: None.
Final Evaluation: If you need a construct, it's one of a very limited pool. But it's not great. Still, if you don't want to hold out for the retriever, hate hellish siege towers, and really need a golem, it's... your only other option.

Mivilorn
CR: 11
HD: 24
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: These gigantic puppies are native to Pandemonium, where they act as apex predators in the wind-swept wilds of the plane. They're often used as mounts by demons, as they are vicious and voracious. But they're still dogs - they obey their masters.
Advantages: One hell of a tank, with massive damage on their bite attack. One of the best grapple scores in your lineup, plus Swallow Whole. Charging Bite is a great boon when looking to grapple - though it offers the targets a save, it can potentially automatically swallow two medium creatures.
Disadvantages: Not actually evil, so if you're a Malconvoker, your abilities won't kick in. Their acid breath is nigh useless. No DR (though with their HP total, that's less of an issue).
Notable SLAs: None.
Final Evaluation: Walking, barking, biting walls of hit points. That's pretty much the Mivilorn's job - to soak up damage normally meant for you or your party members. They are also capable grapplers, with the size and abilities to pull it off. Their HD total means they're unbindable without Implore, so get used to them as a limited time offer.

Odopi
CR: 14
HD: 20
How to get it: None by RAW, maybe SM IX
Role: Brute
Fluff: The Odopi is a bristle of twisted arms and claws. Powerful masters can cow them into service, though they chafe under the yoke. As long as their master provides them with targets to tear apart, however, they'll be sated.
Advantages: Decent damage with their singular claw attack. Their Swallow Whole ability, while not stellar, automatically re-grapples the enemy when they manage to cut their way out. Decent Trample - it can grapple while trampling.
Disadvantages: Man, only 5' reach on a Huge creature? That sucks. Just one attack. Ranged options are pretty lackluster. Their SLAs aren't anything to get excited about, either.
Notable SLAs: Feather Fall at will, plus Dimension Door 3/day, plus True Seeing 1/day.
Final Evaluation: Looking at the Mivilorn above, the Odopi barely beats out a lower-CR creature in the same niche. It's kind of a toss-up - more offensive capability with the Mivilorn or defenses and senses with the Odopi. Of course, the Odopi is evil while the Mivilorn is not, so if you're a Malconvoker, the choice is much clearer.

Rakshasa, Ak'chazar
CR: 15
HD: 17
How to get it: GPB
Role: Caster/Manipulator
Fluff: Ak'chazar are undisputed necromantic masters. They are intelligent and plan carefully, avoiding combat and using their minions wherever they can. Like all rakshasa, they are scheming and manipulative, though relatively trustworthy. They at least operate with structures and rules in place, giving you an advantage when it comes time to hammer out an agreement.
Advantages: All kinds of useful necromantic abilities: they rebuke as a 20th level cleric, emit a wave that causes the shaken condition and Inflict Moderate Wounds, and they have a bevy of undead-creating SLAs. On top of that, they have 12th level sorcerer casting focusing on necromancy and enchantment. Useful skills, mostly concentrating on social and stealth. Good DR; phenomenal SR.
Disadvantages: Terrible in melee, though you'd never want to put it in direct combat. A difficult bind, with high CHA and Sense Motive. Their Pain Wave ability requires them to be within 20' of those to be affected, and you won't want them that close.
Notable SLAs: Animate Undead 3/day, plus Control Undead and Create Undead 2/day, plus Create Greater Undead, Trap the Soul, and Magic Jar 1/day. Typical sorcerer spells include Disintegrate, Teleport, Enervation, Confusion, Dominate Person, Suggestion, Touch of Idiocy, Ray of Exhaustion, Ray of Enfeeblement, and others.
Final Evaluation: Another fine example of a summoner being able to make an entire class archetype (the necromancer) obsolete, the ak'chazar rakshasa is a great choice. They make excellent debuffers and snipers, but necromancy's the real allure. If you need an army of undead (or if you need to fight one), they should be your go-to guys.

Rakshasa, Naztharune
CR: 11
HD: 11
How to get it: None by RAW, likely SM IX
Role: Assassin
Fluff: Naztharune are the assassins and spies of the rakshasa, silently eliminating high-priority targets. They are more subdued than other rakshasa, preferring to remain in the background. They are greedy for gold and magic items, however, being able to choke down their contempt if the profit's good enough.
Advantages: Like the Dogai and the Kelvezu, the Naztharune is a high-level rogue. It has Improved Evasion, Improved Uncanny Dodge, 6d6 sneak attack, and Hide in Plain Sight. Great DR.
Disadvantages: Two-weapon fighting makes it a poorer fighter than the Dogai. Notably less stealthy, as well. It's not all that durable if its DR is bypassed.
Notable SLAs: None.
Final Evaluation: I'd rate them as slightly above the Dogai, but definitely worse than the Kelvezu. If your DM allows you to summon a Kelvezu, they have the superior damage potential and are probably the right pick for a rogue-like. But if not, you're essentially picking between higher stealth and attack bonus with the Dogai, or (slightly) better damage and defenses with the Naztharune. I'm inclined to lean towards the Dogai, but the Naztharune has its moments.

Rejkar
CR: 5
HD: 5
How to get it: None by RAW, likely SM V
Role: Caster/Manipulator
Fluff: Rejkars are intelligent, goat-like creatures from Baator. They enjoy setting themselves up as idols in mortal societies, bending them to their will. They're much smarter than they look, so don't let their feral appearance deceive you.
Advantages: They can freeze others with a glance, and have a unique selection of SLAs. Powerful Charge can rack up a good bit of damage. Skilled, too, with three separate craft skills.
Disadvantages: Easily bypassed DR. Vulnerability to fire. Middling damage when not charging. Their freezing glance is too easy to get out of.
Notable SLAs: Crushing Despair, Fabricate, and Rage at will, plus Major Image 3/day, plus Augury 1/week.
Final Evaluation: I suppose you could bind yourself your own private foundry, what with their skills in smithing and carpentry. Or have a nice meal once a week. But seriously, no to the Rejkar. Weird skills that don't come into play very often and niche SLAs make them a situational choice.

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #115 on: April 11, 2013, 10:01:30 PM »
continued...

Shrieking Terror (five-headed and ten-headed)
CR: 10, 13
HD: 15, 20
How to get it: None by RAW, likely SM VIII, SM IX
Role: Brute
Fluff: Some wizards have too much time on their hands. Owlbears. Wolf-spiders. Somewhere along the line, someone thought it was a good idea to cross vargouilles with hydras. They sometimes act as troops for demodands, but mostly just fly around devouring all they can. Too stupid to reason with - just command them.
Advantages: Lots of attacks per round and Pounce. Their paralyzing shriek has a formidable DC (which increases with the number of heads) and a 60' range. Fast Healing and regrowing heads make them difficult to kill - only fire or acid can cauterize the stumps.
Disadvantages: Despite their high number of attacks, they do little damage. Kiss is basically useless, as is the poison that comes with their bites. Shriek is a mind-affecting fear affect, which can easily be shut down.
Notable SLAs: None.
Final Evaluation: While it might seem nice to throw a regenerating, multiheaded horror at your enemies, I don't find the Shrieking Terror to be a good choice. They just don't cause enough ruination - other choices are just as durable and much better in melee. Still, the shrieking is decent.

Monster Manual IV

Demonhive (attendant, swarm, and queen)
CR: 2, 2, 6
HD: 3, 3, 8
How to get it: None by RAW, likely SM III, SM III, and SM VI
Role: Minions
Fluff: Infernal hornets, demonhives have spread throughout the lower planes and cause havoc wherever they swarm. They are of animal intelligence and will likely need no manipulation.
Advantages: The swarm is a good debuffer with its Demonic Drone (60', no save), while the attendant is a low-level flyer with three attacks per round. They work much better in concert with each other.
Disadvantages: None of them do great damage, although the queen has a formidable bite. Still, the queen is relatively useless - its sonic scream only works when around demonet swarms, and it's too ponderous to be a heavy hitter.
Notable SLAs: None.
Final Evaluation: The swarm might be useful as a debuffing cloud, but I don't like the fact that you need all three elements of the hive to really utilize all of their abilities. The queen is a piece of crap. Avoid them.

Howler Wasp (drone and queen)
CR: 1, 5
HD: 2, 8
How to get it: SM II (by RAW, you must be a cleric with the Chaos domain, though), SM V.
Role: Minion
Fluff: Again with the crossbreeding! This time, Otiluke's to blame, as his experiments produced a vile creature mixing elements of wasps and howler monkeys. They swarmed out of his control and have established their own colonies across Oerth. Likely adaptable to other settings.
Advantages: With either three attacks per round or a poisonous sting, they're quite good in combat. They also have a good fly speed. They can be useful even in death (though since they don't actually die when summoned this is debatable), as they spray a pheromone on their foes that gives all other howler wasps bonuses to attack and damage, plus detection as per blindsight.
Disadvantages: Fairly weak, though Augment Summoning helps out significantly. Their AC is a bit disappointing. Queens can't fly and as such are quite slow.
Notable SLAs: None.
Final Evaluation: Monkey bees! Need I say more? They're not extraplanar, but they are explicitly called out as summonable, so I thought I'd include them anyway. At such a low level, they're quite good. Much better than the giant celestial bee. They don't die after they sting, for one, and they're significantly more intimidating in combat. In fact, they're one of the best SM II's around.

Skiurid
CR: 1/2
HD: 1/2
How to get it: None by RAW, likely SM I
Role: Minion
Fluff: If you ever wanted to control evil squirrels from the Plane of Shadow, now's your chance. They eat nuggets of life force torn from living beings, making them undeniably evil, though they are of animal intellect.
Advantages: They're agile and really really sneaky. Their Chill Darkness ability can damage foes in a respectable radius and drain their strength.
Disadvantages: Awful in melee, doing a maximum of one damage. A stiff breeze might kill them.
Notable SLAs: Darkness, 3/day.
Final Evaluation: Your choices at this level all pretty much suck anyway, so you're not really losing anything by going with shadow squirrels. Depends on whether or not you consider evil squirrels "awesome" or "incredibly stupid."

Windblade (razor and scythe)
CR: 1, 4
HD: 2, 8
How to get it: SM III, SM VI
Role: Assassin
Fluff: These bloodthirsty creatures are the spawn of a deity of slaughter, and enjoy spreading their creator's message - most often at the point of a razor-sharp talon. They revel in battle, which should enlighten you as to what you should offer them.
Advantages: Windrazors get three attacks per round with rend. Both creatures get the Fearsome Critical ability, which shakes up creatures around them when they score a wicked hit. The Windscythe has augmented claws, which are keen and do triple damage on a critical. They're mobile and have Flyby Attack.
Disadvantages: Low AC and HP makes them pretty easy to kill if caught or targeted. No DR, SR, or resistances, either. You'd think as natives of Pandemonium they might have sonic immunity, but no dice.
Notable SLAs: None.
Final Evaluation: If you shifted their summon level down one, they might be worth it. But as is, they're nothing special.

Monster Manual V

Ember Guard
CR: 13
HD: 13
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: These monstrosities of fire and brass are created by Imix, the Elemental Prince of Fire, to reward his followers. Though hardly more than golems in the mental department, they still hum with a dim malevolence. They follow "just about any order from anyone or anything they see as a legitimate authority." Perhaps you can claim to work on Imix's behalf.
Advantages: Quite difficult to kill, with high AC, HP, and DR. They have a fire breath (at a respectable Reflex DC) that, while not very damaging, also adds a Slow effect to those it hits. They have light fortification. Despite their vulnerability to the element, they still have resistance to cold.
Disadvantages: Only have two attacks per round, and they're relatively low-damage slam attacks with easily-resisted fire damage slathered on top. Vulnerable to cold. Their Death Throes ability doesn't occur when summoned, which would have been nice otherwise.
Notable SLAs: None.
Final Evaluation: Just a big dumb brute, though an effective one. Considering all the other options you have available to you by now, surely you can think of something more creative?

Other Fiendish Creatures, Part II

[sexy image]

"Did you think you could cage the greatest jailor in the planes, fool? The tortures of Othrys' acid swamps will seem like a mercy when I've finished with you."

- Slurgor the Viscous, shator warden, to a surprised hedge wizard.



Monster Manual V, Part II

Ethereal Defiler
CR: 16
HD: 22
How to get it: GPB with both Improved Calling and Infernal Bargainer, or Imbrue.
Role: Caster/Brute
Fluff: Strange, eldritch creatures from beyond the ethereal veil, Defilers exist almost solely to murder and destroy. They're instinctual, unthinking creatures, though they possess a rudimentary cunning.
Advantages: They have a eldritch blast-like ability a la the warlock, making them effective (if somewhat underwhelming) snipers. They can also imbue their claw attacks with the energy. When jumping into the Material, they do a fair bit of damage with their eldritch burst. They're capable in melee, shut down teleportation around them, and have a hefty HP total.
Disadvantages: Though they're quite brutish, they're not all that damaging. Their Tainted Energy blasts can only affect one attack per round (though as a swift action), making it somewhat inferior to other sources of d6's. Poor DR for their level.
Notable SLAs: None.
Final Evaluation: Man, it's like a warlock mini-Godzilla. For all the hoops you have to jump through to bind one, though, you're still better off with a Balor.

Spirrax
CR: 18
HD: 26
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Overlord
Fluff: These nautiloid wanderers roam the planes looking to destroy all life. They are inscrutable and alien, collected and calculating.
Advantages: A goodly number of decent tentacle attacks, plus CON drain upon grappling (and they're great grapplers). Void Blast is great - 30d6 damage in a burst or a long line. Stellar defenses and plenty of HP. A perfect fly speed and Flyby Attack. Blindsense 300', but only for living creatures. Very easily bound.
Disadvantages: Their shell can break, reducing their defenses significantly but giving them two more attacks. Their Indifference Aura is downright useless. Upon their death, they open up a random planar rift, which could really screw you.
Notable SLAs: Plane Shift (self only) at will.
Final Evaluation: Kind of a middling grab-bag, but potentially highly damaging with Void Blast. Only very specific builds are ever going to use one, though, and they're not so great as to warrant building towards their use.

Steelwing
CR: 14
HD: 15
How to get it: None by RAW, maybe SM IX
Role: Brute/Assassin
Fluff: These steely birds are native fauna in Acheron, guarding their eggs ferociously. A number of them have been trained as warbeasts and mounts. Though not evil, they are fierce and brook no theft from their nests nor the murder of their mates.
Advantages: Their razorfeathers are quite nasty - they augment the Steelwing's wing attacks, making them keen. They also do 5d6 damage to any creatures adjacent to the bird, while giving it concealment against all nonadjacent foes. They can also expel them as a 60' cone, doing 15d6 damage. It's all slashing, too, so not as easily resisted as elemental damage. They have DR 15/adamantine (not often bypassed), a great AC and formidable Fast Healing. Steelwings are also fast fliers and have five accurate attacks per round. Immune to cold.
Disadvantages: They're not evil, which screws them up for Malconvokers. Other than that, there's not a whole lot else to snipe at - Steelwings are solid choices. Their damage is a little lackluster, but all the razorfeathers whipping around make up for that.
Notable SLAs: None.
Final Evaluation: Like I said before, quite solid. So much so, in fact, that I'd consider them as a Malconvoker summon even though evil creatures are going to give me a better deal. Of course, as a bind, alignment isn't much of an issue. Really impressive damage potential and respectable defenses make the Steelwing a great choice.

Fiend Folio

Abrian
CR: 1
HD: 2
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Demonic ostriches. Seriously, how many demonic birds do you really need in an ecology? They roam in packs in the Abyss and other lower planes. Smarter than they look, but they're still fairly dumb.
Advantages: Augmented critical on their beak. Two atacks per round that do acceptable damage.
Disadvantages: Weapon Finesse is a wasted feat for them - Multiattack would be so much better. Relatively fragile.
Notable SLAs: None.
Final Evaluation: It's just not very good. But it's SM II. What did you expect?

Canomorph (harakin, shadurakal, and vultivor)
CR: 5, 11, 9
HD: 4, 10, 8
How to get it: None by RAW, likely SM V, SM IX, and SM VIII
Role: Brute/Assassin
Fluff: Cruel and intensely competitive, canomorphs are fiendish hounds that have learned how to assume human form to further their devious aims. None of them are particularly intelligent or charismatic, but they have a sly cunning. Slippery, shadowy, and untrustworthy.
Advantages: The vultivor has a decent sneak attack. The harakin can rage. The shadurakal wields a nasty spiked chain to good effect. For their other abilities, see the entries for their base creatures (Hell Hound, Shadow Mastiff, and Vorr, respectively).
Disadvantages:  They're heavily martial, so they don't scale well. No DR or SR makes them quite vulnerable.
Notable SLAs: None.
Final Evaluation: Mostly they're just low-level base classes jammed on top of an already-existing creature and called a "unique," which falls into the whole "Monsters with class levels" thing. If you need a low-level fighter, barbarian, or rogue, by all means. But you shouldn't really need one in the first place.

Chronotyryn
CR: 19
HD: 17
How to get it: GPB
Role: Overlord
Fluff: These strange, double-brained birds proclaim themselves to be the masters of time. They are said to be native to Acheron, though now far-flung across the planes. They are arrogant and selfish, but are not said to be particularly cruel or vicious. Likely, they'll be amenable to a mutually profitable deal.
Advantages: Two rounds per round. That's right, they can act twice on each turn. 12th level sorcerer casting (with great picks), great SLAs (including Time Stop!), and a host of metamagic feats, (Quicken, Maximize, Still, and Silent). They are a walking repository of knowledge. They have high resistance to every element, good DR, and daunting SR. Their AC is scary high.
Disadvantages: No good in combat, though you would probably have to be really dumb to try that.
Notable SLAs: Blink, Feeblemind, Greater Teleport at will, plus Displacement and Time Stop 3/day, plus Iron Body, Plane Shift, and Temporal Stasis 1/day. Sorcerer casting typically includes spells like Disintegrate, Cloudkill, Baleful Polymorph, Greater Invisibility, Black Tentacles, Slow, Sleet Storm, Fog Cloud, Obscuring Mist, and Grease.
Final Evaluation: Really, you should have been sold already with dual actions and spellcasting. But unlike most "typical lists," the Chronotyryn's isn't total crap. Instead of loading up on fireballs and lightning bolts (okay, they do know Lightning Bolt), they have a solid collection of useful spells focusing on battlefield control. A great spellcasting bind.

Darkweaver
CR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: These arachnoid hunters from the Plane of Shadow made their way to the Material to find more suitable prey. They lie in ambush to sap the strength of foes, caring not for whom or what they devour.
Advantages: Shadow Strands can be effective battlefield control - it shuts down darkvision and blindsight, while forcing your foes to struggle to move any direction other than towards your summon. That's effective tanking power. They have all-around vision and cap sap strength with their bites.
Disadvantages: Awful in melee, their tentacles do terrible damage and their bite is at such a low attack bonus that it'll rarely connect. Their strands are somewhat easy to escape from and Freedom of Movement shuts them down completely.
Notable SLAs: Confusion, Suggestion, Darkness, Tongues, and Web 3/day, plus Shadow Walk 1/day.
Final Evaluation: I like the fact that they can shut down a wide area with their strands, though there are plenty of ways around their abilities. Shutting down blindsight is a rather unique ability, which might come in handy. But they're certainly not going to kill anything on their own - they work best as a screen.

Demodand (farastu, kelubar, and shator)
CR: 11, 13, 15
HD: 11, 13, 16
How to get it: Farastu is summonable by RAW at SM IX (though I'd shift it down to SM VIII), while the kelubar might qualify for SM IX and the shator must be bound by GPB.
Role: Brute, Assasin, Overlord
Fluff: Demodands are foul wardens and caretakers of prisons in Carceri. They are immense, preening, and enjoy bullying weaker creatures. They follow a rather strict hierarchy, however, and refuse to attack one another. They are cruel and domineering, though not savage, and despise serving others. Farastu and kelubar are likely used to being pushed around, while the shator may take a bit more persuasion.
Advantages: The Farastu is a semi-effective melee combatant while raging and is covered in a resinous tar that can disarm opponents and boosts their grapple modifier. The kelubar has sneak attack, damaging acidic slime on their claws, and a nauseating stench. The shator has 8th level sorcerer casting, permanent Mind Blank, and a paralyzing spittle. All Demodands have permanent Freedom of Movement and a complement of SLAs.
Disadvantages: None of them are very impressive in melee, being neither particularly strong nor blessed with vast reserves of hit points. Few of their SLAs end up being useful.
Notable SLAs: All of them have the following: Detect Magic, Clairaudience/Clairvoyence, Fear, Tongues, and Invisibility at will, plus Fog Cloud and Ray of Enfeeblement 2/day, plus Dispel Magic 1/day. Kelubars add Acid Arrow and Spider Climb at will, plus Acid Fog 2/day. Shators add Spider Climb at will, plus Cloudkill and Stinking Cloud 3/day, plus Mass Charm Monster 1/day. Shators' sorcerer casting typically includes spells like Confusion, Fireball, Blink, Hideous Laughter, True Strike, and Enlarge Person.
Final Evaluation: I'm not impressed with their SLAs, nor am I impressed with them in combat. They have a goodly number of cloud and fog spells, but if you're a conjurer (which you should be), you probably do them better. The demodands are middling choices, outdone by your much better options.

Ethergaunt (black, red, and white)
CR: 17, 9, 13
HD: 16, 5, 11
How to get it: None by RAW; GPB, SM VIII, and SM IX
Role: Caster
Fluff: If the stories are to be believed, ethergaunts were once inhabitants of the Material who left for the ranges of the Ethereal Plane. They are now extremely advanced and alien, scoffing at things like religious devotion and emotion. They see mortals as insects to be casually swatted - you'll likely have to prove your importance or intelligence in order to become more than a nuisance in their eyes. Perhaps you could offer one a unique specimen as fodder for their experiments.
Advantages: They all cast as wizards with a level equal to their CR and can become completely immune to all spells under a certain level. They can open their masks to reveal their hideous alien features, draining the mental stats of all those around them. They can also Dominate creatures 3/day and keep them as thralls.
Disadvantages: They can only remain on the Material Plane for one round per HD, after which they require an hour of recharge before they can manifest again. That is a serious problem with binds, though less so with summons. They're also fairly fragile, with low HP totals and no DR. None of them can stand up to anything in melee combat.
Notable SLAs: None, but they all have wizard casting. Typically, they memorize spells like Enervation, Bigby's Crushing Hand, Horrid Wilting, Sunburst, Finger of Death, Prismatic Spray, Project Image, Greater Dispel Magic, Mass Suggestion, Disintegrate, Wall of Force, Feeblemind, Mind Fog, Cone of Cold, Resilient Sphere, Greater Invisibility, Haste, Vampiric Touch, and Glitterdust, plus others.
Final Evaluation: The black ethergaunt might be the best spellcaster available to you. Though the Chronotyryn has an edge with dual actions, the ethergaunt can cast 9th level spells. Reds and whites are useful too, and summonable. Essentially, you're summoning a 9th or 13th level wizard - and that's always a good idea. Add on their unique abilities, and you've got a summon I would normally highly recommend - but that "Can only affect the Material for one round / HD every hour" gives me pause. Most combats won't last that long, but keep it in mind.

Gathra
CR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: These boar-like brutes are are fiendish predators on the blasted fields of Avernus in the Hells, chasing down and devouring any prey they can catch.
Advantages: Decent tanks with reserves of HP and hefty DR.
Disadvantages: They don't do enough damage for my tastes. Most things will save against Bellow at this level. Trample is never a great idea. Very poor reflexes.
Notable SLAs: None.
Final Evaluation: Do you really need a brute at SM VIII? Even if you do, you can easily find something more effective than the Gathra. Skip them.

Kaorti
CR: 1
HD: 2
How to get it: SM II
Role: Caster
Fluff: Once-mortal wizards who pushed into the Far Realm, Kaorti are now a twisted race of their own, mutated and malformed. They exist solely to transform living creatures into their thralls and bring about the rise of the Far Realm. They are alien at best and insane at worst, so deal carefully with them.
Advantages: They have a small selection of SLAs, which is very nice at this low of a level. Color Spray and Ray of Enfeeblement give you some action economy in the debuffing and control arenas. Their kaorti resin weapons have a x4 critical multiplier (not that you'll send them into melee often). They have decent AC, too. Possible cheese alert: they can transform other creatures into kaorti (though it requires eight hours, so this trick is bind-only), giving them -4 STR, +4 INT, +4 WIS, and +6 CHA amongst other things. You turn neutral evil (not necessarily a bad thing for some) and "embrace the kaorti racial ethos". Plus you gotta wear a resin suit.
Disadvantages: Weak, not very healthy, and awful in most forms of combat. Not all of their spells are that useful.
Notable SLAs: Alter Self, Color Spray, Feather Fall, Ray of Enfeeblement, Spider Climb, and Reduce Person 1/day.
Final Evaluation: For one spell, you get three to six others. That's a pretty good deal, though not all of them are supremely useful. Casters are quite rare at this level, so the kaorti is a fine choice when you need some magical backup. Once their spells are depleted, have them Alter Self into a combat form and go to town - it's the best of both worlds.

