BEGUILER SPELL LIST PDF

Beguiler Spell List. Level 0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic Level 1: Charm Person, Color Spray. hey playground! I’m trying to help a new player out by printing her full spell list out for quick reference. I was wondering If anyone knew if there. Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list on page When you gain access to a new level of spells, you automatically .

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Subjects attack nearest creature. Hold Person The full limitations of charm the spell “Suggestion”: Races Basically, you want to be a gnome. Ghost Sound — Potentially beguler depending on how much your DM values roleplay.

However, this spell could just as easily do nothing between the chance for a dpell and the chance for spell resistance.

Probably not super worth it, but your list for level 6 is pretty sparse. Click here to toggle editing of individual sections of the page if possible. Obscuring Mist — Probably the level 1 spell most likely to be useful past level 3. Unless your DM hate you, this means actually examining something and not just walking by it.

Not really that useful in combat, but the Beguiler is as much about avoid combat as anything. If your DM is uncomfortable with the idea, offer a compromise: Great Ectoplasmic feedback SpC: Creates an invisible passage through wood or stone.

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Printable Beguiler spell list?

Join This Site Site Members Recent Posts Recent changes List all pages Page Tags Channel Operations Site Manager Page tags arcane awarded balance barbarian bard beastfolk beguiler changeling chaos cleric combat creation divine dragon druid elf evil fighter good human law monk moved psion psionic ranger begjiler swordsage warlock wizard.

Magic Savant Complete Mage: Subject’s feet become stuck to the ground. You can cast it well ahead of time. Ray of stupidity SpC: Reveals exact speell of creature or object. Force subject to lose actions.

However, against a creature with a stack of buffs, you will beuiler clear at least one of them. The duration is also a little too short for what you typically want to do with it Expeditious Retreat — If you need to run, this will make sure you get away. Subject creature must succeed on a DC 10 Balance check to move each round. Message — Would be useful beguilfr a greater range. Detect Magic — Probably the spell from this level you will mostly use after level 1.

Pretty high level for what it does though, and the duration makes the infinite range matter a bfguiler less. Subject is invisible for 1 min. Its effects are mostly noticeable against casters, as it can make their spells inaccessible.

Grants ability to walk on walls and ceilings. Illusory double can talk and cast spells.

The biggest drawback of this spell, other than the HD limit, is the casting time of 1 round. Essentially, your spell list is the same as your spells known list. Normally, armor of any type interferes with an arcane spellcaster’s gestures, soell can cause your spells to fail if those spells have a somatic component.

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You don’t need BAB. Living creature of 6 HD or less loses next action. Power Word Kill beguiper By this point, this spell should do virtually nothing.

Legion of Sentinels — A pretty weird spell. Keeps eavesdroppers from overhearing conversations. If you want to use this spell, you are much better off doing it before you are spotted.

Mass Whelm — Just as useless as the other versions, though at least this one does as much damage as a real damage spell. The only protection against Dispel Magic is a caster level check, which is nice.

Index of Spells by Class – Beguiler

Knock — If you are the party rogue, this spell is going to be a necessity. Opens locked or magically sealed door. Internet and Business How the internet has changed business. Spider Climb — Potentially amazing, but usually xpell indoors.

If you somehow know ahead of time you are going to be scryed or something similar, this theoretically avoids it, but the duration means you need to know when within a pretty narrow tolerance. The blindness is generally not going to matter, but the invisibility does. Etherealness — Bring anyone anywhere pretty much.

You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn.