Long term, non-persistent buff spells

Post/Author/DateTimePost
#1

shoru

May 09, 2009 14:19:54
Hello again CO board. I once again require your wisdom. I need help to make a character of mine just that little bit more over the top. I need good, reliable, 1hour/level duration buffs/utility spells that are available to wizard or clerics of every level.

Right now I have:
Overland Flight: 40ft fly speed
Mage Armor, Greater: +6 force armor
Tenser's Floating Disk: Disk of force to carry my stuff
Unseen Servant: Servant that does minor tasks for me

My build:

Cleric 3 / Specialist Wizard 3 / Mystic Theurge 9
Domains : Chaos, Death
Banned Schools: Illusion, Enchantment

Through use of Practised Spellcaster, I have an effective CL of 15, so I'm looking for some all day long buffs/utility to throw on now and spells to look for later. I do not have the Persistent Spell feat, so only 1 hour/level duration spells please. I know there is a lot of good short term buffs you can persist, but they don't help me much here.

Please do not critique my build, I made a seperate thread when I was making my character. Thank You.
#2

lormador

May 09, 2009 14:56:55
Cleric side: Divine Insight, Tyche's Touch (LEoF)
Wizard side: False Life
#3

CantripN

May 09, 2009 15:09:07
Wizard: Heart of Air/Water/Earth/Fire (CM), Sentinel's Watch (PGtE).

Soon, Elemental Body comes into play.
#4

Balthanon

May 09, 2009 15:18:57
Nystul's magic aura is nice in case you're captured at 1 day/level. At 15th level having a phantom steed is underrated-- 200 or so fly speed for an hour per level is hard to beat.
#5

CantripN

May 09, 2009 15:35:07
Cleric: Unity Wine (PGtE), Delay Poison, Magic Vestment, Greater Magic Weapon on a +1 Defending Weapon...
#6

emy

May 09, 2009 17:54:35
What's your alignment?

If you're Good, you could easily swap Mage Armor for Luminous Armor or (Greater), which is similar but has a sacrifice cost. Just make sure you're immune to ability damage when its duration runs out (via Sheltered Vitality or similar).

Create Magic Tattoo. Definitely.

Mighty Wallop + (Greater). Maybe.

Resistance, Greater?
#7

phaedrusxy

May 09, 2009 18:07:15
+1 on Greater Magic Weapon and Magic Vestment (x2)

Also: Heroes Feast
#8

shoru

May 09, 2009 19:24:36
Alignment is Chaotic Neutral

Greater Magic Weapon is a good one for my party, but my character doesn't realy seem to use them. Even the crossbow he has doesn't get much use when he isn't casting spells.

Magic Vestment, Heart of Air/stone, and Tyche's Touch are all perfect. Exactly what I was looking for. The other heart spells don't help me much (except for thier combined bonus, but I don't think that will be much of a matter). False Life, Divine Insight, Delay Poison, and Unity Wine are to small of a bonus, or too specific, to help me much. If I was a skillmonkey then Divine Insight would be a huge boon, but most of my skills are +20 to the roll. everything else the party can do or I can fly over.

I have yet to look into your suggestions yet, Emy, but luminous armor looks like its out because I'm not good. PhaedrusXY, I will look into Heroes Feast.

What do you mean by Magic Vestment X 2? Possibly enhancement bonus to armor and shield? How would I use this since my character doesn't use a shield or buckler or anything like that, I presume casting it twice on my clothing, once for armor the other for shield doesn't work, but nothing RAW supports this. How do you get X 2 out of Magic Vestment?
#9

xakypshalorn

May 09, 2009 20:17:50
I could be wrong here Shoru, but I think he's referring to a Mithral buckler or light shield. Either one would be relatively trivial in terms of price at your level and not interfere at all with the arcane side of your spellcasting. (as an added bonus the buckler doesn't have anything to do with your hand at all so it's easy to get by manipulating other objects. Granted the rules say you can with a lightshield as well but some gm's are awkward about that.)

By pulling that card, with CL 15 you grab +11 AC between the two over using greater mage armor alone. The evil thing about this combo is that Mage armor is just an armor bonus, so the three spells grant you a total +17 AC, that's fairly respectable. Slap on a decent chunk of natural armor and deflection boni and you'll have a solid AC. It's not as though you don't have the third level spells to blow early in the day as a Theurge.
#10

lormador

May 10, 2009 5:56:53
At a certain point, a Rod of Metamagic, Lesser (Extend) makes those 10 min/level buffs start looking like the 1 hour/level ones. Then Dragonskin, Alter Self, etc. can come into play.
#11

cru

May 10, 2009 6:30:09
Resistance, Superior

FTFY
#12

reis

May 10, 2009 9:39:25
Anticipate Teleportation (greater?)
#13

phaedrusxy

May 10, 2009 12:52:20
Buy some armor and a shield with no arcane spell failure, and cast Magic Vestment on them both. The cost for those items is trivial at your level, and they can hold useful armor special abilities.

Also, if you don't have one yet, get a Karma Bead (Strand of Prayer Beads), and use that + Death Knell to hit caster level 20 when buffing with all these long duration spells.
#14

carnivore

May 10, 2009 13:59:09
Buy some armor and a shield with no arcane spell failure, and cast Magic Vestment on them both. The cost for those items is trivial at your level, and they can hold useful armor special abilities.

Also, if you don't have one yet, get a Karma Bead (Strand of Prayer Beads), and use that + Death Knell to hit caster level 20 when buffing with all these long duration spells.

+1

:D
#15

spacepirate

May 10, 2009 15:43:24
I could be wrong here Shoru, but I think he's referring to a Mithral buckler or light shield. Either one would be relatively trivial in terms of price at your level and not interfere at all with the arcane side of your spellcasting. (as an added bonus the buckler doesn't have anything to do with your hand at all so it's easy to get by manipulating other objects. Granted the rules say you can with a lightshield as well but some gm's are awkward about that.)

The other major difference from a shield is how a buckler is held. Unlike a shield that is strapped to the arm, a bucker is held only with the hand giving it added mobility. This allows it to be rotated to protects the sword hand from both sides or thrust out to meet blows or strike a blow itself.

by raw you're 100% right, buckler is strapped to the forearm (freeing the hand) and larger shields occupy one of your hands, but bucklers were actually closer to an offhand parrying dagger than a piece of armor

if you go by raw/rai and dont worry too much about such things, +1 vote for a mithril buckler
#16

emy

May 10, 2009 19:16:13
Greater Magic Weapon is a good one for my party, but my character doesn't realy seem to use them. Even the crossbow he has doesn't get much use when he isn't casting spells.

I'm pretty sure Greater Magic Weapon is a good buff even if you're not using your weapons.

If you put +1 defending spikes on both the armor and shield that PhaedrusXY mentioned, and GMW them, that's another +10 or +12 AC.

(Right?)
#17

carnivore

May 10, 2009 19:19:01
I'm pretty sure Greater Magic Weapon is a good buff even if you're not using your weapons.

If you put +1 defending spikes on both the armor and shield that PhaedrusXY mentioned, and GMW them, that's another +10 or +12 AC.

(Right?)

+1 right... very good way to really boost AC

:D
#18

shoru

May 10, 2009 20:02:30
Okay, thank everyone for the help, this is what I have so far

Wizard Buffs

Unseen Servant : Rides on disk, does things for me when not traveling, hands me stuff from disk
Tenser's Floating Disk : Floats behind me, carries servant when traveling
Create Magic Tattoo : +2 to attacks
Heart of Air : +10 flight speed, feather fall for a few rounds
Mage Armor, Greater : +6 armor bonus
Heart of Stone : +30 hp, +8 vs bullrush, overrun, trip; stoneskin for a few rounds
Overland Flight : 40 ft flight speed, 50 ft total with heart of air
Resistance, Superior : +6 to all saves

Cleric Buffs

Tyche's Touch : +4 to first save, then +3, +2, +1
Magic Vestment : +3 enhancement bonus to armor


Also has through spells and permanencied effects
Detect Magic at will
See Invisibility at will
Tounges at will
Read Magic at will
Darkvision to 60ft at will
Light Fortification, 25% to negate sneak attack/critical hits


Ending up with AC 22, Attack bonus 12 for ranged, and Saves 14, 14, 22

Any more good Clerical spells? Preferably ones that increase AC and Attack bonus for ranged, but any effects are welcome. My wizard spells are getting zapped pretty good but I have alot more cleric spell slots that can be changed for more buffs. Heroes feast doesn't quite get me the whole day, and it's easy to interrupt, and it's 6th lvl. Not good enough of a bonus for me to want to dedicate a 6th level slot for that spell.

EDIT: Updated Post with more information
#19

muertog

May 10, 2009 20:13:09
Hero's feast is not good enough? I would have a mutiny if my cleric refused to cast that every day for the party.

Immunity to poison means never having to say "I got caught" by cloudkill or dust of choking and sneezing. Immunity to fear is not quite as rockstar, but is definitely important if the issue ever came up.

12 hours is effectively a day of adventuring/travel. Yes, if you get hit at night, you are in trouble... but then again if you get hit at night with wandering monsters, you aren't getting your 8 hours of sleep and thus would not get your wizard spells renewed. I think you are going to have a little more to worry about than just losing a 6th level spell (that would get renewed at morning anyways) since it is a cleric spell.
#20

shoru

May 10, 2009 20:34:24
Good point there about the poison, I keep forgetting about other spellcasters and what they can do, but unfortunatly at this point I need all my 6th level spell slots for something different. We have a low level druid in our party who takes delay poison and I carry at least one delay and one neutralize, and fear is another low level quick buff once combat starts, which covers those two bonuses. Other than poison and Fear you just get 1d8 + 7 temporary hp, and that isn't worth the 6th level slot at this point. Later on I will probably switch out something for this spell and free up my lower level spell slots, but right now it's not worth it.
#21

phaedrusxy

May 10, 2009 20:57:06
Magic Vestment won't stack with Mage Armor. You could put it on a mithril buckler, though.
#22

Balthanon

May 10, 2009 21:21:35
Magic Vestment won't stack with Mage Armor. You could put it on a mithril buckler, though.

It is worth keeping as an option if you think you're going up against ghosts, shadows, or other incorporeal undead though. Mage armor protects against incorporeal touch attacks where regular armor doesn't.
#23

xakypshalorn

May 10, 2009 21:23:28
Hate to break this to you Phaedrus, but your wrong. The book clearly states you can cast Magic Vestement on clothes to get an ENHANCEMENT bonus to AC, while Mage Armor gives you an ARMOR bonus :D The two are perfectly stackable (and then you snag the buckler and do the same with it.)

Maybe it's a little cheap to be getting your enhancement bonus to AC and the base bonus from separate sources, but they very much do Stack Raw.
#24

phaedrusxy

May 10, 2009 22:01:53
lol, read more. I am not wrong. This is basic D&D bonuses we're talking about. And disregard any BS you learned from NWN. :D
#25

xakypshalorn

May 10, 2009 22:09:32
Lol, fair enough, I'll look again, but I'm not seeing it. An explanation perhaps? Mage armor says it grants an Armor bonus, and magic vestement says an enhancement bonus. I don't see the problem.

(Note: I should probably mention I've never played NWN, which I'm guessing stands for NeverWinterNights?)
#26

risner

May 10, 2009 22:21:46
The book clearly states you can cast Magic Vestement on clothes to get an ENHANCEMENT bonus to AC, while Mage Armor gives you an ARMOR bonus :D The two are perfectly stackable

They absolutely positively under no circumstance can be said to stack via RAW, period.

The total Armour Bonus provided by Magic Vestments will overlap with that of your +2 Mithril Chain and overlap with Mage Armour.
The only exception is Mage Armour provides the bonus to incorp as well.
#27

xakypshalorn

May 10, 2009 22:34:02
Risner, I was assuming no Mithril chain shirt.