Khaasta
CR: 3
HD: 3
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: Savage lizard people who dwell in the Outlands, pillaging and plundering. They are quick to betray any potential employers and masters, so watch out.
Advantages: Not bad in melee with a halberd. They can also throw down with a composite longbow, if you need some ranged support.
Disadvantages: No special abilities - these guys are just brutes, and not great ones.
Notable SLAs: None.
Final Evaluation: Blah. Not impressed. Though they're mechanically sound, they lack any sort of cool abilities and are really just another body to throw into the mix. Run-of-the-mill.

Phiuhl
CR: 11
HD: 9
How to get it: None by RAW, likely SM IX
Role: Manipulator
Fluff: Phiuhls are vengeful spirits of slain elementals that haunt the plains of the Gray Wastes. They exist only to spread misery and death. There seems to be no reasoning with them.
Advantages: They can drain CON with their gaseous forms, or drain levels with their dessication aura. Enemies attempting to charm them are in for a Feeblemind surprise.
Disadvantages: Low AC and middling HP for their level. Their fire damage is pitiful.
Notable SLAs: None.
Final Evaluation: While they make good debuffing clouds, they just don't do enough real damage to be worth it. They can cripple spellcasters, however, and if you're looking to manufacture a Wightocalypse scenario, they'd be the right choice.

Planetouched (maeluth and wispling)
CR: 1/2, 1/2
HD: 1, 1
How to get it: None by RAW, likely SM I
Role: Minion
Fluff: Maeluths and wisplings are tieflings of the dwarven and halfling worlds. Treat them as you would any other planetouched race.
Advantages: Maeluth get +4 CON. Wisplings gain a bit of INT over normal halflings.
Disadvantages: Maeluths suffer from a DEX penalty rather than a CHA penalty, which makes them lesser warriors. Fiend Hammer won't help you very much, unless you're going to face good foes.
Notable SLAs: None.
Final Evaluation: See comments on other races for proper uses - I'll give you a hint, it involves class levels. Wisplings might be useful for their Small size, while Maeluths are somewhat hardier than a normal tiefling.

Slasrath
CR: 7
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: These flying worms roam Gehenna and the Gray Wastes and often serve as yugoloth mounts. They are of animal intelligence, so likely require no bargaining.
Advantages: Their poison can damage all physical stats. Their Wing Slash attack can feasibly damage a large number of foes on a charge, and does respectable damage. Perfect fly speed.
Disadvantages: No resistances of any kind and low AC. Their fly speed is somewhat slow. Not actually evil.
Notable SLAs: None.
Final Evaluation: Not bad for a flying mount, though other choices are faster and hardier.

Steel Predator
CR: 13
HD: 12
How to get it: None by RAW, likely SM IX
Role: Brute/Assassin
Fluff: Metal-eating cat-like predators on Acheron, Steel Predators aren't evil but are driven by hunger and the desire to consume iron. Offer them your foes' metal items - assuming that you don't want to loot them first.
Advantages: Three attacks a round at a respectable bonus with Pounce and Rake make them okay combatants, and their Sundering Bite is good when you really want to deal with a troublesome weapon or piece of armor. They have blindsight and can emit a damaging sonic roar. Significant DR and AC. Quite stealthy.
Disadvantages: Subpar damage means you're going to have to chip away at your opponents. You won't be able to order without telepathy or Terran writing, as it is quite deaf. Like the Slasrath, not evil.
Notable SLAs: None.
Final Evaluation: Not quite as good in melee as the Jarilith, the Steel Predator is still useful when you really need to sunder something. Keep them in reserve for those few times when biting a sword in half is going to count.

Terlen
CR: 2
HD: 4
How to get it: None by RAW, likely SM III
Role: Brute
Fluff: Flying. Sharks. All you need to know.
Advantages: Quite mobile in the air, on land, or in water. They do double damage against flat-footed opponents. Decent AC.
Disadvantages: For giant flying sharks, they sure don't do much damage with their bites. Poor HP. No resistances. A poor grapple modifier makes their Improved Grab somewhat less-than-inspiring.
Notable SLAs: None.
Final Evaluation: Well, they are low level which may redeem them somewhat. But they're unimpressive damage-wise, at least compared to the fiendish ape and the celestial bison.

Varrangoin (arcanist, lesser, and rager)
CR: 11, 6, 8
HD: 8, 5, 10
How to get it: None by RAW, likely SM IX, VI, and VII
Role: Caster, Minion, and Brute
Fluff: These gargoyle-like creatures are denizens of the Abyss, though they have been pushed out of their natural habitat by the tanar'ri. Essentially, they are demonic bat people, gathering in flocks to harass and devour others. They are cruel and not easily controlled.
Advantages: Arcanists can cast as level 9 wizards and are immune to low-level spells. Ragers and Lessers have breath weapons and poisonous stingers, though Ragers are the only ones likely to use melee to decent effect with four attacks and Rend. They also can take an extra standard or move action, which mostly just means they attack again. They can all fly, at least.
Disadvantages: They're all fairly fragile, with low CON, low AC, and poor resistances other than their breath weapon's energy type.
Notable SLAs: Ragers can use Dispel Magic and Fear 2/day. Arcanists typically memorize spells like Cone of Cold, Ice Storm, Vampiric Touch, Fireball, and Flaming Sphere.
Final Evaluation: The wizards are blasters and the fighters are fairly ineffective, chipping away with plinking little claws and teeth. They're just don't cut it.

Vorr
CR: 4
HD: 3
How to get it: None by RAW, likely SM IV
Role: Assassin
Fluff: Again with the doggies. Vorrs are cruel canines that roam the Abyss, lurking in shadows and ambushing unsuspecting prey. Treat them with a pack mentality and you just might convince them to follow you.
Advantages: Three attacks per round with 2d6 sneak attack and free trip attempts. Shadow Form gives them a healthy array of resistances and immunities.
Disadvantages: No resistances outside of Shadow Form. Low attack bonus and damage. Not very hardy.
Notable SLAs: None.
Final Evaluation: Better than the Hell Hound, I think. Precision damage is uncommon at this level, so it can be nice. But the real question is this: can it stand up to the Voor? No? Thought not. Shadow Form is nice, though, making it essentially untouchable for the duration of the summon.

Heroes of Horror

Phantasmal Slayer
CR: 15
HD: 16
How to get it: GPB
Role: Caster/Manipulator
Fluff: These creatures are literally fear incarnate. Their motives are indiscernable beyond their desire to spread terror - capitalize on that and let it spread fear amongst your enemies.
Advantages: They can cause an automatic Phantasmal Killer effect at a formidable DC, though they have to hit with their incorporeal touch attacks first. They can overcome all non-metal-based DR. Perfect fly speed, high AC, and incorporeal traits.
Disadvantages: Immunity to fear shuts them down cold.
Notable SLAs: Scare at will, plus Crushing Despair, Fear, and Ray of Exhaustion 3/day, plus Feeblemind and Waves of Fatigue 1/day.
Final Evaluation: If you like scaring the crap out of your foes, hey, bingo. It's reasonably tenacious in a fight, though it's not gonna do a whole lot of damage. But they can act as a debuffer and if your foe is susceptible to fear, they're gonna be in for a rough ride.

Sandstorm

Marruspawn Abomination
CR: 19
HD: 20
How to get it: GPB
Role: Overlord
Fluff: Formed out of ill-advised experiments combining spawn magic and godsblood, this abomination is said to be responsible for the downfall of an entire civilization. It is wrath and malevolence given form. It might serve you if you offer it release from its prison, though it's likely to angry about going from one imprisonment to another.
Advantages: Extremely damaging. It can turn all those around it into salt as a free action every few rounds. Great SLAs, plenty of DR and HP. Quite possible the highest AC in this entire guide. Blindsight and phenomenal Fast Healing. It can summon gargantuan fiendish monstrous scorpions. An army in a can!
Disadvantages: Nothing, really. A difficult bind, with +32 Sense Motive and 25 CHA.
Notable SLAs: Parching Touch and True Seeing at will, plus Flesh to Salt, Sandform, and Summon Monster IX 3/day, plus Symbol of Thirst 1/day.
Final Evaluation: These guys are whirling cyclones of death and devastation. They ended entire civilizations. What have you done recently? Comparable to the Balor in my mind - and with slightly lower CHA as well. Go for it.

Drow of the Underdark

Draegloth
CR: 5
HD: 6
How to get it: None by Raw, likely SM V
Role: Brute
Fluff: Deformed demonic half-breeds between drow and demonic servants of Lolth, Draegloth are favored servants of drow houses and matriarchs. They are vicious and cunning, and binding them might incur the wrath of at least minor drow, not to mention bigger players up to Lolth herself.
Advantages: Decent enough damage (on par with the Bar-lgura) in melee, and a few handy options between their SLAs and their necklace of fireballs, type II.
Disadvantages: Poor AC. Fairly fragile. Not that much better than just having summoned a drow, and who wants to do that?
Notable SLAs: Darkness 4/day, plus Desecrate, Faerie Fire, Unholy Blight, and Dancing Lights 1/day.
Final Evaluation: A big fat eh. Unimpressive, though they can throw down a few decent fireballs as limited artillery. Their options are limited and they're not overwhelmingly good at any one of them.

Races of Stone

Earth Whisper
CR: 5
HD: 4
How to get it: None by RAW, likely SM V
Role: Manipulator/Caster
Fluff: The Earth Whisper is a malevolent spirit from the Elemental Plane of Earth. They love to lure miners to their doom, whether by inspiring greedy infighting in them or by a petrifying touch. They especially despise those that plunder the depths of the earth. Perhaps you can offer to return some treasure to the earth to appease them.
Advantages: They can turn comrades against each other with their Avarice ability, as many enemies you will face will have material wealth of some kind. Cavern Fear can cause foes to try to climb down steep pits and chasms, and if they have poor ranks in the skill, you might be able to eliminate them (but only underground). Their touch attacks drain DEX and can eventually petrify foes.
Disadvantages: Hardly a contender in a fight. Not much HP.
Notable SLAs: Stone Shape at will, plus Spike Stones and Wall of Stone 3/day.
Final Evaluation: Interesting abilities, but limited utility. They shine in caverns and subterranen complexes, though, and stone-manipulating SLAs are always welcome in the world of Dungeons and Dragons.

Book of Vile Darkness

Kython (broodling, juvenile, adult, impaler, slaymaster, slaughterking)
CR: 1, 3, 5, 8, 11, 13
HD: 2, 6, 10, 12, 15, 18
How to get it: None by RAW, likely SM II, SM IV, SM V, SM VII, SM VIII, and SM IX
Role: Brute
Fluff: The offspring of long-dead fiends trapped on the Material Plane, the kythons have only their race's survival in mind. They are cruel, merciless, and thrill to rend other creatures to shreds. Give them the chance to tear others apart and they may consent to your service.
Advantages: They all do respectable damage with a STR-draining poison. They have great AC and decent HP. Impalers make great chargers, while Slaymasters are decent grapplers. Slaughterkings are beastly in combat. Both Slaymasters and Slaughterkings can emit auras that debuff non-kythons and improve their own defenses. They all have blindsight, elemental resistances, and their own strange mutated weaponry. Kython weapons offer such beauties as entangling mucus, grappling mouth sphincters (I kid you not), and free action incorporeality.
Disadvantages: No DR. None of them are very mobile.
Notable SLAs: None.
Final Evaluation: They're all viable choices in melee, and they scale well with a kython for nearly every occasion. I love the Disruption Field, as it doesn't offer a save and really messes up your enemies. Kythons are great picks, especially the higher level ones.

Vaath
CR: 4
HD: 6
How to get it: None by RAW, likely SM V
Role:
Fluff: Vaath hail from Carceri and are sadistic and malicious as they come. They live to torture foes not just physically, but mentally as well - letting them wallow in fear as they see their impending doom from its burrowing claws.
Advantages: Their DEX-draining poison does the job fairly well, and when they reduce a foe's DEX to zero, they can burrow inside it and kill it instantly. They also cause WIS drain to all those viewing the burrowing. Decent AC.
Disadvantages: Their bite attack is at a fairly low bonus, so they're rarely going to get the chance to actually burrow. Relatively low HP.
Notable SLAs: None.
Final Evaluation: Totally creepy. While their ability has the potential to be killer, you're going to have jump through some serious hoops to get it to work. Eh. Too much work for the benefit - skip 'em.

Draconomicon

Abyssal Drake
CR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: The product of a horrible demonic breeding program designed to create flying mounts for demon princes and lords, Abyssal Drake proved too wild and unruly to tame for ridership. Now they are simply wild predators in the vast reaches of the Abyss. Dumb but willful, they can probably be convinced to serve you simply for prey.
Advantages: A Huge flyer, which makes them an excellent potential mount. You might even be able to fit four people on it, if you go by the squaring sizing rules. It has a nice breath weapon, 10d6 fire (half of which is divine) and a halfway decent poison attack with its stinger. Flyby Attack makes it a mobile harrier, diving in and rending with its claws. An extremely fast flyer.
Disadvantages: By the level you get it, its Frightful Presence is useful. Awful aerial maneuverability. Physical damage is lackluster at this point. No DR, either.
Notable SLAs: None.
Final Evaluation: I like the Abyssal Drake because it's one hell of an intimidating mount. If you need to get somewhere fast (and can't teleport for some reason), they're not a bad bind. They're not the heaviest hitters, but they're great skirmishers and transportation.

Miniatures Handbook

Shadow Beast (ghirrash, khumat, and thaskor)
CR: 7, 8, 9
HD: 7, 11, 13
How to get it: None by RAW, likely SM VI, VII, and VIII
Role: Brute
Fluff: Mercenary creatures from the Plane of Shadow, Shadow Beasts are ruthless yet loyal to their evil masters. Though animalistic, they're surprisingly intelligent and should not be underestimated based on their appearance.
Advantages: The ghirrash has five attacks per round, pounce, and two rake attacks. It also has a permanent 50% displacement effect on it. Khumats are capable grapplers with a powerful bite attack and plenty of natural armor. They're also fairly stealthy and great swimmers. The thaskor is decently damaging with high AC and a stunning blast. It's also rather oddly diplomatic, with good ranks in Bluff, Diplomacy, and Intimidate. They all have decent elemental resistances and a high attack bonus.
Disadvantages: They all have easily-bypassed DR (except the thaskor). The ghirrash doesn't do enough damage, and the khumat and thaskor only have one attack per round.
Notable SLAs: None.
Final Evaluation: They can be capable brutes in combat, but they're really only going to be doing one thing: attacking, over and over again. If you're looking for a bruiser, yeah, by all means. I don't like the ghirrash too much as it won't often overcome DR. The khumat is only mediocre, though is good in aquatic situations. The thaskor, however, is a decent pick.

Manual of the Planes

Genie, dao
CR: 7
HD: 8
How to get it: None by RAW, likely SM VII
Role: Caster
Fluff: Dao are earth genies, primarily spending their time in their lavishly decorated cities on the Plane of Earth. Though not cruel or sadistic, they are arrogant and consider other creatures as chattel or resources to be thrown away once consumed.
Advantages: Their SLAs are at a CL of 19, with decent choices. They also have high Appraise and Craft scores, in case you need an emergency jeweler.
Disadvantages: Just two attacks, at a middling bonus. Low AC, no DR or SR.
Notable SLAs: Alter Self, Detect Magic, Gaseous Form, Invisibility, Misdirection, Passwall, Persistent Image, Wall of Stone at will, plus Move Earth and Transmute Rock to Mud 3/day.
Final Evaluation: See comments on the efreeti for the Wish thing - they shouldn't be allowed, end of story. Dao can be decent controllers with their stone walls and mud pits, while they can let you bypass dangerous dungeon corridors with Passwall. Just don't use them as bruisers - they won't suffice.

Planar Handbook

Frost Dwarf
CR: 1
HD: 1
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Frost dwarves are the descendants of a tribe of duergar abducted and forced to serve Kostchtchie and his frost giants in the Abyss. They are cruel and domineering, but desire revenge and freedom more than anything else - perhaps a little white lie about opposing their masters' goals might convince them.
Advantages: Like standard dwarves, but with more CON and less CHA. They're a little stealthier than most dwarves, and have a couple of SLAs.
Disadvantages: They have light sensitivity.
Notable SLAs: Obscuring Mist and Chill Touch 1/day.
Final Evaluation: More class level potential. Plenty of CON is nice on a summon, and the CHA penalties just make them easier to manipulate and deceive.

Nightmare, lesser
CR: 4
HD: 6
How to get it: SM IV (replacing either fiendish dire wolf or howler)
Role: Brute
Fluff: It's like a nightmare, but lesser! Seriously. They're just not as good at plane-hopping.
Advantages: Exactly the same as the nightmare, but one CR lower.
Disadvantages: Exactly the same as the nightmare, but without Astral Projection or Etherealness.
Notable SLAs: None.
Final Evaluation: Considering that their stats are almost exactly the same, and that lesser nightmares lose the abilities that make nightmares phenomenal summons/mounts, there's no way you should ever go for the lesser version. I prefer both the wolf and the howler.

Pack fiend
CR: 8
HD: 8
How to get it: SM VII (replacing Huge fiendish monstrous scorpion)
Role: Brute/Assassin
Fluff: Pack fiends were once hunting hounds of both devils and demons, though now they have mostly thrown off the yoke of service and roam free among the Gray Wastes, preying on any unlucky souls they can find.
Advantages: Three decent attacks per round with Pounce. They also have a STR-draining poison. Blindsight's always nice, and they can make decent trackers.
Disadvantages: Only so-so HP and damage.
Notable SLAs: None.
Final Evaluation: Falling somewhere between a bruiser and a stealthy skirmisher and yet somehow excelling at neither, the Pack Fiend is nothing special. Replacing the scorpion is a decent idea (as it sucks), however, but you can replace it at the same level with better choices.

Complete Psionic

Shadow Eft
CR: 5
HD: 6
How to get it: None by RAW, likely SM V
Role: Assassin/Brute
Fluff: Drawn from the Plane of Shadow to areas touched by psychic trauma, shadow efts have no qualm about harvesting mental energy from other sentient creatures - they feel that it is their place to be the predators. Convince them you serve the "Unmerciful Void" - their strange shadow god.
Advantages: They can be effective melee combatants between their decent damage, Spring Attack, Lion's Charge, and Truevenom. Quite stealthy, especially in darkness. Shadow Body can make them quite evasive and mobile.
Disadvantages: Not especially hardy. Avoid daylight at all costs.
Notable PLAs: Duodimensional Claw, Truevenom, and Psionic Lion's Charge 3/day, plus Shadow Body 1/day.
Final Evaluation: Not a bad deal at all. They're available relatively low, do decent damage, and can stay alive when things get tough. I like 'em.

Magic of Incarnum

Souleater
CR: 7
HD: 8
How to get it: SM VII as an evil caster (replacing Huge fiendish monstrous scorpion)
Role: Brute/Manipulator
Fluff: Souleaters are horrific beasts that roam the Gray Wastes, feeding off soul energy. They'll likely only serve you if you offer them souls - a rather dubious moral endeavor.
Advantages: They emit a level-draining aura and consume the souls of the fallen to strengthen themselves. Decent damage and three attacks.
Disadvantages: Low AC, no DR, and no SR make them relatively vulnerable. They're vulnerable to turning.
Notable SLAs: None.
Final Evaluation: Their draining aura and consumption of souls don't discriminate between friend or foe, making them a risky proposition. Not a great pick, but could act as a walking debuff against casters or incarnum users.

Other Fiendish Creatures, Part III

[sexy image]

Do you know why humans are afraid of the dark? It's because of us. In the far shadowed corners of sleep we lurk. Watching. Waiting. Everybody sleeps, mortal. When you do, I'll be there.

- Shtalev-Nal, tsucora quori, taunting a captured Adaran.



Tome of Battle

Rakshasa, Naityan
CR: 7
HD: 9
How to get it: None by RAW, likely SM VI
Role: Brute
Fluff: Naityan rakshasa are just as domineering as their other kin, but especially enjoy drinking blood. They collect blood like some people collect wine, holding on to slaves as kegs. They are so bloodthirsty, in fact, that you should be able to entice them with the blood of your foes.
Advantages: Four forms that mimic Tome of Battle disciplines: Earth Serpent grants Stone Dragon and more natural armor; Hellfire Hunter grant Desert Wind and scent; Nightcreeper grants Shadow Hand and sneak attack; and Elusive Adversary grants Setting Sun and 60' speed. They have phenomenal DR for their level. Good damage with their greatswords. Like all rakshasa, skilled in the social and infiltration arenas.
Disadvantages: Their AC is a bit low. They can only use one maneuver a round - so they can't counter if they've used one during their turn. Changing shape is a standard action, which limits their on-the-fly adaptability.
Notable Maneuvers: Stances: Strength of Stone, Flame's Blessing, Island of Blades, and Shifting Defense. Strikes: Mountain Hammer, Charging Minotaur, Flashing Sun, Ghost Blade, and Shadow Garrote. Counters: Fire Riposte, Baffling Defense, and Feigned Opening.
Final Evaluation: Do you find ToB classes to be vastly superior to standard fighters? Do you enjoy tactical combat rather than full-attack, 5' step, repeat? If so, you will enjoy the naityan. Though it knows few maneuvers, their different forms give them excellent versatility. A great bargain for their level.

Reth Dekala
CR: 4
HD: 5
How to get it: None by RAW, likely SM V
Role: Brute
Fluff: The cursed remnants of a mortal race that sold their collective souls to a mighty archdevil, the reth dekala managed to overthrow their master and now strike out on their own from Acheron. They are forever cursed to burn in green flames until they murder their own descendants - every last one. Honorable and bound by duty, they frequently serve others as mercenaries. You should be able to strike an agreement easily.
Advantages: They know maneuvers from Devoted Spirit, Tiger Claw, and Iron Heart. Combat Reflexes, decent DEX, and a reach weapon. They have an aura of acidic fire that sickens living foes (it also can be fired as a ranged blast). Good acid/fire resistance and 50% fortification.
Disadvantages: No DR or SR. Their HP is middling. Just one attack per round. Its maneuvers can only be used once per encounter, and it takes five minutes of meditation to recover them.
Notable Maneuvers: Stances: Martial Spirit and Thicket of Blades. Strikes: Daunting Strike, Death from Above, Disarming Strike, and Entangling Blade. Counters: Wall of Blades.
Final Evaluation: Again, ToB creatures just beat out regular melee monsters when it comes to options. The reth dekala are capable low-level fighters, holding the high ground and debuffing your foes with their strikes. They get outclassed relatively quickly, but they shine while they last.

Tome of Magic

Ephemeral Hangman
CR: 7
HD: 11
How to get it: None by RAW, likely SM VII
Role: Brute/Manipulator
Fluff: These gloomy abominations are considered strange even by Plane of Shadow standards. They enjoy preying on the weak, the defenseless, and children. They speak Undercommon, which is a rarer choice for most summoners, so make note.
Advantages: Five decent attacks that inflict Slow on their targets. They can also squeeze themselves to fit smaller spaces and regenerate as long as they're in shadow. Mildly stealthy.
Disadvantages: Low AC, no DR or SR.
Notable SLAs: None.
Final Evaluation: While I like the slowing tendrils, they're a bit fragile and won't stand up for long in combat at their level. I'd rather summon something a bit more durable at this point.

Eberron Campaign Setting

Daelkyr
CR: 20
HD: 20
How to get it: GPB
Role: Overlord
Fluff: Daelkyr are the supreme tyrants of Xoriat, the plane of madness, though a number are trapped in Khyber. They are wholly alien to mortal ways of thought, and enjoy crafting horrible minions. Irrevocably insane, they're likely to be intractable in any dealings.
Advantages: Four good attacks per round, with each draining 1d6 points of any ability the daelkyr desires. They can drive your enemies insane just by being close. Good AC and HP, plus Fast Healing 5. Good SLAs. Their symbionts give them good melee and durability bonuses.
Disadvantages: Their DR is fairly low. The poison on their tentacle whip is awful. They hardly do any physical damage with their attacks, relying on their ability damage.
Notable SLAs: Baleful Polymorph, Confusion, Dimension Door, Feeblemind, Haste, Mind Fog, and Slow at will, plus Flesh to Stone, Stone to Flesh, and Quickened Insanity 3/day.
Final Evaluation: I'm sure you can find a way to make their ability draining work for you - most creatures have at least one weak stat that, when drained, will cripple them. Between that and their manipulative SLAs, I'm a fan. Not quite Balor level, but quite good.

Quori, Tsucora
CR: 7
HD: 6
How to get it: None by RAW, likely SM VI
Role: Overlord
Fluff: Quori are scheming, calculating spirits from Dal Quor, the plane of dreams. They concoct elaborate plans to dominate mortals. Tsucora are the weakest kind of quori, but are nonetheless intelligent and manipulative.
Advantages: Seven attacks a round, with a stinger that inflicts Phantasmal Killer. Plenty of useful PLAs, skills, and resistances.
Disadvantages: Pathetic damage for the most part. Low AC and DR.
Notable PLAs: Body Equilibrium, Far Hand, Inertial Armor, and Psionic Scent 3/day, plus Body Adjustment, Id Insinuation, Mindlink, Psionic Charm, and Recall Agony 1/day.
Final Evaluation: If your game is comfortable with both Eberron material and psionics, quori are usually good picks. The tsucora, while ostensibly one of the lowest of the quori, is still an impressive combatant. Keep in mind that the tsucora and the two from Magic of Eberron below do not have their PLAs augmented as they should, so add in the boosts accordingly.

