Posted by: akalsaris | May 12, 2010

Ten Useful Spells that should have been “Core”

Spendelarde’s Chaser

Level: Sor/Wiz 4

Source: “The Seven Rings of the Zhentarim.” Originally a 2E spell – google it.

What’s it do: To quote the spell itself: “This spell was created originally in order to facilitate mental recovery from brewery research expeditions (in other words, as a hangover cure).” It cures hangovers and removes or prevents most poisons.


Level: Sor/Wiz 0

Source: Spell Compendium

What’s it do: Perfectly replicate the text of a non-magical book. Even at CL 1 it will replicate 2,500 pages worth of text. How handy is that for a cantrip?

Servant Horde

Level: Sor/Wiz 3

Source: Spell Compendium

What’s it do: Summons up to 2d6+15 Unseen Servants. “Be our guest, put our service to the test!” God help you if you can’t find a use for a score of invisible butlers.

Skull Watch

Level: Sor/Wiz 3

Source: Spell Compendium

What’s it do: Permanently enchants a humanoid skull as an improved Alarm system. The skull floats and shrieks if it sees a creature approaching, possibly deafening everyone within 60ft. No matter where you are, you know it’s been set off. Permanent spell, free, you can use it in combat by pulling the bag off it’s head, and it resets itself in 1d4 rounds. Plus, who’s going to walk into a room full of floating skulls?

Snowshoes, Mass

Level: Cleric, Druid, Ranger 3

Source: Spell Compendium

What’s it do: Everyone (CL=People) gets +10ft to speed, and can walk easily on snow and ice without making balance checks or anything, plus it’s difficult to track them. Remember how much fun Legolas was having on that snowy mountain? Yeah. I thought so.

Stone Shape, Greater

Level: Cleric 5, Druid 5, Sor/Wiz 7

Source: Spell Compendium

What’s it do: It’s like Stone Shape, but instead of 10 cubic feet +1/level, it’s 10 cubic feet +10/level. So for a wizard 14 who took this, instead of 24 feet of stone, it’s 150 feet. You could make your own dungeon in a week with just this spell!  Or maybe instead rearrange the DM’s dungeon to suit your taste.

Submerge Ship

Level: Sor/Wiz 7

Source: Spell Compendium

What’s it do: You touch the ship and give it a swim speed of 60 feet. It’s dry inside the ship, and people can act normally. That’s right: this spell gives you a fantasy submarine. Cast Mordenkainen’s Capable Caravel (Sor/Wiz 8, Stormwrack) and you can make your own magical ship to ride.

Detect Ship

Level: Bard 3, Sor/Wiz 3

Source: Storm Wrack

What’s it do: For 24 hours, you passively detect ships within 1 mile/CL, even if you can’t see them. With a simple DC 15 Profession (Sailor), you know the direction to the ships and the range. If you can see the ship, you can make another Profession (Sailor) check to learn more than you ever wanted to know about the ship: the type, course, speed, time to interception, its weaponry, its name, any signs of allegiance (pirate’s flag, symbols of nation of origin on board), and its port of call.

Water to Acid

Level: Sor/Wiz 3

Source: Stormwrack

What’s it do: Permanently transforms 1 cu. ft/level of water into alchemical acid. Prepare to ruin the alchemical economy of the nearby large city, or devise clever traps galore, or slowly burn through every door and lock that you ever face.

Smell of Fear

Level: Ranger 1

Source: Magic of Faerun

What’s it do: It triples the chance of the target encountering wandering monsters in the area. That’s right: this spell is an experience lever. And what’s more useful than free experience??



  1. Leave it to the Zhents to come up with the handiest spell in D&D.

  2. Hey, between stealing women and raping sheep, they have to party in between

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