In the example I made (which may or may not be wrong, I've been reading and I still don't see a problem with it, but I'll wait to hear Phaedrus comment) Mage Armor (It's greater version when you can spare another 3rd level mage slot) is used alongside magic vestement cast on clothing, a traveller's outfit, for example.

The Vestement grants an Enhancement bonus to Armor, while the Mage Armor grants an Armor bonus. Wearing the two is an alternative to the Mithril Chain shirt that doesn't have a max dex bonus. (And since he seems interested in making ranged attacks, that could mean the +6 dex bonus won't be enough for him.)

Furthermore, Greater Mage armor nets 2 additional points to AC.

Like I said, waiting to hear what Phaedrus has to say, it's possible I'm missing something.
#28

Balthanon

May 10, 2009 23:10:14
Enhancement bonuses are applied to a base armor bonus, they aren't a category of their own in the "stack" of bonuses. So when you pick up an enhancement bonus to your clothing, you're effectively making the clothing grant a +3 armor bonus. That armor bonus doesn't stack with the armor bonus provided by mage armor.
#29

xakypshalorn

May 10, 2009 23:23:28
I see, my appologies then, thanks for the clarification Balthanon.

Yeah, looks like it's Mithril armor dropping the check penalties for the win on this one.
#30

Weezel

May 11, 2009 4:10:03
Magic Vestment, Heart of Air/stone, and Tyche's Touch are all perfect. Exactly what I was looking for. The other heart spells don't help me much (except for thier combined bonus, but I don't think that will be much of a matter). False Life, Divine Insight, Delay Poison, and Unity Wine are to small of a bonus, or too specific, to help me much.

A couple of points... Heart of Water is awesome. 1hour/level and you can activate it at any time for the duration as a swift action to get Freedom of Movement.

False Life is about as non-specific as you can get, any boost to hp for a wizard is a good boost.

Just wondering, you listed having only 22 AC... this seems super low. I currently play an 8th level wizard and usually have 30, 32 with reduce person.

*Also with a rod of extend Anticipate Teleport and Greater Resistance (or their higher-level versions) will last 2 days - cast the day before the dungeon crawl and go in with full spells ready
#31

reis

May 11, 2009 4:48:32
at low-mid levels for a wizard AC is useful, at 15th+ a non-gish wizard need not rely on AC anymore to protect himself and indeed should probably never allow himself to be in a situation where an attacker can seriously injure or impair him with a melee or ranged attack.
#32

emy

May 11, 2009 8:32:07
Create Magic Tattoo : +2 to attacks

I was more thinking of the +1 CASTER LEVEL effect.
#33

risner

May 11, 2009 9:46:14
The Vestement grants an Enhancement bonus to Armor, while the Mage Armor grants an Armor bonus.

You are very confused.

Magic Vestment provides an enhancement bonus to the Armour Bonus of the shirt (AC 0) which provides an Armour Bonus to your AC.

Mage Armour provides an Armour Bonus.

Two Armour Bonuses do not stack with each other, so the Magic Vestment and Mage Armour do not stack with each other since both are providing an Armour Bonus to your AC.
#34

xakypshalorn

May 11, 2009 10:04:53
Indeed I was very confused, Balthanon cleared it up for me. Not entirely sure how but that went straight over my head until it was explained lol.

Anyways, to help contribute to the thread... Elemental Body is a great one, might not be available for a while, but it grants you full elemental immunities, flight (60 feet perfect I think, though I'm not 100% sure.)

Regretably though, I'm not rememberring which book it was in, any help people?
#35

emy

May 11, 2009 10:43:24
Indeed I was very confused, Balthanon cleared it up for me. Not entirely sure how but that went straight over my head until it was explained lol.

Anyways, to help contribute to the thread... Elemental Body is a great one, might not be available for a while, but it grants you full elemental immunities, flight (60 feet perfect I think, though I'm not 100% sure.)

Regretably though, I'm not rememberring which book it was in, any help people?

Spell Compendium.

Air is the real winner, due to the (Perfect) fly speed.

(the fly speed is equal to your normal speed)
#36

xakypshalorn

May 11, 2009 10:46:25
Thanks for the clarification Emy.