Rakshasa, Zakya
CR: 8
HD: 7
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Unlike other rakshasa, the zakya enjoys getting down and dirty in combat. It thrills to join the fray, and they are often used as front-line troops by other, more powerful rakshasa. They're not quite as mentally powerful as others of their kind, however, so should be easier to control.
Advantages: Respectable in combat with their bastard swords. Like all rakshasa, they have great DR - 15/good and piercing (holy spears, rapiers, and bows are probably rare in the hands of your enemies). Zakya have great armor class for their level and all the right feats for a warrior.
Disadvantages: They lack the SLA power of their fiendish brethren, though True Strike can be handy. Their damage isn't stellar.
Notable SLAs: Chill Touch, True Strike, and Vampiric Touch 3/day.
Final Evaluation: For a fighter-type, I prefer the naityan rakshasa, but the zakya isn't bad. All rakshasa make good tanks with their DR, but the zakya has the martial skill to really stand up in combat where the spellcasters of the race cannot.

Magic of Eberron

Quori, Dream Master
CR: 11
HD: 12
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: Inquisitors and investigators in quori ranks, Dream Masters are extremely calculating. Their psionic might is nearly unchallenged amongst the quor - you'd best watch your step or face life as one of their thralls.
Advantages: Four dazing attacks per round and amazing PLAs. Mind Thrust is your bread and butter here, while Mindwipe debuffs and Hostile Empathic Transfer basically tells your enemies "Hey I know you've had a fun time beating on me but boom screw you." They have great skills and some powerful psionic feats.
Disadvantages: No metapsionic feats, which is somewhat disappointing for your damage potential. Other than that, not a whole lot to pick at.
Notable PLAs: Induce Awe, Detect Hostile Intent, Mind Thrust, and Mindlink at will, plus Mindprobe 3/day, plus Hostile Emphatic Transfer, Inflict Pain, Mindwipe, Project Quori Spirit, and Schism 1/day.
Final Evaluation: It's not just like summoning a psion - with Schism, it's like summoning two psions. You'll be able to throw down Mind Thrusts all combat long at 16d10 a round. That can really add up - and Dream Masters have a host of other useful PLAs too. Top notch.

Quori, Tsoreva
CR: 5
HD: 4
How to get it: None by RAW, likely SM V
Role: Brute
Fluff: Even less powerful than the tsucora, the tsoreva are enforcers in quori society. They are bloodthirsty, though not overly cunning, and love to battle.
Advantages: Can throw down a powerful first strike with Dissolving Weapon and a mind blade.
Disadvantages: They're soulknives. Once they punch hard, they're not going to be punching much at all. Frightful Strike is pretty worthless, as even if they fall prey to it they're immune for the next 24 hours.
Notable PLAs: Inertial Armor 3/day, plus Dissolving Weapon 1/day.
Final Evaluation: Not enough psionic power for my taste, and they don't live up to the expectations built by other melee summons. No match for certain combatants at SM IV.

Secrets of Sarlona

Quori, Du’ulora
CR: 11
HD: 10
How to get it: None by RAW, likely SM IX
Role: Brute/Manipulator
Fluff: Spirits of burning rage, du'ulora thrive on causing chaos and frenzy on a battlefield. They especially enjoy inciting rage in spell casters and power users, stripping them of their strengths while forcing them into melee as weak little robed kittens. Beware - they seem to have it out for you and your kind.
Advantages: Good senses. Rage is situational but can be good, especially against spellcasters - but it can also power up your melee foes, so beware. A fast fly speed and Ghost Attack, just in case you're up against incorporeal foes.
Disadvantages: Poor AC and damage. Their PLAs aren't as useful in combat as I'd like, and are fairly limited. Burning Rage seems like a cool idea (they set you on fire with their minds), but they have to constrict you first and it's not a save-or-die, it's gradated based on how badly you fail the save. Even barbarians and fighters won't be taking that much damage from it.
Notable PLAs: Far Hand, Mindlink, and Psionic Rage at will, plus Id Insinuation, Inertial Armor, Psionic Scent, Psionic True Seeing, and Trace Teleport 3/day, plus Body Adjustment and Recall Agony 1/day.
Final Evaluation: While they can certainly manipulate the battlefield, sow confusion and discord, the du'ulora can't kill a damn thing on its own. And at SM IX, it should be able to.

Quori, Hashalaq
CR: 9
HD: 8
How to get it: None by RAW, likely SM VIII
Role: Caster/Manipulator
Fluff: Hashalaqs are quori scribes and lorekeepers. They are devilishly manipulative and intelligent - they're likely to be one of your greatest challenges.
Advantages: They can drain WIS with a touch, and send creatures into a fatal coma. They reflect damage back on their attackers, which is a great ability for a disposable summon. Freakishly good in social situations. Ranks in obscure knowledge skills. Between their abilities and PLAs, they're peerless infiltrators and diplomats.
Disadvantages: Fragile and very poor in melee. Their Familiar Face ability prevents things from attacking them - not really a great idea for your meatbags. PLAs aren't all that helpful in combat, and aren't usable often enough for my liking.
Notable PLAs: Far Hand, Mindlink, and Psionic Charm at will, plus Body Adjustment, Ego Whip, Inertial Armor, and Mind Probe 3/day, plus Dream, Hostile Empathic Transfer, and Mind Thrust 1/day.
Final Evaluation: Hashalaqs are a niche pick. They are excellent at charming the pants off of susceptible foes, but they're not going to do a lot of good in battle. When you need some help bluffing your way into an impregnable fortress, call in the Hashalaq. When you want to throw down a psionic barrage in combat, stick with the Dream Master.

Quori, Kalaraq
CR: 20
HD: 18
How to get it: GPB
Role: Overlord
Fluff: Kalaraqs are the undisputed masters of the quori, second only to the Dreaming Dark itself. They are nightmare given shape and shadow, and none of them will even deign to consider you worth their time unless you are capable of demonstrating that you are force on par with immortals and epic heroes.
Advantages: They bring immense amounts of pain with their PLAs, especially Empowered Energy Waves. Their attacks drain WIS, confuse, and ignore all DR. True Seeing, Greater Prying Eyes at will, and phenomenal senses - after all, they are a cloud of eyes. They're incorporeal, and can shift into a swarm form for further resistance while still manifesting. Supremely skilled, with nearly every knowledge skill at high levels.
Disadvantages: Their touch attacks do pitiful damage outside of WIS damage. Their AC is a bit low, though the 50% miss chance helps here. Just as difficult to deal with as a Balor or a Pit Fiend, so good luck bending one to your will.
Notable PLAs: Dispel Psionics, Ego Whip, Far Hand, Inertial Armor, Mass Cloud Mind, Mindlink, Mind Thrust, Psionic Blast, Psionic Charm, and Psionic Greater Teleport at will, plus Energy Wave, Insanity, and Psychic Crush 3/day, plus Focused Mind Seed and Personal Mind Blank 1/day.
Final Evaluation: If you like psionics, congratulations, here's the best psionic creature available to you. Stun your foes, leave them burnt, seared, frozen, electrocuted, unconscious, bleeding, et cetera. If there's a way to kill something, the kalaraq will probably figure it out. A brilliant choice for a high-level bind.

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #116 on: April 11, 2013, 10:02:03 PM »
continued...

Sharn, City of Towers

Radiant Idol
CR: 11
HD: 11
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: Angels cast down from Syrania and stripped of their wings, radiant idols spend their time on Eberron attempting to establish themselves as gods. Not all of them are evil, but enough of them are to give the creatures a bad collective name. They consider themselves deities - you've got some impressing to do.
Advantages: Excellent marshals and morale officers with their buffing and debuffing abilities, and not half-bad in battle. They have permanent Glibness and Tongues and an aura that imparts Good Hope to you and yours and inflicts Crushing Despair on your enemies. Excellent resistances. But their greatest advantage is their cleric domain - each one gets to choose a single cleric domain, obtain spells from it as SLAs, and use its granted power.
Disadvantages: They can never fly, and any flight effects malfunction within 30' of them. You won't find any of its Cultist abilities useful unless you're starting your own sect. Oh, and Dire flails? Really?
Notable SLAs: Disguise Self, Charm Person, Dream, Heroism, Nightmare, and Rage at will, plus Confusion, Greater Dispel Magic, Mind Fog, and Slow 3/day, plus Dominate Person, Eyebite, Hold Monster, and Song of Discord 1/day. They also choose one cleric domain and get its spells as SLAs - 1st level at will, 2nd and 3rd 3/day, and 4th through 6th 1/day.
Final Evaluation: Easily one of the most customizable summons available to you, the radiant idol's strength lies in how lenient your DM is in letting you pick their domains. If you have free reign to choose, it's almost like having any spell, arcane or divine, level six or lower, on call. If you're more restricted, shift the recommendation down accordingly - but even without domains, the idol can subtly shift most battles in your favor.

Dragons of Faerun

Krathbairn
CR: 7
HD: 7
How to get it: None by RAW, likely SM VI
Role: Assassin/Caster
Fluff: The gargoyle-like offspring of a brown dragon and a fiend, the krathbairn are guileful and deceptive, though not particularly intelligent.
Advantages: Good regeneration and SLA choices. Decent senses and a fast burrow speed.
Disadvantages: Unimpressive defenses and melee presence. Its SLA DCs are frightfully low.
Notable SLAs: Animate Dead, Charm Person, Command, Disguise Self, Major Image, Scare, and Suggestion at will.
Final Evaluation: A disappointing jack-of-all-trades. Animate Dead and Major Image at will are always helpful, though, and the burrow speed can make them excellent advance scouts in caverns or dungeons. Not great, but they have their uses.

Monsters of Faerun

Fey’ri
CR: 2
HD: 1
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: These tieflings are a special breed, a breeding experiment between a house of sun elves and demons. As elves, fey'ri are arrogant, mysterious, and frail, but they are also power-hungry and cunning, like their demonic progenitors.
Advantages: Good bonuses to senses and social skills. Each fey'ri has a small collection of magical bonuses like DR or functional wings and 1/day SLAs, which can range from Enervation to Suggestion to Dimension Door.
Disadvantages: That CON penalty is a serious crutch, giving the standard level one warrior fey'ri 4 HP. They're not overwhelming strong in combat.
Notable SLAs: Choose from: Charm Person, Clairaudience/Clairvoyance, Darkness, Detect Thoughts, Dimension Door, Enervation, and Suggestion.
Final Evaluation: Too fragile for my liking, the fey'ri is still a good candidate for class levels, especially in DEX or INT based classes. I prefer the straight tiefling, though - but at least fey'ri make elves seem nominally cool.

Myrlochar
CR: 4
HD: 6
How to get it: None by RAW, likely SM V
Role: Minion
Fluff: Fiendish servants of Lolth, the arachnid Myrlochar are bloodthirsty and full of rage. Though nominally under Lolth's yoke, she often lets them out on tours of wanton destruction.
Advantages: Three attacks per round, and their bite can induce Hold Monster or Reverse Gravity. They're immune to a good number of things and can levitate automatically. Always silent. Blindsight 60'.
Disadvantages: Just awful attributes. Weak, fragile, and clumsy. They do hardly any damage at all and are crushed underfoot like, well, spiders. Their bites offer easy saves to avoid the effects.
Notable SLAs: None.
Final Evaluation: They just won't stand up to anything, as they are far too pathetic. I'd avoid them. Lolth really needs to choose better minions.

Tanarukk
CR: 2
HD: 5
How to get it: None by RAW, likely SM III
Role: Brute
Fluff: Tanarukks are demon-touched orcs, savage and bloodthirsty but also surprisingly tactical. They're smarter than your average orc, though just as repulsive.
Advantages: Good STR and DEX bonuses, with their only penalties being WIS and CHA - usually good for your purposes. Good SR for their level.
Disadvantages: Nothing glaring - they're brutes and can't do anything else.
Notable SLAs: Control Flame 2/day.
Final Evaluation: They're prime candidates for melee class levels - binding a tanarruk barbarian is a good proposition.

Shining South

Laraken
CR: 14
HD: 15
How to get it: None by RAW, maybe SM IX
Role: Manipulator
Fluff: Native to Nishrek, the home of the orcish pantheon on Toril, the laraken is an unintelligent viscous entity that is attracted to and feeds upon magic. They despise all beings and only leave their homes to attack and devour. They're just barely intelligent and are likely
Advantages: Good anticasters - they have phenomenal spell resistance, and anything they absorb they can cast right back on their next turn. Their tentacle attacks leech away high-level spells from their targets, and they can drain magical items.
Disadvantages: Abysmal armor class and no DR makes the laraken a terrible prospect against melee characters. None of its abilities function against arcane magic that draws on the Shadow Weave, which may or may not be of interest to you. Binding one is a difficult proposition, as you'll have to overcome their SR (35!) just to try.
Notable SLAs: Dimension Door at will.
Final Evaluation: If you know you're going up against a high-level caster, the laraken is a great choice. Though not easy to bind, their spell absorption abilities are well worth it. Just watch out for your foes' meat shields, because they'll bash it into gooey pieces without a second thought.

Unapproachable East

Mur-Zhagul
CR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Mur-Zhaguls are simply fiendish trolls, obsessed with hellfire and possessed of more cunning than their feral kin.
Advantages: Great regeneration, which is beaten by blessed and holy weapons instead of fire and acid (how often will you be fighting enemies with that kind of equipment?). Rend can be damaging, and they have a decent attack bonus. A good reserve of HP.
Disadvantages: Their AC is low. No DR. They're not all that impressive in melee. Few options outside of fighting - their SLAs are lackluster.
Notable SLAs: Burning Hands and Jump at will, plus Invisibility 3/day, plus Haste 1/day.
Final Evaluation: Not as good as other SM VIII bruisers, the Mur-Zhagul's saving grace is in its unkillability. As with all trolls, though, watch out for that coup de grace.

Underdark

Baphitaur
CR: 2
HD: 3
How to get it: None by RAW, likely SM III
Role: Brute
Fluff: Tieflings warped into taurian abominations, Baphitaurs hate pretty much everything - but most of all the experimentation that turned them into what they are. They despise mortals and demons with equal fervor.
Advantages: A damaging charge attack that can end up quite brutal in a Rage. Hefty damage with their greataxe. Good AC for their level, too. A decent tracker and scout with +8 in Search, Spot, Listen, and Survival.
Disadvantages: Middling CON and no DR.
Notable SLAs: Darkness 1/day.
Final Evaluation: They're no Nashrou (still the golden standard of SM III), but they're a decent choice. Another good candidate for melee class levels.

Earth Glider
CR: 12
HD: 15
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Cruising the Material for prey, the cruel earth glider is originally from the Plane of Earth. It lurks in caves and deep, dark, places hoping to kill those unlucky souls who run into it.
Advantages: Five damaging attacks a round at a great bonus. They have a great burrow speed, gliding through the earth. Tremorsense 60'. They also have good AC, a CHA-draining poison, and immunity to fire. Decent senses and stealth. They also make great underground guides, with respectable ranks in Knowledge (dungeoneering) and Survival.
Disadvantages: Their DR is low and their land speed is a bit ponderous. No spell resistance, either.
Notable SLAs: None.
Final Evaluation: These things are some of your heaviest hitters, with a great attack schedule and plenty of opportunity for ambush and sneaky, subterranean tactics. They are, however, quite vulnerable to magic.

Stone Flyer
CR: 3
HD: 5
How to get it: None by RAW, likely SM IV
Role: Assassin
Fluff: It's not immediately clear why stone flyers are considered evil, since they seem to be garden variety pack hunters, essentially wolves made of granite. They likely take sadistic pleasure in downing their prey.
Advantages: They can use their earth glide ability while carrying a rider up to a medium load and have a decent fly speed, making them excellent mounts both skywards and quite literally earthwards. Okay DR and SR for their level. Tremorsense 60'.
Disadvantages: Not especially hardy nor damaging in melee. They also have an abominable will save.
Notable SLAs: None.
Final Evaluation: A pack of stone flyers can be quite the cavalry charge, popping in and out of rock formations with ease. While the nightmare is still my favorite mount, the stone flyer is a close second, and certainly better underground.

Expedition to the Demonweb Pits

Abyssal Giant
CR: 11
HD: 17
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Whether dragged forcibly or voluntarily to the Abyss, these tribes of giants now serve as enforcers and mercenaries. They respect no one, not even most demon lords (save Kostchtchie), and they take pride in their freedom from duty. They'll resent no matter how you treat them.
Advantages: Pretty scary in melee with their greatswords, which deal vile damage on critical hits (and they have Improved Critical). They can throw exploding rocks. Great AC and elemental resistances. Decent grapple scores, too. Higher will saves than most giants, and immune to charm.
Disadvantages: Low DR for their level and no SR. Very low touch AC. Huge, so often limited by space constraints.
Notable SLAs: None.
Final Evaluation: They're adept warriors, perhaps even in the top tier for melee. They do extremely well as fodder against dragons and elemental-damage-dependent foes, due to their immunities and high AC. But they're vulnerable to focused magical assaults and touch attacks.

Lamia Noble
CR: 11
HD: 15
How to get it: None by RAW, likely SM IX
Role: Caster/Brute
Fluff: Lamia nobles are inquisitive and scholarly, but are also given to extreme bouts of motiveless violence. They enjoy devouring and deceiving mortals, but likely enjoy sharing bits of obscure history or the odd riddle.
Advantages: Not bad in melee with their longspears. They can drain WIS (only one point at a time, though, but it is potentially permanent) with touch attacks. Their Constrict is heavily damaging, and can also drain WIS.
Disadvantages: Seventh level sorcerers won't do much for you at this point, and most of their spell picks are crap. Low CON and AC.
Notable SLAs: Charm Person, Mirror Image, Persistent Image, and Suggestion 3/day. Sorcerer spells include Fly, Lightning Bolt, Ghoul Touch, Mirror Image, Magic Missile, Sleep, and Ventriloquism.
Final Evaluation: The lamia noble is too easy to kill and doesn't bring enough to the table. You have better enchanting summons available to you at this point, as well as better grapplers and better bruisers. They can be safely ignored.

Dragon Magazine

Akleu (Issue #348)
CR: 8
HD: 10
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: The akleu is a pack predator imported from Xoriat by the daelkyr, a transparent creature with impossible bones and joints. Formerly assassins and servants for their daelkyr masters, they now roam in solitude, hunting for prey. They are intelligent, but prefer animalistic existence.
Advantages: Three good attacks, with 3d6 sneak attack damage. Pounce makes them quite good in melee. They are nearly transparent, giving their foes a 40% chance to miss them with any mundane attack. Evasion, Uncanny Dodge, and excellent stealth and mobility skills. A paralyzing poison and good DR.
Disadvantages: A bit light on HP and AC. No SR whatsoever.
Notable SLAs: None.
Final Evaluation: What the Babau wishes it was. It's more vulnerable to magic than I would like, but it can easily ravage unsuspecting foes. Summon two of them to flank, and you've got yourself one brutal combination.

Asag (Issue #334)
CR: 11
HD: 17
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: The asag are rumored to have once been the lords of the Plane of Earth, but were banished for some offense by mortal sorcerers. As such, they despise most races, but focus their hatred especially on dwarves and gnomes.
Advantages: Two decent slam attacks that can inflict a dehydrating disease. They stun on a natural 20. Blindsense.
Disadvantages: Clumsy, with low AC, DEX, and Initiative. No DR or SR.
Notable SLAs: Detect Magic and Endure Elements at will, plus Stone Shape and Stone Skin 3/day, plus Major Creation 1/day.
Final Evaluation: Not competitive at SM IX - not enough damage and not enough casting. You have better earth-themed creatures.

Black Beast of Bedlam (Issue #355)
CR: 14
HD: 15
How to get it: None by RAW, maybe SM IX
Role: Manipulator/Assassin
Fluff: These amorphous creatures are spawned by the very madness of the gods. Their only purpose is to foment chaos and suffering wherever they go. They are insane and not likely to follow your orders for very long.
Advantages: Their attacks inflict a spongy malady on their victims, causing them a series of debuffs - they cannot hold any item, their equipment becomes useless, they go blind and attack anything around them. They also have a Cloudkill breath, a fear aura, and a damaging darkness ability. Excellent immunities, great senses (Tremorsense 120') and good mobility.
Disadvantages: A bit underwhelming in the damage department.
Notable SLAs: Disguise Self (humanoid only) at will, plus Confusion, Major Image, and Shatter 3/day, plus Bestow Curse, Enervation, Greater Invisibility, Insanity, Nightmare, Phantasmal Killer, Project Image, and Shout 1/day.
Final Evaluation: As a summon or a bind, the black beast of bedlam can be a vicious debuffer, locking down battlefields with vaporous poison, screeching skulls, and draining pockets of shadow. Corporeal Instability is their most potent debuff, and I highly recommend using it against any living foe you can.

Cranial Encyster (Issue #330)
CR: 3
HD: 1
How to get it: None by RAW, likely SM IV
Role: Manipulator
Fluff: Feeding, somehow, on the very spirit and essence of dying creatures, cranial encysters seek to cause the end of any mortal creatures they can find, by driving them to suicide. Too weak to require manipulation - just command them and offer them the occasional treat.
Advantages: Their touch attacks are at a respectable bonus, making them easy to attach. They can force a foe to attack itself for a critical hit, or abuse environmental hazards.
Disadvantages: Awful grapple modifiers, even after their +12 racial bonus, makes them easily pinned and removed from victims. Poor HP, even with 22-26 CON.
Notable SLAs: None.
Final Evaluation: Too ponderous of a death-delivery mechanism (and too avoidable) - I'd rather have my summons kill my foes directly, rather than drive them to suicide.

Hellchain weaver (Issue #343)
CR: 13
HD: 14
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Making their home in the barbed chains that anchor the Jangling Hiter in Baator, the hellchain weaver is a creature so vicious that it can even frighten a kyton. They are cruel and enjoy inflicting torturous wounds to prolong their hunt, but they're quite stupid and likely easily tricked.
Advantages: Combatants to be rightly feared, the hellchain weaver has four decent attacks per round and can maintain a good grapple or pounce. They can also deafen opponents with rattling chains (a free action) and spin webs out of iron - useful if you need to cross a chasm or scale a wall. Tremorsense 60', Regeneration, and AC. Decent stealth and senses.
Disadvantages: Gargantuan, so difficult to maneuver in enclosed spaces. Rarely will a foe be deafened as the save DC is somewhat low.
Notable SLAs: None.
Final Evaluation: While they're not your most damaging summon, they're certainly competent and they have a number of secondary abilities that might be worth your while in certain situations.

Kaortic Hulk (Issue #330)
CR: 8
HD: 9
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Supposedly descended from a pre-kaorti wizard's cat familiar, the kaortic hulk exists now only to prey upon others and devour anything it can.
Advantages: Decently damaging in melee. Good AC. Blindsight 120'.
Disadvantages: No DR, SR, or resistances. A 1% cumulative chance per round that it will turn on you is a really bad idea.
Notable SLAs: Gaseous Form, Spider Climb, Invisibility, and Silence 2/day.
Final Evaluation: You have much better melee creatures available to you, and you also have ones that won't turn on you. Kaortic hulks fall into the "Never, ever, use" category.

Kyra (Issue #348)
CR: 11
HD: 12
How to get it: None by RAW, likely SM IX
Role: Manipulator
Fluff: Kyra despise all things with a burning passion, most of all their former masters, the daelkyr. The only beings they seem to tolerate are the illithid. They hoard magic items voraciously, so you might tempt them with one or two of those.
Advantages: 360' Blindsight is great for detection. They radiate a profane aura that gives them AC bonuses and frightens those who approach. Their tentacle attacks can confuse their foes. Decent grapplers with relatively high AC. Good ranks in UMD.
Disadvantages: Hardly any damage at all, with just one attack per round. Being in sunlight drains its CON, though that's likely only an issue for a bind. Fairly slow for a flyer.
Notable SLAs: None.
Final Evaluation: Not impressed at all. Really, the only feasible use for a kyra is as a grappler, and you've got creatures that do the job better at SM IX.

Malfera (Issue #343)
CR: 6
HD: 9
How to get it: None by RAW, likely SM VI
Role: Minion
Fluff: A horrific amalgam of elephant, octopus, and lobster, the Malfera is a creature straight out of a nightmare - quite literally, as it inhabits the Demiplane of Nightmares. They enjoy frightening mortals in their dreams and rarely leave their home.
Advantages: A decent mid-level grappler, with acidic tentacles and Improved Grab. Decent HP.
Disadvantages: No SR or DR. Their damage and defenses are poor. A veritable crapshoot of useless abilities: Nightmare is useless, their poison is weak, and an unlocking touch.
Notable SLAs: Knock and See Invisibility at will, plus Nightmare 1/day.
Final Evaluation: Blech. Kind of a grab-bag of suck, to be honest. I can't see a use for most of their abilities, either because you have better choices to achieve the same goal or they're terrible goals to begin with. Next!

Simpathetic (Issue #351)
CR: 3
HD: 1
How to get it: None by RAW, likely SM IV
Role: Manipulator
Fluff: The origin of these fiendish avians is unclear, but their goals are quite obvious - the draining of joy and goodness and the propagation of malice and evil.
Advantages: Their aura can drain alignment. Blinding spittle. A good SLA choice.
Disadvantages: Very fragile and no melee presence. How often will you fight good foes (and ones that subsequently need alignment drain)? Blood Spit has an awful save DC.
Notable SLAs: Charm Monster 3/day.
Final Evaluation: Well, Charm Monster is good. But that's really about it. Too weak for the level, and mostly useless abilities. Pass.

Umbral gloom (Issue #353)
CR: 11
HD: 10
How to get it: SM IX
Role: Manipulator
Fluff: Umbral glooms are one of Shar's chosen servitor creatures. They worship their dark mistress fanatically and work to spread her vision across Faerun. Some serve Mask, and you can likely turn the two factions against each other, though the two deities are nominally aligned.
Advantages: Twelve attacks per round, with each one possibly inflicting Crushing Despair. They can jump from shadow to shadow and are blessed with the very essence of shadow, giving them bonuses to AC, initiative, and saves against Shadow Weave spell schools. Good immunities, ranging from cold to energy drain to critical hits.
Disadvantages: Don't do much damage with those tentacles. Middling AC. At this level, everything probably has Mind Blank anyway, so Crushing Despair won't do much.
Notable SLAs: Deeper Darkness and Knock at will, plus Scare and Modify Memory 3/day, plus Nightmare 1/day.
Final Evaluation: Not a great pick, but they can certainly rack up the attacks quickly and crush the spirits of your enemies. If you throw enough saves at something, it's likely to roll a one sometime - at least, if it's not immune. Weird, but potentially effective.

Urquirsh (Issue #358)
CR: 4
HD: 6
How to get it: None by RAW, likely SM V
Role: Manipulator
Fluff: Native to the Far Realm, the disgusting fleshy urquirsh are used by the kaortis are mobile resin factories and acidic artillery. They are not intelligent enough to give you trouble - command away.
Advantages: Exceptional debuffers - they emit a horrible stench and cover a decent radius with rubbery resin, reducing agility. They can also spew nauseating acid bombs. Quick and agile. Puzzlingly high ranks in UMD.
Disadvantages: Fragile, weak, and vulnerable to electricity. Awful in melee. No DR or SR. Dimensional Anchor can really screw it over.
Notable SLAs: None.
Final Evaluation: Not for the squeamish, the urquirsh can be a good pick for low-level artillery or a mobile debuff. You could even arm it with wands, if you can stand getting close to it. Mostly, I recommend summoning it far, far away and letting it do its vile, caustic work.

Aspects

[sexy image]

Toying with gelugons and pit fiends may be a popular past time for you, mortal. But you seek to control the King of Hell now, even if only a pale reflection. Such arrogance shall not go unpunished.

- An aspect of Asmodeus, Lord of the Ninth, to an upstart arcanist.

Not satisfied with rank-and-file fiends? Then allow me to introduce you to aspects. Avatars of gods and fiendish royalty, aspects are mere shadows of their originals. Still, they possess a portion of the power. Aspects are often skilled and wield a signature power of their master copy - whether it is Orcus' eponymous Wand or Demogorgon's beguiling gaze. Entrapping aspects is a risky business, however - though each aspect is independent, the danger of drawing the attention of fell deities and fiendish overlords should give all but the most powerful summoners pause. Besides that, most suffer from a debilitating weakness - no spell resistance. Malconvokers beware, as summoning two aspects is considered at best nigh-impossible, and a reckless backfire at worst - aspects are so incensed by the presence of an identical twin that they drop everything to destroy it.



Fiendish Codex I Web Enhancement

Aspect of Baphomet
CR: 7
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Baphomet, the Prince of Beasts, is a savage demon lord who revels in carnage and bloodshed. Though the original possesses a scientific curiosity, his aspects are brutal and exist only to brawl. Baphomet despises Graz'zt and Yeenoghu.
Advantages: A decent combatant, with three acceptable attacks and good DR. A great charger. His taurian cunning gives him a few advantages, like immunity to Maze and tracking. One of the few fiends with ranks in Knowledge (nature).
Disadvantages: No SR. His iterative attacks aren't likely to hit.
Notable SLAs: None.
Final Evaluation: A capable brute, but little more. You probably have better choices in your repertoire.

Aspect of Dagon
CR: 9
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Dagon is one of the eldest demon lords, roaming the depths of his realm in search of knowledge and lore. His aspects are less scholarly, concentrating more on ripping apart foes or devouring them whole. Dagon has no real enemies amongst his demonic brethren.
Advantages: A capable grappler, with constricting tentacles or a bite that can swallow your foes. Good DR and Fast Healing. Form of Madness gives enemies penalties against aquatic foes - and guess who has the aquatic subtype?
Disadvantages: Though his abilities concentrate on grappling, his modifier is a bit disappointing for the level. Disappointing damage. No SR. His Form of Madness can also affect you.
Notable SLAs: None.
Final Evaluation: Eh. A bunch of grappling options, but not the modifier to back it up. His Form of Madness is a double-edged sword. I wouldn't risk it.

Aspect of Demogorgon
CR: 9
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Demogorgon is truly the Prince of Demons, bestial and cunning. His aspects are not quite as intelligent or adept with magic, but they do retain his dual nature and enchanting gaze. He is constantly at war with Orcus and Graz'zt.
Advantages: He can take two actions per round. His Gaze attacks can charm and confuse, and are at a respectable DC. Impressive knowledge skills.
Disadvantages: Pathetic damage. No SR.
Notable SLAs: None.
Final Evaluation: Having Charm Monster and Confuse on call as gaze attacks can handy, if somewhat circuitous. Aspects of Demogorgon won't be tearing anything to shreds anytime soon, quite unlike the original.

Aspect of Fraz-Urb'luu
CR: 7
HD: 9
How to get it: None by RAW, likely SM VII
Role: Caster
Fluff: A noted deceiver and summoner, Fraz-Urb'luu has only just returned to the Abyss from a long imprisonment. He is carefully rebuilding his power base. His aspects are not as cunning, but share his reliance on minions. Fraz-Urb'luu has no direct enemies, but few demon lords look upon him fondly.
Advantages: Can expand your mid-level summoning power with his SLAs and Summoning ability. Decent fly speed and good AC. Plenty of ranks in UMD.
Disadvantages: Unimpressive in melee and a bit fragile. No SR. As a summon, it's nearly useless.
Notable SLAs: Greater Teleport at will, plus Persistent Image and Summon Monster IV 3/day, plus Summon Monster V 1/day.
Final Evaluation: Much better as a bind, in which case it can use its summoning abilities. Persistent Image, like all illusions, is only limited by your creativity, giving ol' Fraz plenty of potential.

Aspect of Juiblex
CR: 8
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Juiblex, the Faceless Lord, is the simplest demon lord to understand - he hates all living things and seeks only to engulf them into his oozing maw. His aspects are likely easily comprehensible. Juiblex maintains a healthy enmity for Zuggtmoy, as they share the same realm in the Abyss and war constantly.
Advantages: Decently mobile, what with being Amorphous. Good immunities. Decent grapple damage with his acidic slams. Blindsight 60'.
Disadvantages: Like Dagon, a disappointing grapple modifier makes the aspect of Juiblex a poor choice for doing practically the only thing he can. No SR.
Notable SLAs: None.
Final Evaluation: Just about on par with Dagon - though he does less damage, he can also grapple larger creatures. But they're both poor grapplers, and should be avoided.

Aspect of Kostchtchie
CR: 10
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: The self-proclaimed ruler of all frost giants, Kostchtchie exists only to conquer all he can see. He has a healthy hatred for nearly everything, and only tolerates his frost giant supplicants. A bit dull for a demon lord, he's likely easily tricked. He maintains no specific rivalry with any other demon lord, but would rip any of them to pieces.
Advantages: A painful bruiser with his freezing iron maul. Immensely strong, he can knock around lesser creatures with ease or throw rocks from range.
Disadvantages: Low AC and DR that's slightly easier to bypass than other aspects.
Notable SLAs: None.
Final Evaluation: The Abyssal giant is essentially the same thing as an aspect of Kostchtchie, and it's only a level higher. It's also much better. But if you need to lay down some hammerin', he'll serve until the other giants are available.

Aspect of Malcanthet
CR: 8
HD: 9
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: Malcanthet is the queen of the succubi, hedonistic and seductive. She exists only to indulge her own pleasures. While not as enchanting, her aspects are just as treacherous. She maintains an ongoing war with Yeenoghu and a rivalry with Graz'zt.
Advantages: 5d6 sneak attack damage on an adamantine spiked chain. A good fly speed and a WIS-draining poison. Good ranks in social skills and UMD.
Disadvantages: Not very strong and no Weapon Finesse, so her attack bonus and damage suffer. No SR.
Notable SLAs: None.
Final Evaluation: You have better rogue-analogues available to you. Malcanthet just doesn't live up to the same potential in combat as she does in tempting mortal souls.

Aspect of Orcus
CR: 9
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Orcus is the demon prince of the undead, twice dead and hence returned. He is bloated and corpulent, and loves to bide his time sitting on his massive throne. His aspects wield a lesser copy of the Wand of Orcus and are more willing to go out into the world. Orcus despises Graz'zt and Demogorgon, and devotes nearly all of his resources to their destruction.
Advantages: Decent damage with his wand. Critical hits threaten instant death.
Disadvantages: Slow and comparable to the broadside of a barn in combat - low AC. Poor attack bonus. No SR. Unholy weapons probably don't help you much (unless you're playing an evil game), and the instant death criticals only threaten 10% of the time, and it's a rather easy DC to beat.
Notable SLAs: None.
Final Evaluation: Fat, clumsy, and rather pointless. You have much better options in melee at this level, and none of them involve summoning the demonic version of Orson Welles.

Aspect of Pale Night
CR: 7
HD: 9
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: Pale Night is rumored to be the mother of the entire tanar'ri race, including such major players such as Graz'zt. She is inscrutable but enjoys torturing eladrin in particular. Her aspects maintain her ethereal nature. She has no enemies among the demon lords, with all giving her a wide berth.
Advantages: Incorporeality and Spring Attack is an evil combination - you can pop out from solid objects to use her CHA-draining touch attacks. With her perfect fly speed, you can play hide and seek all combat long. Truth Beneath the Veil can leave your foes comatose and amnesic.
Disadvantages: CHA-drain can take a long time to disable foes. Truth Beneath the Veil is probably useless, as your enemies won't try to get a good look at her. But if they do, bam.
Notable SLAs: None.
Final Evaluation: A bit ponderous, but Pale Night can force your foes to play a deadly game of whack-a-mole. Given enough time and the right environment, she can infuriate plenty of enemies. She works best against foes with low CHA, obviously, so have her concentrate on uncouth warriors and stuck-up wizards.

Aspect of Pazuzu
CR: 8
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Assassin/Manipulator
Fluff: Pazuzu rules the skies over the Abyss, and is the missing link between the obyrith and the tanar'ri. He commands the obedience of evil avians (a power his aspects share) and focuses his efforts on corrupting the innocent. Pazuzu has few enemies, though Graz'zt has been known to direct unkind words his way.
Advantages: A good fly speed. Four attacks a round with his greatsword and his talons. His aura makes evil flying creatures save or waste their attacks on him.
Disadvantages: Spring Attack, not Flyby Attack, which ends up being a very poor choice. He has a poor attack bonus. No SR.
Notable SLAs: None.
Final Evaluation: This one's a bit of a toss-up - if your DM allows a flying creature attacking Pazuzu to know about his aura and change targets before hand, eh. But if the creature doesn't, it wastes its action if it fails the save. That's pretty handy as a distraction against flying foes.

Aspect of Zuggtmoy
CR: 6
HD: 7
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Zuggtmoy is the demon queen of fungi , spawning in her vast cesspools of vegetative matter. Her aspects maintain her abilities to engulf her foes. Zuggtmoy's greatest enemy is Juiblex, as they war constantly over the same layer of the Abyss.
Advantages: Her plant-based immunities are handy. Four attacks with good damage. She can grapple, constrict, and engulf foes.
Disadvantages: Like many of her demonic aspect compatriots, she has a number of grappling abilities but not the modifier to support them. Her attack bonus is low. No SR.
Notable SLAs: None.
Final Evaluation: Decidedly not a fan of this whole crappy grappler angle with the demon lord aspects. Zuggtmoy's the lowest among them, and as such just as useless, if not more so.

Fiendish Codex II Web Enhancement

A quick note: Unlike most other aspects, the ones here HAVE spell resistance!

Aspect of Asmodeus
CR: 12
HD: 15
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: Asmodeus, the Lord of Ninth, Master of Nessus, and no less than the King of Hell, is a very powerful foe indeed - perhaps one of the most dangerous in all the planes. His aspects are blessed with his mastery of hellfire, bedeviling magic, and melee might. They likely have better things to do than serve you (their creator has them on a tight leash), so they will require a good deal of convincing to join your side - not to mention that their use can draw the eye of the original.
Advantages: Certainly lives up to his reputation as the best option from this section - aspects of Asmodeus can really lay down some pain. Violate Spell-like Ability can be useful against pesky regenerating or healing foes - 10d8 irresistable damage (half of which is vile) is a good deal. They have great fly speeds and good defenses like high AC, SR, and Mirror Image. When they run out of spells they're still capable in melee. If bound, they can summon amnizus or Nessian warhounds.
Disadvantages: STR and CON are a a bit low, but the high HD total helps with that. Susceptible to electricity.
Notable SLAs: Chain Lightning, Hellfire Storm, Magic Circle Against Good, and Mirror Image 3/day, plus True Seeing 1/day.
Final Evaluation: Among your best blasters at this level. Hellfire Storm is great for bypassing fire resistance, so they'll always be viable. Though they'll run out of spells quickly, they can wade into melee and soak up a lot of attention. They've got it all: melee power, defense, mobility, and the capacity to cause some widespread devastation against your enemies. Highly recommended.

Aspect of Baalzebul
CR: 11
HD: 13
How to get it: None by RAW, likely SM IX
Role:
Fluff: Baalzebul, the sluglike Lord of the Seventh, occupies his current form as a punishment meted out by Asmodeus - he used to be tall and regal, a fallen angel. Ruling over Maladomini, he represents the sins of pride and ambition, constantly scheming to increase his prestige. His aspects retain his sluggish, disgusting appearance and his affinity for flies. Though intelligent and cunning, he's likely to be enticed by the promise of status and respect - his aspects even more so.
Advantages: Disgorge Insects is a decent little breath weapon, doing 15d6 in a 60' cone. He can also use those flies as a defense, gaining 20% concealment. He can burrow, though not quickly.
Disadvantages: Slow and slimy, with piddling slam attacks. Heavily dependent on the luck of the roll, as you can end up having to wait six rounds before spitting out flies again. AC's just shy of decent.
Notable SLAs: None.
Final Evaluation: A source of respectable area damage, as long as you don't use him against anything with Evasion. But that's about all he can do - unlike an aspect of Tiamat, he's useless in melee. I don't find that his breath weapon makes up for his shortcomings, so I can't recommend him highly, but those flies do hurt.

Aspect of Bel
CR: 9
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Bel is the Lord of the First and spends most of his time marshaling the forces of the Hells against the legions of chaos. Hiis aspects focus less on his tactical mind and more on his prowess with a sword. Fighting the tanar'ri is his main goal - point him in the direction of demons (legitimately or not) and he'll probably align himself with your cause. Beware, though - Bel is known for treachery.
Advantages: A fairly damaging combatant in melee with a flaming greatsword, Bel is also a halfway-decent grappler (at least, the abilities to back it up) and moderately mobile. Fairly high AC and HP for his level.
Disadvantages: For a purported melee fighter, Bel's a little lackluster - his STR is a little on the low side. Also, a disappointing grapple modifier makes him somewhat incapable at one of his supposed specialties.
Notable SLAs: None.
Final Evaluation: All in all, a capable high-level bruiser, though not the best you have available to you at this point - the Vrock still edges him out slightly in nearly all areas except raw damage. Still, throw on Power Attack and you might be able to cleave your way through mooks.

Aspect of Belial
CR: 10
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Belial is the deposed Lord of the Fourth, having nominally given power over to his own daughter, Fierna. Belial's aspects maintain his silver tongue and way with words, always ready with a quick retort or an insidious enchantment. Belial's quite the charming rogue, so beware his honeyed demeanor.
Advantages: His cursespewing ranseur can give a foe -4 to basically everything, a potent debuff. Does plenty of vile damage, so no healing for your foes. Decent HP and AC. A handy diplomat, too, in case you're lacking one.
Disadvantages: The will save DC on his cursespewing ranseur is easily beaten, leaving him with piddling damage. His DR is overcome by silver, not good, so probably more easily beaten by your foes.
Notable SLAs: Suggestion at will, plus Charm Monster 3/day.
Final Evaluation: Same problem as practically any other Enchantment-based summon: Mind Blank is available by now. Belial's a bit too much of a Hail Mary for my taste - his curses will rarely stick and his SLAs are easily immunized against. I'd pass.

Aspect of Dispater
CR: 10
HD: 13
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Paranoid, cautious, and an expert defender and fortifier, Lord of the Second Dispater rules over his the city of Dis with an iron (ha) grip. His aspects retain his power over metal and his expertise with his heavy mace, though their versions of the weapon pale in comparison to the original. You will have to overcome the aspect's distrust to even begin working out a deal - likely a tough negotiation.
Advantages: Rust is a decent option against armored foes, though the save DC is a bit lackluster (fortunately CON-based, so Augment Summoning will help). Relatively accurate in combat, too. They can also pitch in as a rogue or mechanical expert, with ranks in Appraise, Knowledge (architecture), Search, Open Lock, and Disable Device. He can at least summon a couple of bone devils (though only A.) as a bind and B.) with a 50% chance).
Disadvantages: Low damage makes Dispater less than compelling in a fight. Rust means you're destroying potential loot, which is always bad - and it's basically his signature ability.
Notable SLAs: None.
Final Evaluation: More useful out of combat than in it (though that's not saying much), Dispater's aspects face a lot of competition at this level. Rust might come in handy if you're barreling through a steel-clad dungeon or need to break into an armored airship, but in most situations I'd pass without a second thought.

Aspect of Fierna
CR: 9
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Assassin
Fluff: The newly-appointed ruler of Phlegethos, Fierna is hedonistic and lustful to the core. Her aspects retain her fascination with flame and carnage. Less subtle than most archdukes of Hell, Fierna can be lured into combat for the mere possibility of wreaking havoc with her searing, scarring fire.
Advantages: She can be pretty handy with her Mortalbane Flameblade, tumbling through combat and landing searing blows. She's quick and mobile, with high AC and Spring Attack. She can also function in a limited artillery capacity with Fireball.
Disadvantages: Fire resistance shuts her down hard, as she's pathetic in melee otherwise - very low damage and unimpressive HP. Mortalbane can only be used five times a day - and it's unclear whether that means per casting or per hit (at least with Flameblade). I'm inclined to go per casting, making it more effective, but if your DM rules otherwise, she becomes less useful with her blazing blade.
Notable SLAs: Flame Blade at will, plus Dispel Magic, Fireball, and Fireshield 3/day.
Final Evaluation: If you're fighting a foe susceptible to fire, she's a decent, though not stellar choice. But seeing as how most of your enemies will have at least token resistance to fire, she's likely going to sit and rot in the corner of your summoning stable, undeserving of use.

Aspect of Glasya
CR: 11
HD: 13
How to get it: None by RAW, likely SM IX
Role: Assassin/Manipulator
Fluff: Daughter of Asmodeus, Glasya is the Lord of the Sixth, Malbolge. She is imperious and arrogant, believing heavily in her own superiority. Her aspects retain her aerial mobility and her befuddling, wisdom-sapping touch. In combat, she delights in tormenting enemies, so she might be lured into your service by such temptations.
Advantages: One of the few flying aspects, Glasya's wings and Flyby Attack feat serve her well - she can swoop down, drain some WIS, and soar back up out of reach. This tactic can also make her a useful debuffer for you, lowering the will save of your foe. Decent AC.
Disadvantages: Pitiful damage with her scourge, even if it is keen. Her summoning brings some lackluster bodies into the fray - kalabons pretty much suck by now, and an erinyes won't be making much of a difference. She's also relatively frail.
Notable SLAs: None.
Final Evaluation: Well, against a low-WIS foe, she can be a good choice. But her method of attack is a bit too protracted for me to heartily recommend her - she's a one-trick pony, and it's a trick that is easily quelled. When robbed of that, she has nothing to recommend her over other choices at this level.

Aspect of Kurtulmak
CR: 11
HD: 12
How to get it: None by RAW, likely SM IX
Role: Caster
Fluff: Kurtulmak, god of the kobolds, is conniving and without compassion - his only goal is the survival and domination of his chosen race, especially over gnomes. His aspects concentrate on the sorcerous power imbued in all kobolds by dragonsblood. Likely single-minded and humorless at the negotiating table.
Advantages: Hey, getting a 12th level caster is usually a good deal. Kurtulmak's spell choices here are pretty solidly blasty - but his summoning picks make him a good choice for a bind, as he can bring more meat shields into play. Polymorph, Greater Invisibility, and a good array of metamagic are all pluses too. He can also fight decently in a pinch, with good reach and damage.
Disadvantages: His DR is overcome by chaotic, so beware of using him against demons and other minions of entropy. His spells are easily defeated by elemental resistances, so choose your targets carefully.
Notable SLAs: None, but sorcerer spell picks include: Disintegrate, Lesser Dragon Ally, Summon Monster V, Greater Invisibility, Polymorph, Summon Monster IV, Dispel Magic, Fireball, Hailstones, Lightning Bolt, Alter Self, Melf's Acid Arrow, Scorching Ray, Magic Missile, Ray of Clumsiness, and Ray of Enfeeblement.
Final Evaluation: One of the few caster types that can still throw down in a scrap, an aspect of Kurtulmak is usually a pretty good choice. I'd prefer to bind one to make use of its summoning abilities (and to make him use his own gold and XP to call a dragon into my service), though that doesn't detract from its worth as a summon. A fine choice all around.

Aspect of Levistus
CR: 10
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Assassin
Fluff: Levistus, Lord of the Fifth, rules from his prison deep within a glacier in the heart of Stygia. Though sophisticated and urbane, he is consumed with the desire for revenge against Asmodeus. His aspects retain his prowess with a rapier. He frequently plots with yugoloths and even demons, so his loyalty to the Hells is suspect - use that to your advantage in a mercenary bargain.
Advantages: I'm a fan of that Magebane rapier. Combined with his Precise Strike ability and his high critical chance, an aspect of Levistus can be a decent distraction against a mage (or anything with SLAs). With Elaborate Parry, he can also boast one of the highest ACs of your summons, making him a good decoy against dimwit bruisers. Very mobile, too, with Spring Attack and high ranks in Balance and Tumble.
Disadvantages: Against non-spellcasting, crit-immune critters, Levistus' aspects are incredibly weak.
Notable SLAs: None.
Final Evaluation: A situational summon, the aspect of Levistus is nevertheless a consummate duelist under the right circumstances. Obviously, he is best used as a caster killer, but you're going to have to do something about their defenses first. But then, as a caster yourself, that's practically your job anyway.

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #117 on: April 11, 2013, 10:03:37 PM »
Continued yet again. My, Gnorman is a wordy fellow. I like that.

Aspect of Mammon
CR: 10
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: The Lord of the Third, Mammon presides over primarily over wealth and greed. He is two-faced and deceitful, and will manipulate shamelessly to get what he wants - which is wealth, loyalty, and power. His aspects retain the musculature of his serpentine form, winding into combat to coil and crush their foes. He is a consummate traitor, and should be bargained with using the utmost of care.
Advantages: Aspects of Mammon have constricting abilities, and are passable in combat. Spring Attack lets him dart in and out of combat to harry your foes. Fairly durable, too, and can potentially summon bearded devils or narzugons.
Disadvantages: A grappler without the raw modifier to truly succeed at it, Mammon's far from overwhelming in melee. Low damage, low BAB, and few options to recommend it.
Notable SLAs: None.
Final Evaluation: Mammon's aspects are ironically not worth much at all. They won't scratch most creatures' DR at the time you can summon them, and their feat selection encourages mobility at the cost of raw power. They're ostensibly grapplers, but can't hack it. Skip them, skip them so hard.

Aspect of Mephistopheles
CR: 11
HD: 15
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Mephistopheles, ruler of Cania and Lord of the Eighth, is a bitter, powerhungry devil, always looking for an angle to depose his master, Asmodeus. His aspects share his fascination with hellfire, a flame of his own invention, and can use that fire to sear even the most resistant foes. They are relatively urbane and comfortable in mortal society, and frequently work with mortal allies.
Advantages: With his flaming ranseur and his permanent hellfire shield, an aspect of Mephistopheles is decent in melee. His wings make him more mobile than many other aspects, and he is an excellent negotiator with high ranks in Bluff, Diplomacy, and Intimidate, as well as a smattering of obscure Knowledge skills. Immune to cold, too.
Disadvantages: Notably weak and frail - only 15 in STR and CON. Hellfire Burst is pretty much a non-ability - 2d6 with a save for half is crappy, even if it's impossible to resist.
Notable SLAs: None.
Final Evaluation: The aspect of Mephistopheles is meant for melee but is hardly good at it - while he can do a bit of damage with the ranseur, his physical stats are frighteningly low for a bruiser. Hellfire basically sucks too, and that's just about all he can do. An easy pass.

Aspect of Sekolah
CR: 13
HD: 18
How to get it: None by RAW, likely SM IX
Role: Brute/Caster
Fluff: God of the sahuagin, Sekolah is vicious, cruel, and unforgiving. His aspects retain the merciless power of his jaws and his spacious gullet. Sekolah is aloof and does not concern himself with even the concerns of his chosen, so dealing with him (without being devoured) might be difficult.
Advantages: Possessing a highly-damaging bite, the aspect of Sekolah is also very mobile (Swim-By Attack and Sahuagin Flip help out here), allowing him to dart in and out of combat, carrying death between his serrated teeth. If a group of foes needs some softening up, boom, Horrid Wilting. If you need to separate one from the pack, hey guess what, Swallow Whole, Improved Grab, and the grapple modifier to make it work. Fast and durable to boot.
Disadvantages: Aquatic-only and Gargantuan. Unholy Blight will see limited use in a non-evil campaign. AC is a touch on the low side, but Unholy Aura can boost it.
Notable SLAs: Horrid Wilting, Unholy Aura, and Unholy Blight 1/day.
Final Evaluation: Best. Aquatic. Summon. Ever. Think of it like a bigger, badder fiendish dire shark, only with a one-shot 18d6 cannon shell added on top. Seriously. Sekolah's that good. If you're underwater, he's your go-to guy. Err, shark.

Expedition to the Demonweb Pits

Envoy of Lolth
CR: 12
HD: 10
How to get it: None by RAW, likely SM IX
Role: Manipulator/Caster
Fluff: This particular aspect of Lolth is focused on the seductive nature of the spider goddess. The Envoy is extremely charming, relying on her diplomatic abilities. Dealing with a goddess, even an aspect of one, is a difficult business, and you'll likely need to take extreme precautions.
Advantages: 10th level sorcerer casting, with a focus on enchantment spells and formidable DC's. Her aura gives all enemies a penalty to will saves, and does not offer a save itself. Good AC. Immune to enchantments. Fantastic social skills.
Disadvantages: Barely average in melee. Very limited elemental resistance and relatively low SR for her level.
Notable SLAs: None. But Sorcerer spells include Feeblemind, Charm Monster, Confusion, Fly, Heroism, Suggestion, Blur, Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy, and Charm Person.
Final Evaluation: If you want a 10th level enchantment-based sorcerer on your side, then hey, Envoy of Lolth! I personally love the school, and the aspect's DC's are pretty good for the level, but you're still summoning an enchanter at a level when Mind Blank is not only in play, but ubiquitous. And again, you're dealing with the aspect of a goddess, specifically her trickery aspect. So, you know, watch your back.

Aspect of Graz'zt
CR: 11
HD: 16
How to get it: None by RAW, likely SM IX
Role: Brute/Manipulator
Fluff: Graz'zt is supremely seductive, a veritable obsidian Adonis. He is a formidable mage as well, though his aspects retain little of this ability, focusing instead upon Graz'zt's proficiency with a sword. He spends his time plotting and scheming, particularly against Orcus and Demogorgon.
Advantages: Great in melee with his greatsword, with a good bonus and formidable damage. He can seduce a foe into attacking its fellows as a swift action at a great DC. He also has an eldritch blast for a ranged option. Decent AC.
Disadvantages: Sanctuary aura is fairly useless, as you want your summons to be attacked. Size Alteration is a non-entity. Mind Blank, as always, shuts down his abilities. No SR.
Notable SLAs: None.
Final Evaluation: A good melee choice, though not quite as powerful as the abyssal giant. The addition of beguiling abilities is nice, but again, you're high level enough that mind-affecting abilities are easily negated.

Aspect of Obox-Ob
CR: 12
HD: 15
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Obox-Ob, once the mighty prince of demons himself, has been pushed out of the spotlight in favor of the rising tanar'ri. A hideous amalgam of insect, arachnid, and decrepit shrunken head, his aspects retain his power over venom and vermin. He spends most of his time raging throughout his layer, plotting a return to power and the destruction of Demogorgon.
Advantages: Three decent attacks, Flyby Attack, and an INT-draining poison. He also releases swarms of demonwasps when damaged, making him three creatures for the price of one, though only when bound. Those swarms can potentially dominate and zombify your foes. Good AC and resistances. Constant True Seeing.
Disadvantages: His damage is disappointing. No SR.
Notable SLAs: None.
Final Evaluation: Not as good offensively as other summons at this level, Obox-Ob may be a good idea for his mobility and swarm-producing ability (again, only when bound though). I'm not a huge fan, but he could be a hell of a distraction.

Aspect of Yeenoghu
CR: 10
HD: 14
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Yeenoghu is the demon lord of gnolls, convinced of his race's superiority. He is savage and moves into combat with a triple flail. His aspects retain his melee might. Yeenoghu particularly despises Malcanthet and Baphomet, and wages war on both.
Advantages: Pretty savage in melee, with highly-damaging stunning flail strikes. Decent AC for his level.
Disadvantages: A fairly limited brute, with no tactical abilities or exceptional senses. No SR.
Notable SLAs: None.
Final Evaluation: Good in melee, crap at everything else. One of your better SM VIII bruisers, though.

Miniatures Handbook

Aspect of Hextor
CR: 11
HD: 12
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Hextor is the god of conquest and war, rampaging over anything he can. Though far from stupid, he prefers to wade into battle with a savage glint in his eye. His aspects retain his prowess in combat and his multilimbed attacks. His greatest enemy is his half-brother, Heironeous.
Advantages: Eight attacks per round and nigh-unbreachable DR.
Disadvantages: Low DR, AC, and attack bonus. No SR.
Notable SLAs: None.
Final Evaluation: While he certainly has a good bit of damage potential, his attack bonus is low enough that he's going to rarely connect. Likely, Hextor won't live up to his reputation as the god of war.

Aspect of Lolth
CR: 11
HD: 14
How to get it: None by RAW, likely SM IX
Role: Assassin
Fluff: Lolth is the goddess of the drow, cruel and calculating. Her aspects maintain her arachnid nature and skills. Her greatest enemies are the gods of the elven pantheon, but she despises most other beings.
Advantages: A brutal STR-draining poison at a decent attack bonus. Plenty of strange, obscure skills. One of the few aspects with SR.
Disadvantages: Low damage and only one attack per round. Low AC and HP. Poison immunity makes her near-useless.
Notable SLAs: None.
Final Evaluation: The foes you're likely to want to use poison on are likely foes with good Fort saves. Given how easily poison is negated (and her lack of other options), I don't find this aspect of Lolth to be a good idea. Use the Envoy instead.

Aspect of Nerull
CR: 12
HD: 16
How to get it: None by RAW, likely SM IX
Role: Brute/Assassin
Fluff: Nerull, Greyhawk's god of death, is known as the Foe of All Good, as he represents malice in its purest form. He regularly consorts with fiends and the undead. His aspects reflect his mastery of negative energy and his ability to find his way through guarded places.
Advantages: Decent damage with his scythe, and a potential undead healing battery with Inflict Critical Wounds. He has a rather surprising complement of rogue skills, with Disable Device, Open Lock, Appraise, Search, and Craft (alchemy).
Disadvantages: Low AC and HP. No SR.
Notable SLAs: Inflict Critical Wounds at will.
Final Evaluation: You have better rogue options. You have better melee options. But you might not have better necrotic healing options (except perhaps the Oculus), so Nerull might be considered for that.

Aspect of Vecna
CR: 10
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Vecna, once an exceptionally powerful lich, is now the dark god of secrets and forbidden arcane lore. His aspects retain his skill with magic, albeit with a much more limited repertoire. Vecna's greatest enemy is his treacherous lieutenant Kas, though he has foes ranging from Iuz the Old to St. Cuthbert to the Lady of Pain.
Advantages: Very good scholarly skills. Undead immunities. Good against incorporeal foes with a ghost touch dagger and magic missile at will.
Disadvantages: Very low HP, due to his lack of a CON score. Exceptionally poor in melee.
Notable SLAs: Empowered Magic Missile, at will.
Final Evaluation: At the very least, Magic Missile is always a dependable option. But it does so little damage that summoning Vecna is like plinking away at a tank with an airsoft gun - sure, you might get lucky eventually, but you're going to need a lot more firepower to get the job done.

Dragon Magic

Aspect of Tiamat
CR: 13
HD: 12
How to get it: None by RAW, likely SM IX
Role: Caster/Brute
Fluff: The queen of evil dragons, Tiamat is greedy and destructive. She cares only about the rise of her children. Her aspects retain her multiheaded capabilities, breath weapons, and poisonous stinger. Her greatest enemy and direct opposite is Bahamut, the lord of all good dragons.
Advantages: Six damaging attacks per round with a painful CON-draining poison. Each of her five heads can breathe a 40' cone or line of varying elemental energy every 1d4 rounds, though only one head can do so in a given round. Great elemental resistances and attack options. Her AC is above average for her level. Blindsense 60'.
Disadvantages: Poor maneuverability. A good reflex save combined with elemental resistances or Evasion can shut her breath weapons down fairly easily.
Notable SLAs: None.
Final Evaluation: This version of Tiamat is much better than the Miniatures Handbook version, and it's also one of the best aspects you have available to you. You can use her as a mobile artillery platform, or have her deliver some severe pain in melee with her five bites. She's not the best melee summon you have, but she's in the top ten. The version in the FCII Web Enhancement is essentially the same, but trades damage for maneuverability. Not a fair trade in my mind - stick with this one.

Lords of Evil

[sexy image]

I shall not be made to serve a mortal! I will gnaw the flesh from your bones and listen to it scream. And when you are nearly a flayed, bloody carcass, I shall have my priests revive you, so that I may repeat the process, eternally. Such is the penance for your presumption.

- Demogorgon, Prince of Demons, trapped in a king-size calling diagram.

A spell exists in Dragon Magazine #336 called Implore that acts as Greater Planar Binding, but up to 22/24 HD (it is inconsistent in the actual article, but for the purposes of this guide we'll go with 24), as long as you know their truenames. This allows you to bind creatures up to 28 HD, such as the extremely powerful devilish and demonic aspects from the Fiendish Codices. Though binding a demon lord or a duke of hell is one of the quickest routes to destruction available to a character, this guide professes to encompass nearly all playstyles - even nigh-epic ones. Needless to say, binding such aspects should only be attempted by the most powerful (and suicidal) characters.

Every single demon lord is available to you with this method. You can bind most of the dukes of hell (technically still aspects, but so powerful that in most games, you might as well consider them the real deal), but you're out of luck with Asmodeus, Baalzebul, Belial, and Mephistopheles - their HD totals are too high for you to bind them.



Champions of Ruin

Bazim-Gorag, the Firebringer
CR: 21
HD: 25
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Overlord
Fluff: The vengeful spirit of every frog you ever blew up with fireworks.
Advantages: Bazim-Gorag is the ultimate pyromaniac in your repertoire. All of his fire-based SLAs are automatically empowered, he has a +4 Unholy Flaming Burst glaive, and three times a day he can cause 100 fire damage with a normal melee attack. This is in addition to his respectful full attack schedule, hefty defenses, and his flaming aura, as well as the ability to act as an infiltrator with high social skills and shapechanging abilities. But the feather in his flaming cap is his Double Mind ability - he can fire off an extra standard action per round, as long as it's purely mental. Devastating full attacks and magical might? Sign me up. He also has Leadership, but that's the kind of gravy your DM should keep far, far away from you.
Disadvantages: As you can probably expect, fire immunity is a bit of a sore spot for him. He's a bit sluggish on the ground, too.
Notable SLAs: Animate Objects, Chaos Hammer, Cloak of Chaos, Detect Thoughts, Fear, Fire Storm, Greater Dispelling, Invisibility, Shatter, Telekinesis, Wall of Fire, and Word of Chaos at will, plus Dispel Law, Divination, Hold Monster, Meteor Swarm, Power Word Stun, and True Seeing 3/day, plus Geas/Quest, Power Word Kill, Vision, and Weird 1/day.
Final Evaluation: Against things that burn, Bazim-Gorag is a wonder of a bind. Against things that do not, he's not nearly as effective in melee - though he's still no slouch with his wide variety of SLAs. A choice pick.

Kezef, the Chaos Hound
CR: 21
HD: 28
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Assassin
Fluff: Nice doggie. Good doggie. Don't kill me, doggie.
Advantages: He's a superior tracker with the ability to move at the speed of teleport (even in a Dimensional Anchor!). He can't ever lose his prey once he finds the scent, and he'll nearly always surprise them with his ability to auto-roll a 20 on any initiative check. Scry and Die Mark II. His howl can confuse and panic his enemies. He also has high SR and some useful immunities.
Disadvantages: Unfortunately, he's a bit crap in melee, with only three piddling attacks. His acid breath will be shrugged off like so much bubble bath by basically anything at this level. His AC is disappointingly low, as is the DC on his howl.
Notable SLAs: Air Walk, Improved Invisibility, Planeshift, and Greater Teleport at will.
Final Evaluation: Situationally useful, but I wouldn't use the Chaos Hound as a bodyguard - he's just not all that impressive as a combatant. But if you need to find a paranoid, teleporting BBEG, he's the dog now, man.

Fiendish Codex I

To save some space, please note that all demon lords in this section have the following SLAs at will: Astral Projection, Desecrate, Detect Good, Detect Law, Greater Dispel Magic, Greater Teleport, Telekinesis, Unhallow, and Unholy Blight.

Baphomet
CR: 20
HD: 24
How to get it: Implore
Role: Brute
Fluff: Mess with the bull, and you get the horns.
Advantages: Pretty damaging in melee, with plenty of powerful attacks. Quick on his feet. Good on the defensive too - he can't be caught flat-footed and has respectable AC and CON. Between his 12d6 negative energy breath weapon and his Powerful Charge, he can provide good artillery against a single target or cut a large swath through minions. He can summon a goristro (meh) or a squad of bulezaus (useless). He shines against animals, with Wild Empathy and Dominate Animal as an SLA.
Disadvantages: Bellow is easily shut down with various immunizing spells. Some parts of Natural Cunning won't come into play very often (how often do you get Mazed?). His SLAs are a bit lackluster, too.
Notable SLAs: Dominate Animal, Fly, and Passwall at will, plus Maze and Symbol of Fear 3/day, plus Awaken 1/day.
Final Evaluation: Solid, if unremarkable. Good in melee with passable casting abilities, Baphomet is a big dumb wall of meat for you to hide behind - and he can summon more meat as well. A fine defensive choice for a bind, but don't expect him to be a battle-winner all by himself. More useful in a campaign with lots of animals and beasts, but that's unlikely at higher levels.

Dagon
CR: 22
HD: 25
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Manipulator/Caster
Fluff: 1d6 adventurers per round.
Advantages: Plenty of attacks per round. An excellent grappler, being Gargantuan, having 40' reach, and possessing Improved Grab/Constrict. He can also swallow Large or smaller opponents. He has a naturally high AC, and his Form of Madness forces creatures to take penalties to hit against him, making him a decent tank. A devastating poison, too (3d6 CON). Horrid Wilting is always nice to have. Good immunities (poison, mind-affecting, cold), and respectable tanking stats: high AC, CON, DR, and Fast Healing. A very fast swim speed.
Disadvantages: His attacks aren't particularly damaging. Lackluster SLAs outside of the normal demon lord choices. Doomsong is situational at best. He's big, so you can't really take him dungeon crawling. His Form of Madness is annoying, but can be dealt with as long as you stay away from the ocean and fighting aquatic creatures.
Notable SLAs: Chaos Hammer, Deeper Darkness, Fly, and Nightmare at will, plus Quickened Greater Dispel Magic, Horrid Wilting, and Symbol of Insanity 3/day, plus Gate 1/day. Note that Dagon, unlike his fellow demon lords, cannot cast Unholy Blight at will.
Final Evaluation: Best in an aquatic locale or campaign, Dagon is an excellent melee combatant whose grappling and swallowing abilities will likely prove useful as control. I'm less convinced by his spellcasting abilities, but he's extremely dangerous as a tank and lockdown warrior. Unfortunately, he's dangerous to you as well. Certainly more avoidably so, but I still have a kneejerk hatred of all Forms of Madness.

Demogorgon
CR: 23
HD: 27
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Overlord
Fluff: I'm the Prince of Demons. No, I'm the Prince of Demons! No, me! Me! Are not! Am too!
Advantages: Dual. Frigging. Actions. Five attacks per round, with Rotting tentacles (1d6 CON drain, plus 1 every hour thereafter until healed). His gazes can be useful, either charming, hypnotizing, or driving your opponents insane. His tail slap drains 1d4 levels with no save - quite useful as a debuffer. And if you're really pressed, he can summon the hosts of the Abyss to your side.
Disadvantages: His damage is actually quite pitiful for this level of play. Average reach and speed makes him less mobile than other choices.
Notable SLAs: Contagion, Fly, and Project Image at will, plus Feeblemind and Symbol of Death 3/day, plus Dominate Person 1/day.
Final Evaluation: He's a damn twofer! He's not so much a raging warrior as he is a debilitating tactical choice - two actions per round is extremely useful, and he can wipe away any advantages your opponents have with his various ability and level draining powers. Failing that, he can seriously mess them up. Hard to kill and scary to face. But I can't help but hear this tiny voice in the back of my head saying "Binding Demogorgon is probably a bad idea."

Fraz-Urb'luu
CR: 21
HD: 24
How to get it: Implore
Role: Caster/Manipulator
Fluff: Annoying other demon lords and mortals alike since the dawn of the tanar'ri.
Advantages: He can automatically summon any other demon, though note that doing so does not give him any sort of control over the demon. A halfway-decent grappler and imbued with stereotypical demon lord hardiness.
Disadvantages: Pretty pathetic in melee for such a high-level monster. He's not all that mobile, either. Lackluster SLAs and abilities - are 1d4 vrocks really going to make a difference for you?
Notable SLAs: Greater Magic Fang and Summon Monster VII at will, plus Programmed Image and Symbol of Weakness 3/day, plus Summon Monster IX 1/day.
Final Evaluation: Ehhh. You're already a summoner. Fraz is significantly weaker at your specialty (after all, you're built for it and all he has is Augment Summoning), and he's not exactly going to cut it in melee either. Avoid altogether.

Graz'zt
CR: 22
HD: 27
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Brute/Manipulator
Fluff: Ebony adonis or mutant mastermind? You decide.
Advantages: Decent in melee with a +5 acidic burst bastard sword, though he sacrifices accuracy for damage more than I'd like. Fiendishly difficult to hit in melee, with 54 AC and 50% miss chance from Displacement. Dominate Person is a nice SLA to have in a humanoid-heavy campaign.
Disadvantages: Frightfully few abilities - in fact, the only ones he has are his Fear-inducing sneer and his summoning powers. Some of his SLAs are useful only in niche situations you won't likely encounter. Not very mobile - without outside help, Graz'zt's walking around the battlefield.
Notable SLAs: Charm Monster at will, plus Dominate Person, Empowered Unholy Blight, and Symbol of Persuasion 3/day, plus Trap the Soul 1/day.
Final Evaluation: He's a decent decoy in combat, as he's got the highest AC out of all the demon lords by far (Orcus takes second-place with 48) - but if your enemy is intelligent at all, they'll likely become frustrated whiffing at him and go after you instead. Still, he's capable of wading into melee and doing a lot of damage, dominating and scaring vulnerable enemies. Not exactly spectacular, but plenty of points for style.

Juiblex
CR: 19
HD: 21
How to get it: GPB with Improved Calling and Infernal Bargainer, or Implore
Role: Brute
Fluff: Somebody call Venkman - this guy's a serious slimer.
Advantages: All the ooze advantages without the drawbacks, plus his own personal set of great resistances and defenses. His acidic touch is great against armored foes, and he can spit green slime as a free action every other round, giving him some free Con damage here and there. He's a decent grappler, and can engulf Medium creatures to drown and/or sear them with his acidic form.
Disadvantages: Not stellar in melee, with a weak attack bonus and poor AC. Other than Hold Monster, his SLAs are nothing to get excited about.
Notable SLAs: Fly and Hold Monster at will, plus Quickened Hold Monster, Phase Door, and Symbol of Insanity 3/day, plus Despoil 1/day.
Final Evaluation: He's more of a tank than anything else - his poor AC may encourage dumber foes to focus on him, and he can soak up hits while dissolving arms and armor. Best against human-shaped and human-sized enemies, as they're most likely to depend on equipment.

Kostchtchie
CR: 21
HD: 23
How to get it: Implore
Role: Brute
Fluff: Kostchtchie smash!
Advantages: A big dumb brute with an enormous hammer, Kostchtchie can pound away with aplomb. His attack bonus isn't stellar due to his use of Power Attack, but if his hits connect, they're gonna hurt. He forces a one-round stun (DC 36) if he connects with a critical hit, which is nice. He also has respectable AC and a high HP total. Plus, barbarian rage.
Disadvantages: Almost no options outside of straight melee combat - anything with mobility and/or trickery will outmaneuver him easily. His magical skills are sorely wanting. Sadly, his maul only has a +1 bonus on it (you'd think a demon lord could afford something better). Pathetic reflex save and a weakness to fire means he easily succumbs to heat.
Notable SLAs: Ice Storm and Wind Walk at will, plus Poison and Symbol of Weakness 3/day, plus Harm 1/day.
Final Evaluation: My instinct is to pass him over - for the same spell, you could be binding Bazim-Gorag or Bel, both of whom are much better in melee and have a multitude of other options available to them. I'm not impressed.

Malcanthet
CR: 21
HD: 25
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Assassin/Manipulator
Fluff: Kiss and tell.
Advantages: Now this is more like it! Malcanthet, despite looking somewhat fragile, is just made for wading into melee, with 10d6 sneak attack and a weakening gaze (that she can also use to dominate one creature per round, though she can only maintain one thrall at a time). She gets eight attacks per round, including a +5 shocking burst chain (making her an excellent tripmonkey or disarm artist) and a tail sting that inflicts crippling Wis damage. She's fast, mobile, and can sow dissension and chaos in the ranks of your enemies, even if she can't get into melee with them. Her high AC is primarily due to a deflection modifier, meaning that unlike most of her peers, she has a respectable touch AC.
Disadvantages: Reflect Enchantment, though cool in concept (she reflects any enchantment spell that fails to overcome her SR back at the caster), ends up being fairly useless. Creatures immune to critical hits will foil her quickly, as her melee damage is low without the sneak attack.
Notable SLAs: Charm Monster, Disguise Self, and Greater Command at will, plus Mind Fog and Symbol of Persuasion 3/day, plus Mass Charm Monster 1/day.
Final Evaluation: If you can't see the allure of having the queen of the succubi fight at your side, I just don't know what to do with you. Even without the supreme sexiness, she's awesome in a scrap. A definite contender for one of the best binds in this power level.

Obox-Ob
CR: 22
HD: 26
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Brute/Manipulator
Fluff: "Hey! You tanar'ri! Get off my lawn!"
Advantages: Definitely a theme running here, with the ability to throw out tons of bugs. Obox-Ob's venom is particularly deadly against wizards, draining intelligence quickly and turning the victim into a fiendish scorpion if it kills. Implant Chaos is a potent debuff, inflicting 1d4 negative levels per round until death if it succeeds. He's reasonably mobile and has Flyby Attack.
Disadvantages: His melee abilities are neither particularly accurate nor damaging, and his Discordant Drone ability has a weak DC. His Form of Madness is useless (oh no, they'll have nightmares! You're trying to kill them).
Notable SLAs: Giant Vermin and Summon Swarm at will, plus Creeping Doom, Quickened Giant Vermin, Quickened Telekinesis, and Symbol of Insanity 3/day, plus Polymorph Any Object (vermin shape only) 1/day.
Final Evaluation: If you like bugs, you'll like Obox-Ob. I'm not thrilled by him, but he has a few potent debuffs. The problem is making them connect. Too unreliable for my liking, but he can produce his own walls of chitin.

Orcus
CR: 22
HD: 26
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Brute/Caster
Fluff: Fat guy in a little coat. Except the coat is made of human flesh.
Advantages: Unlimited Enervation's never a bad thing. His Wand can cause instant death to quite a few enemies. He's reasonably accurate in melee, and his AC is respectable (though not at the Graz'zt level). Undead immunities without the weaknesses are definitely on the plus side. Admirable ranks in craft (alchemy).
Disadvantages: Pitifully low DCs on his SLAs, owing to his low Charisma. His wand isn't much better, but at least it forces a save with every touch. His attacks aren't particularly damaging. Quite slow and sluggish. Death Ward pretty much shuts him down cold.
Notable SLAs: Command Undead and Enervation at will, plus Quickened Enervation, Finger of Death, and Symbol of Death 3/day, plus Wail of the Banshee 1/day.
Final Evaluation: For a supposed lord of death, he's not actually all that skilled at making things die. Easily negated and disappointingly weak at his supposed niche. I'd skip him entirely, unless I wanted to force the Demon Prince of the Undead to make me some tanglefoot bags.

Pale Night
CR: 21
HD: 24
How to get it: Implore
Role: Manipulator
Fluff: Trust me, do NOT go in there. Wheeew.
Advantages: Quite mobile in the air, with all the advantages of incorporeality and a Charisma-draining touch. Since she's a Charisma-fiend herself, her SLAs are potent and can definitely swing a battlefield in your favor. Her Embrace ability is powerful, forcing an enemy to make a Fort save at a 34 DC or be put in permanent stasis - and it stuns even on a success.
Disadvantages: She won't be dealing any damage besides her status effects and the Charisma drain, as her martial abilities are practically non-existent.
Notable SLAs: Confusion and Magic Jar at will, plus Quickened Confusion, Insanity, and Symbol of Insanity 3/day, plus Imprisonment 1/day.
Final Evaluation: Kind of a left-field bind, but a potent one if used correctly. She can divide and conquer the battlefield for you, leaving your foes confused, stunned, possessed, or sunk into a horrible nightmare of a coma. But don't expect her to draw any enemy attention away from you.

Pazuzu
CR: 22
HD: 27
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Overlord
Fluff: And zat, little one, is how Papa Pun-Pun came to rule ze world. Now bonne nuit, bonne nuit to you all.
Advantages: A fine attack schedule with his +3 anarchic greatsword, he's also mobile and quick, with a decent AC and more Fast Healing than most of his peers. His Aura of Servile Avians can force flying evil creatures to waste their attacks on him. He has two breath weapons: his poisonous acid breath is damaging and debilitating, while his locust swarm breath can provide some distractions for lesser minions.
Disadvantages: Wish is available on lower-level creatures without jumping through so many hoops, so it's not really that much of a draw. His other SLA choices are lackluster at best.
Notable SLAs: Insect Plague and Wind Walk at will, plus Plane Shift and Symbol of Persuasion 3/day, plus Wish 1/day.
Final Evaluation: You've got better melee choices, but his mobility in the air (and his ability to deal with flying foes) is nearly unmatched. Very situational, but if you know you're going up against a dragon behemoth, he can be a helpful distraction.

Yeenoghu
CR: 20
HD: 24
How to get it: Implore
Role: Brute
Fluff: If you covered him in vegetation, you'd have yourself a grassy gnoll.
Advantages: He can do plenty of damage with his triple-headed flail, as well as potentially causing confusion or paralysis. He's got a fairly high AC, and can summon a veritable horde of low-level distractions.
Disadvantages: His flail's DC isn't exactly special, and he's not exactly a star in the accuracy department. His complement of SLAs aren't especially helpful.
Notable SLAs: Bull's Strength, Fly, and Ghoul Touch at will, plus Power Word Stun, Rage, and Symbol of Weakness 3/day.
Final Evaluation: Another mindless brute with not much else to recommend him. You've got much better choices. No need for this one.

Zuggtmoy
CR: 21
HD: 26
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Brute/Caster
Fluff: Fear her freaky fungus.
Advantages: She's a potent grappler, with a decent modifier and the ability to drain Constitution from foes she's engulfed. Her Plant immunities are handy and she has a decent (though not amazing) AC. Sporegate allows her to teleport willy-nilly within a 60' radius, giving her some much-needed mobility.
Disadvantages: Only a few of her SLAs are useful, and the DCs on them are piss-poor. She'll rarely cause much damage in a straight melee, depending heavily on grappling to do anything at all.
Notable SLAs: Contagion, Fly, and Wall of Thorns at will, plus Quickened Contagion, Polymorph Any Object (fungal forms only), and Symbol of Death 3/day, plus Implosion 1/day.
Final Evaluation: She definitely falls into the grappler niche, and she's not exactly stellar at it. Her lack of Charisma really hurts her utility and effectiveness in the SLA department. Definitely an unnecessary pick.

Fiendish Codex II

Bel
CR: 20
HD: 22
How to get it: GPB with Infernal Bargainer and Improved Calling, or Implore.
Role: Brute/Caster
Fluff: Uncle Bel wants YOU for the Blood War.
Advantages: Bel just tears it up in melee with his flaming greatsword. He also has damaging SLAs and great defenses, with top-notch DR and AC. A decent grappler with a deadly poison bite. He possesses a mighty fear aura and can summon more devils to his side.
Disadvantages: A very difficult bind. His SLAs are mostly limited to blasting.
Notable SLAs: Dispel Magic, Hellfire Storm, Hold Person, Magic Circle Against Chaos, Major Image, and Wall of Fire at will, plus Meteor Swarm and Unholy Aura 1/day.
Final Evaluation: Essentially an improved Pit Fiend (with everything that entails), Bel is a heavy hitter of a bind - perhaps one of the best available to you at the GPB level, at least on the same level as Balors, Klurichirs, and Molydei. Though this will likely draw the wrath of the Hells on you, it might be worth the risk.

Dispater
CR: 21
HD: 28
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Brute
Fluff: You sit in your tower! And... nap!
Advantages: Dispater is made to essentially wade into melee and cause havoc with his rusting grasp or at-will Flesh to Iron touch attacks. He's best against armed and armored foes. Good tactical melee choice - decent tripper and grappler. Likely real effective against golems. He can summon a Pit Fiend, just in case he isn't enough on his own, and is surrounded by a formidable fear aura. Really difficult to kill, with loads of HP and resistances. Tons of crafting and rogueish skills, if that's even a consideration at this point.
Disadvantages: His complement of SLAs is pretty pathetic, with out-of-combat divinations and mid-level enchantment and illusions spells. He's not very damaging with that Iron Rod, either.
Notable SLAs: Charm Monster, Greater Dispel Magic, Greater Teleport, Major Image, Suggestion, True Seeing, and Wall of Iron at will, plus Blasphemy, Locate Creature, Locate Object, Polymorph, and Unholy Aura 3/day, plus Iron Body 1/day.
Final Evaluation: He's a good tank, but that's about all an aspect of Dispater excels at. Won't be taking down your foes quickly - and if you're tossing around 28 HD minions you're likely fighting some awful, awful things. Outclassed by others, but could be useful if you have him soak up damage while continually trying to turn your foes into twisted iron mockeries of their former selves.

Fierna
CR: 19
HD: 28
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Caster
Fluff: She's Bel's consort! She's Bel's daughter! She's Bel's consort AND Bel's daughter!
Advantages: Well, she certainly likes fire! Like, a lot. So much so that that's about all she can do. Besides laying down some serious temperature-induced pain, she also has a formidable fear aura.
Disadvantages: Fire resistance is easy to come by and really puts the hurt on her blasting abilities. Her melee follow-up is pathetic - either piddling little claws or a lackluster Flame Blade. The creatures she can summon are really underpowered: barbazu or hamatula. They're little more than hors d'ouevres for your enemies by now.
Notable SLAs: Dispel Magic, Fireball, Fire Shield, Flame Blade, Greater Teleport, Suggestion, and Wall of Fire at will, plus Dominate Person and Fire Storm 3/day, plus Meteor Swarm 1/day.
Final Evaluation: Way too easy to shut down completely. Her obsession with fire is all-consuming - if you can't kill it with fire, Fierna won't be killing it at all. Too one-dimensional for my tastes, so give her a well-deserved pass.

Glasya
CR: 22
HD: 28
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Manipulator
Fluff: A real daddy's girl.
Advantages: She has a small selection of battlefield-turning SLAs at formidable DCs. If those fail, she's halfway-capable in melee with her scourge, and fairly mobile. She can potentially summon a pit fiend twice per day and can drain WIS with a touch attack. She's surrounded by a powerful confusion aura (the range of which can be extended by her Dilate Aura feat), which can make her a great eye-of-the-storm combatant.
Disadvantages: Her SLAs are too focused on save-or-dies (and Enchantment spells, to boot), and too limited. Her poison and disease are straight-up terrible (be unable to heal damage from her bite attack? Really? Her bite attack sucks). Immunity to mind-affecting spells shuts her down cold.
Notable SLAs: Charm Monster, Contagion, Greater Dispel Magic, Greater Teleport, Major Image, Polymorph, Suggestion, and True Seeing at will, plus Dominate Person and Hold Monster 3/day, plus Dominate Monster and Finger of Death 1/day.
Final Evaluation: She's got a lot of options at her disposal, which is nice. But she's not particularly adept at any of them - she's not as mobile as Levistus, not as durable as Dispater, not as damaging as Bel. I find her to be sadly inefficient at disposing of your foes. Not my first choice by a long shot, but certainly better than Fierna.

Levistus
CR: 21
HD: 25
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Assassin/Caster
Fluff: Ice to meet you, Batman (Wizard).
Advantages: A potent high-level swashbuckler. He can achieve a phenomenal AC with Elaborate Parry and Combat Expertise, rack up some extra damage (including CON damage) against foes with discernable anatomies, and has Evasion and Spring Attack. High ranks in great mobility skills. His SLAs are useful (though not brilliant) and he can deflect spells 1/day. When all else fails, he can dive in with a memory-wiping, stunning touch and summon gelugons or a pit fiend.
Disadvantages: Doesn't do much damage, even with Precise Strike - the duelist is a bad combat archetype. Having such a high AC defeats the purpose of having a meat shield - your foe will likely get sick of missing and move on to less agile fare.
Notable SLAs: Charm Monster, Clairaudience/Clairvoyance, Greater Dispel Magic, Greater Teleport, Ice Storm, Major Image, Scrying, See Invisibility, Suggestion, and Wall of Ice at will, plus Demand and Unholy Aura 3/day.
Final Evaluation: While he won't replace a rogue (owing to his lack of Disable Device and Search ranks), Levistus can be a very mobile, agile fighter to add to your ranks. As most of your other potential binds tend to be brute force bruisers, it's a nice change of pace - though not an altogether better one. He's arguably more effective against casters, as he can close in and harass them once you've grounded/dispelled them (I wish this version had the Magebane rapier that his aspect does, as it'd be more welcome than Wounding), potentially hitting with his stunning Amnesia Touch. An interesting pick - but not one I'd take in a heartbeat.

Mammon
CR: 21
HD: 28
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Brute/Manipulator
Fluff: Greed, for lack of a better word, is good.
Advantages: Very capable in melee and a potent grappler. Great defenses, HP, and AC. Touch of Greed is potentially extremely hilarious, as it forces your foe to randomly attempt to steal someone's valuables. Decent SLAs that aren't well-represented elsewhere. Decent skills, with Appraise, Forgery, and Search. High ranks in Profession (bookkeeper), in case you ever needed the services of a fiendish accountant.
Disadvantages: Touch of Greed could end up screwing you (what if it comes for your valuables?). Turning into a Pit Fiend is pretty useless - Mammon is already more powerful than one. Unholy is always such a waste of a weapon property unless you're in an evil campaign.
Notable SLAs: Charm Monster, Discern Location, Enthrall, Fireball, Greater Teleport, Major Image, See Invisibility, and Suggestion at will, plus Hold Monster, Phantasmal Thief, and Unholy Aura 3/day, plus Weird 1/day.
Final Evaluation: An interesting mix of melee/grappling prowess and manipulative abilities, Mammon is probably your second best combat choice from this book, if only for powerful crushing serpent body. Bel is a better raw fighter, but Mammon has subtler, more devious spells and the most summoning potential out of these aspects. But seriously, Profession (bookkeeper)? Mammon, you crack me up.

Strategizing Your Summons

[sexy image]

"Now, ye see what ye did, laddie? Ye got Hilda here all angry. Now I'm gonna sit back and watch while she rips yer guts out the top of yer head."

- Valgrim Battlehorn, dwarven conjurer, to a very unfortunate giant.

Using your summons isn't always just about choosing the right one. Though you have a wealth of options available to you, it's also a good idea to consider other methods of power - the classic combination of feats, spells, and items. Included below are a number of choices to consider when looking to increase your power as a summoner, from dashing hats to massive buffs. Pay attention to the following section, and you just might go from dabbling demonologist to the calm eye at the center of a summoning storm, a whirling dervish of extraplanar extermination.

A few notes:

I will be concentrating almost solely on Wiz/Sorc and Cleric/Archivist entry with these lists. Though Druids are capable summoners, they do not have access to Summon Monster on their spell lists - therefore I will be ignoring druid-specific spells, feats, and items. Look for a druidic summoning supplement in the future. Other classes such as the Bard, Binder, or Wu Jen have summoning capabilities, but make for poor summoners in general and awful Malconvokers.



Feats

Augment Elemental (Magic of Eberron): Makes your elementals better, with temporary HP and attack and damage bonuses.. Not the best choice for a Malconvoker, unless you alter the class to work on neutral summons - in which case, it becomes a great choice.

Augment Summoning (PHB): Probably your most important feat, as it gives +4 STR and CON to all your summons, making them more effective in melee and more durable. Requires the comparatively less useful Spell Focus (conjuration), but you can always take the Enhanced Summoning Alternative Class Feature to trade Scribe Scroll for this. At least, a wizard can.

Beckon the Frozen (Frostburn): A minor damage boost (1d6 cold) and the addition of the Cold subtype on your summons. This opens up a few buffs from the same book for your creatures, but beware their new vulnerability to fire. Optional to use, so don't when it's disadvantageous.

Chain Spell (Complete Arcane): While you can only chain single-target spells that have a range greater than touch, this is a great metamagic for spreading buffs around. Secondary uses allow you to toss out widespread devastation on the battlefield, so I highly recommend picking it up. It's expensive though, at +3.

Cloudy Conjuration (Complete Mage): So many tactical possibilities for a cloud of sight-blocking, sickening smoke. Put it between you and your enemies when you summon to gain concealment and break line of sight for enemy targeting. Put it on blindsighted summons to give your enemies a temporary debuff while keeping your allies in the fight. Teleport your minions around and leave waves of divisive black smoke. One of my favorite feats, and an auto-include in nearly every summoning build.

Demon Mastery (FCI): +1 CL when summoning demons and +2 on CHA checks to bind them. Good for a demonic-focused summoner. Easy to alter for your own purposes, becoming Devil Mastery, Yugoloth Mastery, et cetera.

Extend Spell (PHB): Likely one of your first metamagics. Always useful, though as a Malconvoker you'll get it for free.

Fiendish Summoning Specialist (Planar Handbook): Allows you to freely add one evil creature per spell level to your summoning lists. Handy if your DM is a stickler about what you can summon. There's also a Celestial version of this, if you're so inclined.

Imbue Summoning (PHB II): A +1 metamagic, this spell allows you to enhance your summons with a 3rd-level-or-lower buff spell for free at the time of summoning. Has to have a range of Touch, though, which can be limiting. A few suggestions from Akalsaris: Babau Slime, Heroics, Girallon's Blessing, Cat's Grace, Eagle's Splendor, or Heroism.

Infernal Bargainer (Races of Faerun): It's a regional feat, and only available to Outsiders. But it adds 2 HD to your binding limits and a -2 on all attempts to escape from your traps. Makes you that much better of a binder. Minor bonuses on a few interplanar divinations, too.

Infernal Sorcerer Heritage (PHB II): Sorcerer-only. Gives +2 to CL when summoning evil outsiders, and minor save bonuses against fire and poison.

Invisible Spell (Cityscape): If you can slide it past your DM (because it's pretty cheesy), all of your summons are now invisible. For free.

Metamagic School Focus (Complete Mage): 3/day, reduce the level adjustment of metamagic in the chosen school by one. Handy.

Nexus Method (Dragon #319): Regional Greyhawk feat, Wizard-only. Lets you spontaneously change non-Conjuration spells to Summon Monster spells. Useful if you're a generalist summoner or a specialist in something other than Conjuration - not so useful as a Conjurer, since most of your slots will be in the school anyway. Definitely avoid as a Focused Specialist Conjurer.

Practiced Spellcaster (Complete Arcane): Fix that lost caster level from the Malconvoker or other partial-progression PrC.

Rapid Metamagic (Complete Mage): Mainly for Sorcerer entry. Apply metamagic to your summoning and still keep it down to a full round action.

Rapid Spell (Complete Divine): Gets those full-round actions down to standards for a +1 metamagic. Good for divine entry, since wizards have the Rapid Summoning ACF and Sorcerers can take Rapid Metamagic.

Stalwart Planar Ally (Planar Handbook): Though you need a Touchstone feat first, this gives you an auto-extend, +4 AC, and +4 to all saves on any creature you summon native to the same plane as your touchstone. Baator or the Abyss are good choices.

Summon Elemental (Complete Mage): Treantmonklvl20 has written more elegantly about this feat on his guide. This gives you free, unlimited elemental summoning, more handy for utility than for combat but still just about one of the most versatile feats around. Nearly always an auto-include.

Twin Spell (Complete Arcane): For a +4 adjustment, you can now summon twice the creatures. With Infernal Legion, a ninth level spell could potentially get you eight Voors (if you roll well). Dubiously useful, but an awfully cool trick.

Spells


Player's Handbook


Aid (Ench; Clr 2): Like Bless, but with some extra temporary HP. Nothing special at higher levels.

Animal Growth (Trans; Wiz 5): Only mentioned it so you know to skip it: all of your animal summons are either celestial or fiendish, and therefore magical beasts. So it doesn't work. If your DM is a bit more lenient, this becomes a great buff spell to throw on some of your heftier beasts - fiendish tyrannosaurs or fiendish dire tigers, for example, benefit significantly from the spell.

Bear's Endurance/Bull's Strength/etc. (Trans; Clr 2, Wiz 2): Strength and Endurance end up being fairly useless for you, as they won't stack with Augment Summoning. Eagle's Splendor can be a nice boost to a primary SLA-using summon, while Cat's Grace is always a little helpful - more so on summons with Weapon Finesse. Owl's Wisdom and Fox's Cunning are more situational. The Mass versions at level 6 are a harder resource to let go of - I'd rather spend my spells at that level doing something more useful.

Bless (Ench; Clr 1): Somewhat helpful at low levels - completely useless and a waste of an action at higher ones.

Cloak of Chaos/Holy Aura/Shield of Law/Unholy Aura (Abj; Clr 8): A potent aura, though it has a limited radius. As a cleric, you're most likely more comfortable wading into melee, and so it may work out in your favor. Cloak of Chaos and Shield of Law may be a bit more palatable to your summons, as I doubt many demons or devils will appreciate being surrounded by a Holy Aura (it may also give you away).

Displacement (Illu; Wiz 3): Short and useless against foes with True Seeing, but occasionally helpful when an evasive tank is needed.

Enlarge Person (Trans; Wiz 1): This buff, though normally superior, really falls through when it comes to a summoner - very few of your resources are humanoids.

Freedom of Movement (Abj; Clr 4): Resource-taxing, but handy against grapplers. Throw it on your best summon and watch it slip out of your foe's grasp time and time again. Smarter enemies might wise up, but not all your enemies are smart.

Haste (Trans; Wiz 3, Bard 3): A classic for a reason. Who doesn't love faster summons with better reflexes, dodging capacity, and an extra attack? Plus, it's a mass spell, so you don't even have to fuss about with metamagic to make it worth your while.

Heroism (Ench; Wiz 3): A potent, long-lasting buff on a single creature. The mass version can affect your entire army. Keep in mind that it's a morale bonus, so if you have a bard in the party or are sporting an Admiral's Bicorne, it's redundant.

Imbue with Spell Ability (Evo; Clr 4): Hey, if you want to throw some low-level buffs on a critter that needs them, this is your spell. Heavy restrictions apply, though you can at least give them the following: Entropic Shield, Protection from X, Shield of Faith, Resist Energy, and Undetectable Alignment (this one in particular has some great roleplaying applications). They cast with your caster level, not their own, so they're still potent.

Invisibility (Illu; Wiz 2): Helps you gain the edge in stealth and surprise. The greater, mass, and superior versions are all quite helpful as well (especially the mass version, since your stock in trade is overwhelming your enemies with veritable platoons of summons).

Jump (Trans; Wiz 1): On a creature like the bar-lgura, whose Jump check is already quite high, the boost can allow you to hit some phenomenal DC's. But at that point, Jump's likely been made obsolete by Fly.

Keen Edge (Trans; Wiz 3): A few of your summons have some powerful effects that take place when they score a critical hit. This helps to bring them into play more often.

Magic Weapon, Greater (Trans; Wiz 3, Clr 4) Sometimes you need something to hit really hard. Better as a wizard. A homebrewed mass version would be gangbusters on Legion Devils or other soldiering fiends.

Polymorph (Trans; Wiz 4): Some dirty tricks available with this one, of course. Some of your summons (like your gigantic vermin) have a much higher HD total than others - you can use this headstart to polymorph them into more powerful creatures at much lower levels than you could otherwise. A Gargantuan fiendish monstrous centipede, for example, has 12 HD and is summonable at SM VI. A Bebilith has 12 HD as well, and is summonable at SM IX. For a 6th level spell and a 4th level spell, you can mimic a 9th level spell.

Protection from Arrows (Abj; Wiz 2): Most of your summons have enough DR to shrug off ranged attacks like they were nothing.

Resist Energy (Abj; Wiz 2, Clr 2): Don't buff your summons with this. Summon things with good elemental resistances to begin with. This goes for all the various iterations of the spell: Endure Elements, Protection from Energy, et cetera.

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #118 on: April 11, 2013, 10:04:05 PM »
Continued...

Shield of Faith (Abj; Clr 1): Deflection bonuses are somewhat rarer on summons, so this could offer a needed AC boost.

Spell Immunity (Abj; Clr 4): Handy if you know what you're up against, as it can make some encounters a walk in the park. You have to know which spells you're likely to face, however. Protects against up to 4th level spells, while the greater version can protect against 8th level spells.

Statue (Trans; Wiz 7): Some interesting applications for bound creatures. Hide your demonic guardians as statues, then have them pop out when they're needed. Handy if you need the element of surprise while guarding a static location.

Telepathic Bond (Div; Wiz 5): Very useful when you need to speak without speaking. Keep in mind that a number of your summons already have telepathy, but this allows you to maintain communication with them over long distances and without barking orders at them (orders that your foes might be able to understand).

Undetectable Alignment (Abj; Clr 2): Judicious use of this and either Alter Self, Disguise Self, or Polymorph can allow you to bring a bound fiend into even the holiest of places. Paladin sanctuaries. Sacred temples. They'll never know the truth!

Vampiric Touch (Necr; Wiz 3): Your summons won't care if you use them as living HP batteries. They're going to pop back to their home plane anyway! Use this on them after they've fought valiantly and just before their duration runs out. Kind of cruel, but fiends might expect such behavior.

Veil (Illu; Wiz 6):Useful on long-term infiltration missions. Turn your fiendish horde into a rabble of dirty peasants, or foppish courtesans, or whatever you need.

Player's Handbook II

Animalistic Power (Trans; Clr 2, Wiz 2): It's a trap. You only get +2 DEX out of it. Avoid this and its mass version (Clr/Wiz 7).

Blessing of the Righteous (Evo; Clr 4): It fills you and your summons with holy light, giving damage bonuses and good-aligned weapons - likely to make your summoned/bound fiends suspicious of your intentions, if they're not already. But it's handy to help them overcome damage reduction against their own kind.

Burning Rage (Trans; Wiz 1): Minor attack and damage bonuses, plus low-level damage reduction. Not a bad deal at low levels, but it does drain your minions' HP (like you care all that much, anyway). It's also one of the few chainable buffs.

Chasing Perfection (Trans; Clr 6, Wiz 6): +4 to all attributes. Can be handy if you're really depending on one summon or bind in particular.

Dimension Hop (Conj; Wiz 2): Low-level teleport. Could be handy.

Dimension Shuffle (Conj; Wiz 5): You are the Chessmaster. Rearrange your pieces how you see fit.

Dimension Step (Conj; Wiz 3): All your minions get to teleport their speed. Good for a quick advance or a tactical shuffle.

Etherealness, Swift (Trans; Clr 5, Wiz 5): Swift-action etherealness can have advantages, even if it's only for a round.

Insight of Good Fortune (Div; Clr 2, Wiz 2): Rerolls are always nice, even if you can only do so once per casting.

Magic Convalescence (Conj; Clr 5): Summon a host of SLA-using summons. Watch them heal you as they destroy your enemies. Nice.

Master's Touch (Div; Clr 2, Wiz 2): You won't need to boost your minions' skills very often, but when you do, this is the cheap and easy way to do it.

Mystic Surge (Univ; Wiz 4): You're a better caster than whatever you'd be using this on. Niche spell.

Regroup (Conj; Wiz 3): When you're in a jam and need backup, Regroup will bring your friends back to you. Handy for your own protection or to rescue your allies and minions from certain doom.

Renewed Vigor (Trans; Clr 4): Remove fatigue and give all allies a +2 bonus to CON (untyped!).

Share Talents (Trans; Clr 2, Wiz 2): Some of your summons have good ranks in good skills. This can help you (or even them) out. Again, I don't recommend wasting spells on improving your summons' skills very often - but sometimes it can be worth it.

Spell Compendium

Amorphous Form (Trans; Wiz 3): A double-edged sword. You get a much better infiltrator and spy, but they lose the capacity for combat and spellcasting, as well as all Su abilities. But it's better to send in an amorphous summon or bind than yourself or a party member.

Armor of Darkness (Abj; Darkness 4): Good deflection bonuses and resistances to holy attacks, if you're an evil cleric type.

Attune Form (Trans; Clr 3, Wiz 4): Taking a bunch of devils to the Abyss? Taking flammable friends to the Elemental Plane of Fire? Bam. No more worries.

Aura of Evasion (Abj; Clr 5, Wiz 6): Handy against dragons and other breath-weapon types. Only handy against dragons and other breath-weapon types.

Babau Slime (Trans; Abyss 3, Wiz 1): Good for low-level grapplers, with a duration long enough to be handy on a few lesser binds. Quickly outscaled, unfortunately, as 1d8 acid damage isn't all that much.

Baleful Transposition (Conj; Wiz 2): Bad guy hiding behind a tall tower or ominous barricade? Not anymore. Now he's smack dab in the middle of your party, and an angry gelugon is amidst his minions.

Battle Hymn (Ench; Wiz 4): Lets you and your party reroll Will saves once per round - handy against manipulative foes.

Beastland Ferocity (Ench; Wiz 1): Useless on summons. Lets your binds fight harder when near death.

Benign Transposition (Conj; Wiz 1): One of the best tactical spells in your repertoire. Swap allies and minions like chess pieces. Avoid sticky situations and grapples.

Blessed Aim (Div; Clr 1): If you have Erinyes, Spinagons, or Arrow Demons on your side, this is a cheap, long-lasting buff for their attacks.

Blindsight (Trans; Clr 3): Blindsight is good. But likely not worth another spell. If you need it, summon something with it already - it's not like you have a shortage of them anyway.

Bloodwind (Trans; Clr 1, Wiz 1): Emergency reach on natural weapons.

Brilliant Aura (Trans; Clr 8, Wiz 7): Your army now ignores armor bonuses. Handy against tanks, but beware - you cannot harm the undead or constructs now.

Cloak of Bravery (Abj; Clr 3): Fearful minions are useless minions.

Conviction, Mass (Abj; Clr 3): An eventual +5 to all your allies'/minions' saving throws. Situationally useful.

Crown of Glory (Ench; Glory 8): You become Super-Commander, handing out +4 morale bonuses and temporary HP like candy on Halloween.

Death Ward, Mass (Necr; Clr 8): Suck on that, Bodaks.

Divine Agility (Trans; Clr 5): If you need +10 to DEX on a summon, this will provide. More useful that Augment Summoning on summons with Weapon Finesse.

Divine Protection (Ench; Clr 2): AC and save bonuses for you and your minions. Also, Thor hands you a condom.

Draconic Might (Trans; Wiz 5): Better on binds. On summons, it only offers +4 CHA and +4 NA, which still might be a tempting proposition - just not for a level five spell.

Fly, Mass (Trans; Wiz 5): Give your landbound minions better maneuverability. Almost a no-brainer - Fly's just that good.

Foundation of Stone (Trans; Clr 1): Sacrifice mobility for slightly better defenses. Not a good trade normally, but might have one or two situational uses.

Fuse Arms (Trans; Clr 2, Wiz 2): Mariliths, lagathti, umbral glooms, etc., all might possibly benefit from this. You're trading attacks away, though, but the greater STR might be worth it in non-combat situations.

Girallon's Blessing (Trans; Clr 3, Wiz 3): Potentially four extra attacks on a summon! Though their damage is a bit low, this is a great spell for mixing it up in melee.

Hamatula Barbs (Trans; Clr 3, Wiz 3): Hey, it's like Babau Slime, only two levels higher and less useful!

Heroics: (Trans; Wiz 2): Grants a fighter bonus feat for a long time. Plenty of options and possibility here. Two words: Martial Study. Two other words: Mage Slayer.

Invisibility, Superior (Illu; Wiz 8): Pretty good on powerful summons and binds. Downright evil on sneak-attackers.

Ironguard, Lesser (Abj; Wiz 5): Immunity to nonmagical metal and the ability to pass right through it. Now your burrowing minions can explore the entire dungeon. The normal version (Wiz 7) allows you to ignore magical metal, too. Pity about the short duration, though.

Life's Grace (Abj; Clr 5): Death Ward Mk. II. Anti-undead.

Mage Armor, Greater (Conj; Wiz 3): +6 armor bonus to your creature - most of your creatures have natural armor, so this stacks. Great.

Mage Armor, Mass (Conj; Wiz 3): Only +4, but affects many more creatures. The Paragnostic Apostle from Complete Champion has an ability called Mind Over Matter that increases all armor bonuses from spells by 2 - this spell and that class thus have quite a bit of synergy. +6 AC to all my summons for one spell? I'll take it.

Mountain Stance (Trans; Wiz 2): When you need a summon to hold its ground against overwhelming odds or to block an escape route, use this.

Programmed Amnesia (Ench, Wiz 9): "For as long as Arkalex the Balor could remember, his entire reason for existence had been to serve and protect his dearest friend and adored master, a frail human wizard." An extremely compelling case for not banning Enchantment.

Recitation (Conj; Clr 4, Purification 3): Luck bonuses are nice, as they're somewhat rarer than morale or enhancement. You probably won't worship the same deity as your fiends, but hey, +2's still not bad.

Reflective Disguise, Mass: (Illu; Wiz 6): Good for infiltration or passing your minions off as "normal."

Resurgence, Mass (Abj; Clr 3): If the crap hits the fan, this can give you and yours a second chance.

Righteous Wrath of the Faithful: (Ench; Clr 5): Now THIS is why you play a cleric summoner. Extra attacks and hefty combat bonuses. A very potent melee buff.

Shadow Phase (Trans; Wiz 3): Displacement Plus. 50% miss chance on mundane attacks, with 20% on everything else. Make your summons more elusive.

Shield of Faith, Mass (Abj; Clr 4): Mass deflection. Spread out the types of bonuses to maximize your benefits.

Snake's Swiftness, Mass (Trans; Wiz 3): Instant attack for all your allies. Potentially tide-turning.

Spiderskin (Trans; Wiz 3): Bonuses to NA, saves against poison, and Hide. Useful on sneakier summons.

Valiant Fury (Trans; Courage 5): Bonuses that stack with Augment Summoning and an extra attack - good stuff. A pity it only works on one creature.

Wings of Air (Trans; Wiz 2): Improves your flying minions' maneuverability by one step - could be good for an aerial battle. The Greater version (Wiz 4) improves it by two steps. It'd be quite good on a Malebranche, for example.

Skill Tricks (Complete Scoundrel):

While not directly making you or your summons better, there are three skill tricks I'll nearly always take, just because they're useful and the investment is fairly minor.

Collector of Stories: A +5 bonus to identify creatures is really useful to you, as knowing your extraplanar creatures is key to success. You can't call one up you don't know about, for example. Makes a lot of sense fluff-wise, too, as you can be a walking encyclopedia of planar monstrosities.

Conceal Spellcasting: Always, always get this if you can spare the points in Sleight of Hand. Hiding your spellcasting has so many uses. No attacks of opportunity, for example. A sneaky summoner is a living summoner.

Swift Concentration: Though as with Extraordinary Concentration in the Feats section above this is questionably legal, this trick allows you to maintain concentration (say, on an Elemental Monolith) as a swift action, opening up the rest of your turn for more summoning.

Items

Admiral's Bicorne (Stormwrack, 51,000 gp): Quite possibly my favorite item ever. While its +5 to Profession (sailor) checks doesn't help you much, the +5 untyped bonus to all charisma checks does, and it also gives you and all your allies a +2 morale bonus on attack rolls, skill checks, and saves. That's a potent buff right there - not only does it make your summons more effective in combat, but it also makes you better too, as well as increasing your Bluff checks by a hefty amount. It's also quite useful for binding, as the battle of wills involved is in fact a charisma check.

Choker of Eloquence, Greater (Complete Adventurer, 24,000 gp): +10 to Bluff checks. Need I say more? Gives the same bonus to Diplomacy and Perform (sing), but you probably don't care about that too much.

Circlet of Persuasion (Dungeon Master's Guide, 4,500 gp): Successfully binding a creature requires a Charisma check. This item gives you +3 to such checks. Competes for space with the Headband of Intellect, but still handy (especially if relegated to another item slot).

Cloak of Charisma +2/+4/+6 (DMG, 4,000-36,000 gp): Most important for Cha-based summoners, but also handy to increase Bluff and Charisma checks even for shut-in antisocial wizards who dumped it at chargen.

Headband of Intellect +2/+4/+6 (DMG, 4,000-36,000 gp): Obvious, but still useful. Crucial for wizards and/or archivists.

Mask of Lies (Magic Item Compendium, 4,500 gp): That +5 competence bonus to Bluff is always handy for a Malconvoker, and having your alignment undetectable can definitely sidestep problems with fiends who can detect good. Disguise Self is just gravy.

Masterwork Tools (DMG, 50 gp each): Always handy - that +2 bonus isn't much by itself, but it helps. I like a bound encyclopedia set, one for each Knowledge skill: only costs 500 gp. Getting one for Bluff, Concentration, and/or Spellcraft should also be high on your list. The disadvantage is that each one weighs a pound, and lots of them add significant weight to your likely-low-strength caster.

Periapt of Wisdom +2/+4/+6 (DMG, 4,000-36,000 gp): Important for cleric/archivist entry - stat boosting items shouldn't really need to be mentioned, but I do so for completion's sake.

Ring of Mighty Summons (Complete Mage, 14,000 gp): Three times per day, you can summon creatures with maximum hit points. This does however halve their duration, but as a Malconvoker (or with Extend Spell), you're breaking even.

Robe of Mysterious Conjuration (MIC, 10,000 gp): Not crucial, but handy: three times a day, you can spontaneously convert any spell into a summon monster spell of the same level. You likely won't be running out in the first place, but anything that increases your versatility with your summons is a good deal.

Scrolls of Uncertain Provenance (MIC, 8,000 gp): Though they have alignment restrictions (LG, LN, LE, or N), a +5 competence bonus to all Knowledge skills is great for monster identification.

Worldmeet Glade (CM, 18,000 gp): Though it's a magical location and not an item per se, it's a goddamn steal. It basically gives you a blanket untyped +2 bonus to nearly everything: HP per HD, attack and damage rolls, saves, skill checks, and ability checks. It's clearly overpowered (there are no restrictions on its usage per RAW), but a must-have for every summoner.

Favorite Summons and Final Thoughts

[sexy image]

vailable Summons by CR

Demons
1: Mane (FCI)
2: Abyssal Maw (MMII), Abyssal Skulker (MMII), Dretch (MMI), Nashrou (MMIV), Quasit (MMI)
3: Air Demon (DrC), Carnage Demon (MMV), Gadacro (MMV), Incubus (DrM 353), Maurezhi (FF), Rutterkin (FCI), Wrackspawn (MMIV)
4: Abyssal Eviscerator (MH), Ash Demon (DrC), Ekolid (FCI), Guecubu (FCI), Skulvyn (FF), Water Demon (DrC)
5: Abyssal Ravager (MMII), Bar-lgura (FCI), Cambion (EDP), Earth Demon (DrC), Jovoc (MMII), Nabassu, juvenile (MMII), Skurchur (DrM 333)
6: Artaaglith (GW), Aspect of Zuggtmoy (FCI WE), Babau (MMI), Broodswarm (FCI), Caligrosto (DrM 360), Ice Demon (DrC), Uridezu (MotP)
7: Armanite (FCI), Arrow Demon (MMIII), Aspect of Baphomet (FCI WE), Aspect of Fraz-Urb'luu (FCI WE), Aspect of Pale Night (FCI WE), Fire Demon (DrC), Succubus (MMI)
8: Ankashar (DrM 341), Aspect of Juiblex (FCI WE), Aspect of Malcanthet (FCI WE), Aspect of Pazuzu (FCI WE), Dybbuk (FCI), Palrethee (MMII), Shadow Demon (BoVD), Solamith (MMV), Yochlol (FCI)
9: Aspect of Dagon (FCI WE), Aspect of Demogorgon (FCI WE), Aspect of Orcus (FCI WE), Bulezau (FCI), Carnevus (EDP), Mavawhan (DrM 345), Vrock (MMI), Whisper Demon (MMIV), Zovvut (MMII)
10: Adaru (MMV), Alkilith (FF), Aspect of Kostchtchie (FCI WE), Aspect of Yeenoghu (EDP), Bebilith (MMI), Cataboligne (ERCG), Cerebrilith (XPH), Chasme (FCI), Draudnu (MMV), Laghathti (FCI)
11: Aspect of Graz'zt (EDP), Hezrou (MMI), Kastighur (MMIV), Retriever (MMI), Wastrilith (FF)
12: Aspect of Obox-Ob (EDP), Ghour (LEoF), Lilitu (FCI), Manitou (DrM 359), Turagathshnee (DrM 312), Vathugu (DrM 337)
13: Glabrezu (MMI), Jarilith (MMII), Oculus (EDP)
14: Belairon (ST), Blood Fiend (FF), Kelvezu (MMII), Nalfeshnee (MMI), Verakia (DrM 357)
15: Anzu (DrM 329), Nabassu, mature (FCI), Orlath (ST), Sibriex (FCI)
16: Golothoma (EE), Goristro (FCI), Uzollru (DrM 349)
17: Klurichir (FF), Marilith (MMI), Sorrowsworn Demon (MMIII)
18: Deathdrinker (MMIV), Myrmyxicus (FF)
19: Juiblex (FCI), Molydeus (FCI)
20: Balor (MMI), Baphomet (FCI), Yeenoghu (FCI)
21: Fraz-Urb'luu (FCI), Kostchtchie (FCI), Malcanthet (FCI), Pale Night (FCI), Zuggtmoy (FCI)
22: Dagon (FCI), Graz'zt (FCI), Obox-Ob (FCI), Orcus (FCI), Pazuzu (FCI)
23: Demogorgon (FCI)

Devils
1/2: Kalabon (FCII)
1: Lemure (FCII)
2: Imp (MMII), Imp, filth (FF), Imps of ill humor (DrM 338), Nupperibo (FCII)
3: Advespa (MMII), Imp, bloodbag (FF), Imp, euphoric (FF), Legion Devil (FCII), Sand Devil (DrM 306)
4: Abishai, white (FCII), Glass Devil (DrM 306), Spined Devil (FCII)
5: Abishai, black (FCII), Bearded Devil (MMI), Marrash (MMII), Narzugon (FCII)
6: Abishai, green (FCII), Chain Devil (MMI), Desert Devil (Sand), Gulthir (MMV), Kocrachon (BoVD), Obsidian Devil (DrM 306), Spiked Devil (DrM 306), Steel Devil (FCII)
7: Abishai, blue (FCII), Amnizu (FCII), Coal Devil (DrM 306), Harvester Devil (FCII), Hellcat (MMI), Pain Devil (FCII)
8: Abishai, red (FCII), Erinyes (MMI), Maelephant (FF), Orthon (FCII)
9: Aspect of Bel (FCII WE), Aspect of Fierna (FCII WE), Bone Devil (MMI), Stitched Devil (MMV)
10: Aspect of Belial (FCII WE), Aspect of Dispater (FCII WE), Aspect of Levistus (FCII WE), Aspect of Mammon (FCII WE)
11: Aspect of Baalzebul (FCII WE), Aspect of Glasya (FCII WE), Aspect of Mephistopheles (FCII WE), Assassin Devil (FCII), Barbed Devil (MMI), Death Devil (DrM 353), Death Hurler (DrM 309), Pleasure Devil (FCII)
12: Aspect of Asmodeus (FCII WE), Ayperobos Swarm (FCII)
13: Ice Devil (DrM 306), Lead Devil (DrM 306), Scyllan (Sto)
14: Logokron (TM), Malebranche (FCII)
15: Horned Devil (MMI), Remmanon (MMV), Xerfilstyx (FCII)
16: Ghargatula (BoVD)
17:
18: Paeliryon (FCII)
19: Fierna (FCII)
20: Bel (FCII), Pit Fiend (MMI)
21: Dispater (FCII), Levistus (FCII), Mammon (FCII)
22: Glasya (FCII)


Others
1/2: Skiurid (MMIV), Maeluth (FF), Tiefling (MMI), Wispling (FF)
1: Abrian (FF), Arrow Battleloth (DrM 306), Bladeling (MMII), Frost Dwarf (PH), Githyanki (MMI), Howler Wasp Drone (MMIV), Kaorti (FF), Kython Broodling (BoVD), Windrazor Windblade (MMIV)
2: Axe Battleloth (DrM 306), Baphitaur (Und), Crossbow Battleloth (DrM 306), Demonhive Attendant (MMIV), Demonhive Swarm (MMIV), Fey'ri (MoF), Pick Battleloth, Tanarukk (MoF), Terlen (FF), Vargouille (MMI)
3: Cranial Encyster (DrM 330), Hell Hound (MMI), Howler (MMI), Khaasta (FF), Kython Juvenile (BoVD), Flamebrother Salamander (MMI) Simpathetic (DrM 351), Skeroloth (FF), Spiked Chain Battleloth (DrM 306), Stone Flyer (Und), Sword Battleloth (DrM 306), Yeth Hound (MMI)
4: Barghest (MMI), Myrlochar (MoF), Lesser Nightmare (PH), Reth Dekala (ToB), Urquirsh (DrM 358), Vaath (BoVD), Voor (MMIV), Vorr (FF), Windscythe Windblade (MMIV)
5: Achaierai (MMI), Greater Barghest (MMI), Canoloth (MMIII), Corruptor of Fate (MMIV), Draegloth (DotU), Earth Whisper (RoS), Harakin (FF), Howler Wasp Queen (MMIV), Kython Adult (BoVD), Nightmare (MMI), Rejkar (MMIII), Shadow Eft (CP), Shadow Mastiff (MMI), Tsoreva Quori (MoE)
6: Demonhive Queen (MMIV), Malfera (DrM 343), Mezzoloth (MMIII), Salamander (MMI), Varrangoin (FF), Xill (MMI).
7: Dao (MotP), Ephemeral Hangman (ToM), Gloom Golem (MMIII), Krathbairn (DoF), Naityan Rakshasa (ToB), Ghirrash Shadow Beast (MH), Slasrath (FF), Souleater (MoI), Tsucora Quori (EBCS)
8: Akleu (DrM 348), Echinoloth (Storm), Efreeti (MMI), Kaortic Hulk (DrM 330), Kython Impaler (BoVD), Pack Fiend (PH), Zakya Rakshasa (EBCS), Khumat Shadow Beast (MH), Varrangoin Rager (FF)
9: Abyssal Drake (Drac), Dune Stalker (MMII), Red Ethergaunt (FF), Hashalaq Quori (SoS), Nessian Warhound (MMI), Night Hag (MMI), Piscoloth (FF), Thaskor Shadow Beast (MH), Vaporhigu (MMII), Vultivor (FF)
10: Aspect of Vecna (MH), Darkweaver (FF), Gathra (FF), Marraenoloth (MMII), Mur-Zhagul (UE), Nycaloth, Rakshasa, Noble Salamander (MMI), Shrieking Terror, five-headed (MMIII), Yagnoloth (MMII)
11: Abyssal Giant (EDP), Asag (DrM 334), Aspect of Hextor (MH), Aspect of Kurtulmak (FCII WE), Aspect of Lolth (MH), Farastu Demodand (FF), Dream Master Quori (MoE), Du'ulora Quori (SoS), Kyra (DrM 338), Kython Slaymaster (BoVD), Lamia Noble (EDP), Mivilorn (MMIII), Cauchemar Nightmare (MMI), Phiuhl (FF), Radiant Idol (Sharn), Naztharune Rakshasa (MMIII), Shadurakal (FF), Umbral Gloom (DrM 353), Varrangoin Arcanist (FF)
12: Aspect of Nerull (MH), Astral Stalker (MMIII), Earth Glider (Und), Envoy of Lolth (EDP), Ethereal Slayer (MMII), Greater Abyssal Basilisk (MMI)
13: Aspect of Sekolah (FCII WE), Aspect of Tiamat (DM), Death Slaad (MMI), Kelubar Demodand (FF), Ember Guard (MMV), White Ethergaunt (FF), Hellchain Weaver (DrM 343), Kython Slaughterking (BoVD), Shrieking Terror, ten-headed (MMIII), Steel Predator (FF), Ultroloth (MMIII)
14: Black Beast of Bedlam (DrM 355), Laraken (ShS), Odopi (MMIII), Rukarazyll (MMII), Steelwing (MMV)
15: Shator Demodand (FF), Phantasmal Slayer (HoH), Ak'chazar Rakshasa (MMIII)
16: Ethereal Defiler (MMV)
17: Arcanoloth (MMII), Black Ethergaunt (FF)
18: Spirrax (MMV)
19: Chronotyryn (FF), Marruspawn Abomination (Sand)
20: Daelkyr (EBCS), Kalaraq Quori (SoS)

Available Summons by Summon Monster Level

I: Maeluth (FF), Skiurid (MMIV), Tiefling (MMI), Wispling (FF).

II: Abrian (FF), Abyssal Skulker (MMII), Arrow Battleloth (DrM 306), Bladeling (MMII), Frost Dwarf (PH), Githyanki (MMI), Kaorti (FF), Kython Broodling (BoVD), Howler Wasp Drone (MMIV), Lemure (FCII), Mane (FCI).

III: Abyssal Maw (MMII), Axe Battleloth (DrM 306), Baphitaur (Und), Crossbow Battleloth (DrM 306), Demonet Swarm (MMIV), Demonhive Attendant (MMIV), Dretch (MMI), Fey'ri (MoF), Hell Hound (MMI), Imp (MMI), Kalabon (FCII), Khaasta (FF), Nashrou (MMIV), Nupperibo (FCII), Pick Battleloth (DrM 306), Quasit (MMI), Tanarukk (MoF), Terlen (FF), Vargouille (MMI), Windrazor (MMIV).

IV: Abishai, white (FCII), Abyssal Ravager (MMII), Advespa (MMII), Air Demon (DrC), Carnage Demon (MMV), Cranial Encyster (DrM 330), Gadacro (MMV) , Howler (MMI), Imp, bloodbag, euphoric, and filth (FF), Imps of ill humor (DrM 33), Incubus (DrM 353), Kython Juvenile (BoVD), Legion Devil (FCII, Lesser Nightmare (PH), Rutterkin (FCI), Flamebrother Salamander (MMI), Sand Devil (DrM 306), Simpathetic (DrM 351), Skereloth (FF), Skulvyn (FF), Skurchur (DrM 333), Spiked Chain Battleloth (DrM 306), Spined Devil (FCII), Stone Flyer (Und), Sword Battleloth (DrM 306), Voor (MMIV), Vorr (BoVD), Windscythe (MMIV), Wrackspawn (MMIV), Yeth Hound (MMI).

V: Abishai, black(FCII), Abyssal Eviscerator (MH), Achaierai (MMI), Ash Demon (DrC), Barghest (MMI) Bar-lgura (FCI), Bearded Devil (MMI), Cambion (EDP), Canoloth (MMIV), Draegloth (DotU), Earth Demon (DrC), Earth Whisper (RoS), Ekolid (FCI), Glass Devil (DrM 306), Guecubu (FCI), Harakin (FF) Howler Wasp Queen (MMIV), Jovoc (MMII), Kython Adult (BoVD), Maurezhi (FF), Myrlochar (MoF), Nabassu, juvenile (FCI), Narzugon (FCII), Nightmare (MMII), Quori, Tsoreva (MoE), Rejkar (MMIII), Reth Dekala (ToB), Shadow Eft (CP), Shadow Mastiff (MMI), Urquirsh (DrM 358), Vaath (BoVD), Water Demon (DrC).

VI: Abishai, green (FCII), Amnizu (FCII), Artaaglith (GW), Barghest, greater (MMI) Broodswarm (FCI), Caligrosto (DrM 360), Chain Devil (DrM 306), Coal Devil (DrM 306), Corrupter of Fate (MMIV), Demonhive Queen (MMIV), Desert Devil (Sand), Fire Demon (DrC), Ghirrash (MH), Gulthir (MMV), Ice Demon (DrC), Kocrachon (BoVD), Krathbairn (DoF), Malfera (DrM 343), Mezzoloth (MMIII), Obsidian Devil (DrM 306), Pain Devil (FCII), Quori, Tsucora (EBCS), Naityan Rakshasa (ToB), Salamander (MMI), Spiked Devil (FCII), Uridezu (MotP), Varrangoin (FF), Xill (MMI).

VII: Abishai, blue (FCII), Akleu (DrM 348), Armanite (FCI), Arrow Demon (MMIII), Aspect of Baphomet (FCI WE), Aspect of Fraz-Urb'luu (FCI WE), Aspect of Juiblex (FCI WE), Aspect of Malcanthet (FCI WE), Aspect of Pale Night (FCI WE), Aspect of Zuggtmoy (FCI WE), Babau (MMI), Bone Devil (MMI), Dybbuk (FCI), Ephemeral Hangman (ToM), Erinyes (MMI), Genie, Dao (MMI), Gloom Golem (MMIII), Harvester Devil (FCII), Kaortic Hulk (DrM 330), Khumat (MH), Kython Impaler (BoVD), Pack Fiend (MotP), Palrethee (MMII), Piscoloth (FF), Zakya Rakshasa (EBCS), Shadow Demon (BoVD), Slasrath (FF), Souleater (MoI), Steel Devil (FCII), Succubus (MMI), Varrangoin Rager (FF), Yochlol (FCI).

VIII: Abishai, red (FCII), Abyssal Drake (Drac), Alkilith (FF), Ankashar (DrM 341), Aspect of Bel (FCII WE), Aspect of Belial (FCII WE), Aspect of Dagon (FCI WE), Aspect of Demogorgon (FCI WE), Aspect of Dispater (FCII WE), Aspect of Fierna (FCII WE), Aspect of Kostchtchie (FC I WE), Aspect of Levistus (FCII WE), Aspect of Mammon (FCII WE), Aspect of Orcus (FCI WE), Aspect of Pazuzu (FCI WE), Aspect of Vecna (MH), Aspect of Yeenoghu (EDP), Bulezau (FCI), Carnveus (EDP), Cataboligne (ERCG), Cerebrilith (XPH), Chasme (FCI), Darkweaver (FF), Draudnu (FCI), Dune Stalker (MMII), Echinoloth (Storm), Ethergaunt, red (FF), Gathra (FF), Hellcat (MMI), Genie (efreet), Kython Slaymaster (BoVD), Laghathti (FCI WE), Maelephant (FF), Marraenoloth (MMII), Mavawhan (DrM 345), Mur-Zhagul (UE), Nessian Warhound (MMI) Nycaloth (MMIII), Orthon (FCII), Quori, Hashalaq (SoS), Rakshasa (MMI), Noble Salamander (MMI), Shrieking Terror, five-headed (MMIII), Solamith (MMV), Stitched Devil (MMV), Thaskor (MH), Vaporighu (MMII), Vrock (MMI), Vultivor (FF) Whisper Demon (MMIV), Yagnoloth (MMII), Zovvut (MMII).

IX: Abyssal Giant (EDP), Adaru (MMV), Asag (DrM 334), Aspect of Asmodeus (FCII WE), Aspect of Baalzebul (FCII WE), Aspect of Glasya (FCII WE), Aspect of Graz'zt (EDP), Aspect of Hextor (MH), Aspect of Kurtulmak (FCII WE), Aspect of Lolth (MH), Aspect of Mephistopheles (FCII WE), Aspect of Nerull (MH), Aspect of Obox-Ob (EDP), Aspect of Sekolah (FCII WE), Aspect of Tiamat (DM), Assassin Devil (FCII), Astral Stalker (MMIII), Ayperobos Swarm (FCII), Barbed Devil (MMI), Basilisk, greater Abyssal (MMI), Bebilith (MMI), Belairon (ST), Death Devil (DrM 353), Death Hurler (DrM 309), Death Slaad (MMI), Demodand, farastu (FF), Earth Glider (Und), Ember Guard (MMV), Envoy of Lolth (EDP), Ethereal Slayer (MMII), Ethergaunt, white (FF), Ghour (LEoF), Glabrezu (MMI), Hellchain Weaver (DrM 343), Hezrou (MMI), Ice Devil (MMI), Jarilith (MMII), Kastighur (MMIV), Kyra (DrM 348), Kython Slaughterking (FF), Lamia Noble (EDP), Lead Devil (DrM 306), Lilitu (FCI), Manitou (DrM 359), Mivilorn (MMIII), Nightmare, cauchemar (MMI), Night Hag (MMI), Oculus (EDP), Phiuhl (FF), Pleasure Devil (FCII), Quori, Dream Master (MoE), Quori, Du'ulora (SoS), Radiant Idol (Sharn), Naztharune Rakshasa (MMIII), Retriever (MMI), Scyllan (Storm), Shadurakal (FF), Shrieking Terror, ten-headed (MMIII), Steel Predator (FF), Turagathshnee (DrM 312), Umbral Gloom (DrM 353), Varrangoin Arcanist (FF), Vathugu (DrM 337), Wastrilith (FF).

Borderline IX: Black Beast of Bedlam (DrM 355), Blood Fiend (FF), Demodand, kelubar (FF), Kelvezu (MMII), Laraken (ShS), Logokron (ToM), Malebranche (FCII), Nalfeshnee (MMI), Odopi (MMIII), Rukarazyll (MMII), Steelwing (MMV), Verakia (DrM 357).

Favorite Summons

I: Not many options here. I like summoning a tiefling for basic combat (it's at least better than a celestial monkey), or a skiurid to trick my foes into underestimating me. Summoning is a piss-poor tactic at low levels.

II: The kaorti gives you a number of low-level spells all in one, improving your versatility and efficiency. The githyanki is a damaging combatant. But they all pale in comparison to the monkey bees - howler wasps are highly damaging flyers and really shine at this level.

III: Outside of your core choices, this is a pretty weak level overall. The nashrou does quite a bit of melee damage for its level and is my favorite summon at SM III. The dretch has a few decent spells, while the abyssal maw has a formidable bite. Mostly, your selection is pretty thin at this point - so much so that even the celestial bison or the fiendish ape still seem like great ideas.

IV: The freakin' voor. Seriously. For its level, no summon (hell, hardly any spell) causes as much destruction as the voor. The wrackspawn isn't bad either. The advespa is my favorite flyer, with the harassing gadacro or the quick spined devil as close runners-up. The stone flyer is a great mount due to its Earth Glide ability. If you can summon enough of them, the legion devil becomes a stellar choice - the more you have, the better they are.

V: I dig the bar-lgura here, as it is powerful, mobile, and has spellcasting prowess. It's a demon orangutan. What's not to love? Bearded devils and canoloths are also good choices in combat, with wounding glaives and paralyzing tongues. I also really like the insanity-inducing achaierai and the damage-reflecting jovoc. Abishai start getting Wrack at this level (a very potent save-or-suck), making them decent casters. The shadow eft is your best stealthy creature at this level, with decent psionic abilities to boot. Reth dekala are great for tactical combat. Plus the nightmare for style points.

VI: Definitely the amnizu, with quickened fireballs and that intelligence-draining touch. Not much gives the amnizu competition at this level. The kocrachon is your most potent caster (though not your most potent blaster) with unlimited healing spells for its duration. Tsucora quori bring more psionic pain, while naityan rakshasa are your best melee summons here. The chain and pain devils are solid choices too, though more limited tactically. The artaaglith's cleric casting is always a boon.

VII: For its CR, the bone devil is by far your best deal. Very little can match it in terms of battlefield control, and it's not half-bad in combat either. The akleu is a close second, very potent in melee with its sneak attacks and good combat capabilities. Shadow demons are tons of fun with Magic Jar. Succubi are great at what they do, and come highly recommended. Arrow demons give you competent ranged firepower (so do erinyes, though not quite as well) and can really rack up some damage. I also like the yochlol for its shapeshifting powers and good SLAs.

VIII: Easily the carnevus, with its superior blasting abilities, though the mavawhan isn't too bad either with its frost-themed list. The red ethergaunt brings more arcane spellcasting to the table (always a good proposition). The chasme is an effective flyer. Oddly enough, despite the greatly-expanded list, the vrock still stands as one of your best melee option at this level, though the bulezau and aspects of either Kostchtchie, Bel, or Yeenoghu are capable as well. An aspect of Levistus can be a good magekiller. But let's be honest here: there's nothing better in melee at this level than a Dreadful Lasher voor. Seriously. They're just that good. For psionic potential, the cerebrilith outdoes the hashalaq, which is primarily focused on charm and social infiltration.

IX: Abyssal giants, jariliths, and earth gliders are your best melee choices at this level, though the slaughterking's debilitating aura garners it a lot of bonus points. I love the radiant idol's cleric domain choice, though it's more for the versatility than the power. Lilitu are also excellent clerics, and I am a huge fan of their level-draining stinger. For a rogue-like, I'm torn between the assassin devil and the naztharune rakshasa, but I lean ever so slightly towards the former. Death slaadi are probably your most potent casters, though glabrezu are quite good, the white ethergaunt's another wizard to toss into the mix, and aspects of Kurtulmak have notable sorcerous potential. Vathugu are just hideous fungal fun, stripping away attribute points like reverse papier mache and causing your enemies to dance like marionettes. The oculus demon has all kinds of powerful abilities, making it a very capable scout and a necromancer's best friend. If you're underwater, you need to be summoning an aspect of Sekolah, and quick. The aspect of Tiamat is likely your best blaster, with good melee abilities when pressed - but the aspect of Asmodeus gives her some healthy competition with Vile Hellfire Storms.

Borderline IX: The verakia, hands down, for sheer brutish power. The malebranche is a capable fighter too, and the kelvezu can potentially cause more damage than either of them with its sneak attacks. I like the steelwing a lot too, even though it's not evil, and the laraken is a great anti-caster creature. Not much in the way of casting at CR 14, though the Nalfeshnee has a few good choices. The black beast of bedlam is a great debuffer.

Update History

7/26/09 - Guide started on the Giant in the Playground forums
7/27/09 - Demons through Monster Manual V complete, handbook moved to 339
7/28/09 - Fiendish Codex I added to the Demons section
7/29/09 - Fiend Folio/Ghostwalk/Manual of the Planes added to the Demons section
7/31/09 - Book of Vile Darkness/Expanded Psionics Handbook/Miniatures Handbook/Draconomicon/Lost Empires of Faerun/Underdark added to the Demons section.
8/1/09 - Demons are complete!
8/10/09 - After a bit of a vacation (and a few days of not being able to access the site), Devils from the Monster Manuals I-V have been added.
8/14/09 - Devils are complete.
8/20/09 - Yugoloths are complete.
8/27/09 - 339 is now a piece of crap. GitP formatting is irretrievably disorganized. Handbook restarted, reorganized, and revisioned on Brilliant Gameologists.
9/2/09 - Other fiends through MMV complete.
9/12/09 - IT'S BLOODY DONE. Well, except for the Aspects section. But the original encyclopedia? Bam.
11/3/09 - Aspects are finished, as well as most of Strategizing Your Summons.
1/26/10 - After a long hiatus, work has recommenced. The end is within sight.

Offline Toptomcat

  • DnD Handbook Writer
  • **
  • Posts: 153
  • I'm new!
    • View Profile
Re: Hatchet Job Port Thread
« Reply #119 on: April 11, 2013, 10:07:26 PM »
Rising Above (A Summoner's Guide to the Upper Planes)

by Gnorman

Rising Above
(A Summoner’s Guide to the Upper Planes)

[sexy image]

"Ah, I see you've noticed my reading light."

- Kellen the Tinker, exalted wizard.

In comparison to fiends, the forces of good have much less variety, though fortunately, not any less power. Chock this up to Wizards of the Coast not supporting too many evil campaigns if you like, but the fact of the matter is that while there were books and books and pages and pages of evil outsiders, there's a comparative shortage of their good counterparts. But we're going to cover them anyway!

Celestial creatures have the advantage of fitting in with most (though certainly not all) adventuring parties, and also a much reduced likelihood of turning on their summoners and devouring, eviscerating, or vivisecting them. Still, they are not creatures to be trifled with, and the more powerful amongst them should be treated with the same amount of care and caution as demons, devils, or worse.

Note that my favorite prestige class, the Malconvoker, has less weight when dealing with good creatues. It is, however, very easy to adapt the class to summoning good creatures - I would personally replace the Bluff check with an opposed Diplomacy check and that's about it. Fortunately, even without adaptation, the Improved Calling ability increases the HD limits of binding regardless of alignment. So high-level Malconvokers can bend fiends and celestials to their will equally well. This guide, like Practical Demonkeeping, will keep that ability in mind when discussing the possibilities - though Infernal Bargainer, the feat that allowed much of the high-level binds in that guide, does not apply against good creatures. Therefore, the highest bind allowed for good creatures is 26 HD (And even then, only with an obscure Dragon Magazine spell called Implore). This guide will not discuss creatures with higher HD totals than that.

The nitpicky details:

Recommended Reading:

Treantmonklvl20’s Mastering the Malconvoker
Mxyzplk’s Legal 3.5 Summonable Monster List
Mxyzplk’s extremely handy Malconvoker cheat sheets, my personal inspiration for this guide
The always-useful Summoning Handbook
And the Conjurer's Handbook, which doesn't focus on summoning but is still a great resource for wizards and sorcerers looking to become familiar with Conjuration.

Entry Example:

CR: Obviously, the Challenge Rating of the creature.
HD: Its hit dice, relevant for binding.
How to get it: The way to summon it. If there's a RAW method, I'll use that. If not, I'll use my own scale, as noted below.
Role: The roles mentioned below - the basic use of the summon.
Fluff: Irrelevant to some, it might give you some ideas about how to roleplay these creatures or acquire their services.
Advantages: Self-explanatory; the reasons why you'd want to use the creature.
Disadvantages: Likewise; the reasons why you'd not want to use it.
Notable SLAs: The cream of each creature's spell-like ability, psi-like ability, or maneuver crop.
Final Evaluation: My subjective take on the creature's overall efficacy, both in and out of combat.

Creatures:

Brute: Self-explanatory. Melee monsters and damage-soaking tanks.
Assassin: Stealthy, subtle, or highly mobile creatures.
Minion: Mooks with few abilities that don't have a well-defined role or work well only en masse.
Manipulator: Lockdown, debuffing, or other relevant battlefield control.
Caster: Those who depend heavily on their SLAs or blasting abilities.
Overlord: These guys can do it all - melee, casting, control, whatever you need, an Overlord can most likely provide. 

For creatures without a RAW method to summon them: Here’s the Summon Monster CR scale that I’m basing the guide on. It’s a fairly lenient scale – harsher DMs might skew it down a notch or two.
SM I: ½
SM II: 1
SM III: 2
SM IV: 3
SM V: 4-5
SM VI: 5-6
SM VII: 7-8
SM VIII: 9-10
SM IX: 11-13

Celestial Creatures, Part I
[sexy image]
"Your corruption shall not be tolerated any longer. Prepare to embrace the peace of oblivion, fiend!"

- Hethaniel, planetar dragoon.


Monster Manual I
Astral Deva
CR: 14
HD: 12
How to get it: None by RAW, likely Summon Monster IX or Planar Binding
Role: Overlord
Fluff: Although they are amongst the weakest of aasimon (or angels), astral devas are forces to be reckoned with. They are particularly keen on protecting and rescuing good planar travelers (hence the astral bit), and fighting the fiends of the Lower planes. They, unlike many other celestials, are capable of traveling freely throughout the fiendish planes. Enticing them should be as easy as showing that your foes are irrevocably evil.
Advantages: Wow, starting off with a bang: the astral deva, like all aasimon, can exude a double-strength Magic Circle of Evil, providing a potent buff against evil creatures. They're no slouches in melee with their maces of disruption, and they can stun creatures they hit more than once. Their SLAs are potent as well, though certainly less so against non-evil foes. They have a swift fly speed and extremely high spell resistance for their level.
Disadvantages: Their basic physical damage and AC are a tad on the low side.
Notable SLAs: Dispel Magic, Holy Aura, Holy Smite, Holy Word, Invisibility (self only), Plane Shift, Remove Disease, and Remove Fear at will, plus Cure Light Wounds and See Invisibility 7/day, plus Blade Barrier and Heal 1/day.
Final Evaluation: A fine pinnacle for a celestial summoner, Astral Devas are capable in melee, they're quick, and can devastate evil critters with their SLAs. There isn't much to nitpick here - an unreserved recommendation here.

Avoral
CR: 9
HD: 7
How to get it: SM VII
Role: Assassin/Caster
Fluff: Scouts and hunters in the guardinal armies, avorals are tasked with the defense of their realm from aerial invasion. They relish their freedom and love to soar in the skies, gripped with a permanent wanderlust.
Advantages: A handy scout with a 90' fly speed and great senses - +21 in Spot as well as permanent True Seeing. Halfway-decent stealth scores, too. They can also lay on hands for their full HP amount, so they're one of your best "wizards-can-heal-too" summons. A long list of SLAs means you should be able to find a use for something.
Disadvantages: Their damage is lackluster and their SLAs aren't exactly offensive powerhouses. Summons with Weapon Finesse don't gain much from your Augment Summon
Notable SLAs: Blur (self only), Command, Dimension Door, Dispel Magic, Gust of Wind, Hold Person, and Magic Missile at will; empowered Magic Missile and Lightning Bolt 3/day.
Final Evaluation: Fairly obvious a utility summon, the avoral shouldn't see much use in combat for you. While useful in other arenas, it's not going to provide what you're looking for in battle.

Bralani Eladrin
CR: 6
HD: 6
How to get it: SM VI
Role: Brute/Assassin
Fluff: Bralani are the most wild of their kind, certainly a fear for the chaotic eladrin. They travel in packs, wandering and playing practical jokes on mortals. They are overly spontaneous and whimsical, making them difficult for many to deal with.
Advantages: Their scimitars and composite longbows are holy, making them competent attackers against evil creatures. They have an exceptional fly speed (100', perfect maneuverability), though they do need to switch to whirlwind form to make use of it. Their SLAs make them a handy distraction in combat.
Disadvantages: A little low on HP. It takes a standard action to switch between whirlwind and human form, which makes them less practically mobile in combat situations.
Notable SLAs: Blur, Charm Person, Gust of Wind, Mirror Image, and Wind Wall at will; Cure Serious Wounds and Lightning Bolt 2/day.
Final Evaluation: A great pick, honestly - mobile, powerful in combat, and great at keeping your enemies occupied. Not quite stellar (a little fragile once the defenses have been punctured), but usually a good standby.

Couatl
CR: 10
HD: 9
How to get it: SM IX
Role: Caster/Manipulator
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Ghaele Eladrin
CR: 13
HD: 10
How to get it: None by RAW, likely SM IX or PB
Role: Overlord
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Hound Archon (normal and hero)
CR: 4; 16
HD: 6; 17
How to get it: SM V or Lesser Planar Binding; Greater Planar Binding
Role: Brute
Fluff: Rank-and-file soldiers in celestial armies, hound archons are tasked with the protection and guidance of the innocent. They are passionate in their fight against evil, but not especially bright - a smooth talker could easily gain their services for extended periods of time. Hound Archon Heroes are simply mid-level paladins, taking their fight against evil and chaos to further stick-up-the-ass levels.
Advantages:
Disadvantages:
Notable SLAs: Aid, Continual Flame, Detect Evil, and Message at will. Hound Archon Heroes typically prepare paladin spells like Bull's Strength, Divine Favor, Eagle's Splendor, and Protection from Evil.
Final Evaluation:

Lantern Archon
CR: 2
HD: 1
How to get it: SM IV
Role: Minion
Fluff: Though they are physically very weak, lantern archons are eager to help good adventurers, and will likely be amenable to even the most one-sided of bargains. After all, they're the celestial equivalent of interns.
Advantages: Their light rays overcome any damage reduction, possibly making them decent against tough foes (though likely only when summoned en masse and spread out to avoid area attacks). They have a decent complement of helpful SLAs, at least for their level. They're quite mobile and have admirable DR for their level.
Disadvantages: Terrible damage and almost pathetically low health. Despite their mobility, they do not have the aptitude for stealth to make decent scouts.
Notable SLAs: Aid, Detect Evil, and Continual Flame at will.
Final Evaluation: A decent little minion, though nothing special. They're helpful laser cannons, but they're rarely going to stick around for very long, especially if they gain enemy attention. I prefer my summons to fight directly and occupy the enemy, so I'd recommend them only situationally.

Leonal
CR: 12
HD: 12
How to get it: SM IX
Role: Brute/Assassin
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Lillend
CR: 7
HD: 7
How to get it: SM VIII
Role: Manipulator
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Planetar
CR: 16
HD: 14
How to get it: Planar Binding with Improved Calling or Greater Planar Binding.
Role: Overlord
Fluff: Like their aasimon kin, planetars focus on fighting the forces of evil and often aid powerful mortals in doing so. They often serve as captains and generals, so don't expect them to take kindly to being commanded, but for the right cause, they'll acquiesce.
Advantages: First and foremost: they're a 14 HD creature that casts as a 17th level cleric, so they bring intense spellcasting might to the table. They are also capable warriors, especially after throwing down Righteous Might and wading into battle with their +3 greatswords. Mobile, hearty, and with powerful SLAs in addition to the clerical casting.
Disadvantages: Due to their low HD total versus their CR, their attack bonus leaves something to be desired. AC is a little on the low side.
Notable SLAs: Dispel Magic, Holy Smite, Invisibility (self only), Lesser Restoration, and Speak with Dead at will, plus Blade Barrier, Flame Strike, Power Word Stun, Raise Dead, and Waves of Fatigue 3/day, plus Earthquake, Greater Restoration, Mass Charm Monster, and Waves of Exhaustion 1/day. Cleric spells typically include Implosion, Holy Aura, Shield of Law, Banishment, Harm, Heal, Heroes' Feast, Circle of Doom, Righteous Might, Death Ward, Dismissal, Prayer, Wind Wall, Hold Person, and Divine Favor.
Final Evaluation: You'd be crazy not to want one. They can pretty much do anything you want, likely better than you - by the time you can bind one, they can cast better than a cleric of your level.

Solar
CR: 23
HD: 22
How to get it: Implore (from Dragon Magazine #336)
Role: Overlord
Fluff: Amongst the mightiest of all aasimon, Solars rarely deign to serve mortals, preferring to concentrate on matters of more import. It's going to take some tactful diplomacy to convince these paragons of order and justice to fight under your command - they're practically deities themselves.
Advantages: Everything. Everything. They cast as level 20 clerics. They can create arrows of slaying instantly and automatically. They attack with +5 dancing greatswords, and can fly like the goddamn wind. Epic damage reduction, saves, and spell resistance.
Disadvantages: Basically none. The only gripe I might be able to make is that their AC is a bit lacking, though their aura helps with that.
Notable SLAs: Dimensional Anchor, Holy Smite, Imprisonment, and Waves of Fatigue at will, plus Blade Barrier, Earthquake, Heal, Mass Charm Monster, Resurrection, and Waves of Exhaustion 3/day, plus Greater Restoration, Power Word Blind, Power Word Kill, Power Word Stun, Prismatic Spray, and Wish 1/day. Typical cleric spells include Storm of Vengeance, Miracle, Mass Heal, Elemental Swarm, Fire Storm, Whirlwind, Control Weather, Destruction, Dictum, Holy Word, Regenerate, Chain Lightning, Undeath to Death, Righteous Might, Symbol of Pain, and Divine Power.
Final Evaluation: With a solar at your side, you win the game. Practically nothing short of DM fiat can stop you.

Trumpet Archon
CR: 14
HD: 12
How to get it: None by RAW, likely SM IX or PB
Role: Brute/Caster
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Monster Manual II
Cervidal
CR: 3
HD: 4
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: 

Lupinal
CR: 5
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute/Caster
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Monster Manual III
Prismatic Golem
CR: 18
HD: 20
How to get it: GPB with Improved Calling
Role: Assassin
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Monster Manual IV
Dwarf Ancestor
CR: 6
HD: 5
How to get it: SM V (though only available to clerics of Moradin by RAW)
Role: Brute
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Justice Archon (normal and champion)
CR: 6; 10
HD: 6; 10
How to get it: SM VII; None by RAW, likely SM VIII
Role: Brute
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Monster Manual V
Arcadian Avenger
CR: 6
HD: 8
How to get it: SM IV by a non-evil, lawful caster
Role: Brute
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Fiend Folio
Monadic Deva
CR: 12
HD: 10
How to get it: SM IX
Role: Overlord
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Movanic Deva
CR: 9
HD: 6
How to get it: SM VII
Role: Brute/Caster
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:
"Demons. They just don't know how to play nice. Suppose we teach them, sister?"

- Tua'thalla, annoyed bralani, to his ghaele comrade.


Book of Exalted Deeds
Asura
CR:
HD:
How to get it: SM VII
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Bariaur
CR:
HD:
How to get it: SM III
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Coure Eladrin
CR:
HD:
How to get it: SM III
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Equinal
CR:
HD:
How to get it: SM VI
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Firre Eladrin
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Hollyphant
CR:
HD:
How to get it: SM VII
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Leskylor (normal and three-headed)
CR:
HD:
How to get it: SM V, SM VII
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Moon Dog
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Musteval
CR:
HD:
How to get it: SM III
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Owl Archon
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Quesar
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Rhek
CR:
HD:
How to get it: SM IV
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Shiradi Eladrin
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Sword Archon
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Throne Archon
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Tulani Eladrin
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Ursinal
CR:
HD:
How to get it: SM IX
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Warden Archon
CR:
HD:
How to get it: SM VII
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Complete Psionic
Sibyllic Guardian
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Miniatures Handbook
Protectar
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Ramadeen
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Races of Stone
Hammer Archon
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Tome of Magic
Word Archon
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation:

Dragon Magazine #353
Harmonious Choir of the Words
CR:
HD:
How to get it:
Role: Caster
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: It's like having a bard in your pocket! A really good bard, that emits a highly protective aura and is also a crafting machine. With SLAs.

Sliver
CR:
HD:
How to get it:
Role:
Fluff:
Advantages:
Disadvantages:
Notable SLAs:
Final Evaluation: