* Chaotic Commands 5/5 This spell grants the recipient immunity to Suggestion, Charm/Domination, Command, Sleep, Maze, Confusion and allegdly Psionics (though I thought it didn't). @Corvino can you confirm this? @elminster? Either way this is a sweeping protection of good duration (1 turn/level of the caster) that greatly increases the target's survivability in battle, especially if combined with items, spells or innate abilities that protect against movement impediments (Stun, Hold) and against Fear. Note that Chaotic Commands can be dispelled.
* Insect Plague 5/5 This is a truly glorious spell for the Druid, the best of its level. It conjures up a swarm of insects that will first attack the target creature and then spread to attack up to five other enemies in the target creature's vicinity. Victims suffer a -2 penalty to both attack rolls and AC, 1 point of damage every two seconds, and a 100% chance of spell failure. In addition they must make saving throws vs. breath or run away in fear. (Note that most classes, except high level fighters, have lousy saves vs. breath.) The effects cannot be prevented by invisibility. The spell lasts a solid 6 rounds and cannot be dispelled. It has a casting time of 5, which can be be long enough for the Druid to get interrupted, but this is less likely to occur if the Druid is protected by Iron Skins.
* Iron Skins 4.5/5 This is the Druid's Stoneskin. It lasts for 12 hours and offers the caster one skin that absorbs one physical or magic damage attack for every two levels of the caster. Ironskins isn't susceptible to a mage's Breach, but it can be removed with a successful Dispel Magic. A drawback is its long casting time (one round), so when a Druid gets stripped of his last 'iron skin' in battle he'll have a hard time successfully casting a second one (unlike a Mage who can easiy insta-cast a new Stoneksin on himself or use contingencies and triggers for this purpose). Nevertheless this a great prebuff for the Druid.
* Righteous Magic 4.5/5 One of the best level 5 spells for Clerics (who don't have access to Insect Plague and Iron Skins). It adds 1 temporary hit point for every level of the caster, increases STR by 1 for every three levels of the caster to a maximum of 24, and casues the Cleric to inflict maximum damage with every hit. The first two effects aren't that special, and can be obtained with DUHM and Holy Power as well, but maximum damage during one turn for a level 10 Cleric is brutal of course. The combination of Holy Power for Fighter Thac0 (and why not extra hitpoints), DUHM for maximum physical stats, and Righteous Magic for full damage is an impressive one indeed.
* Flame Strike 4/5 This is a fine damage dealing spell, one of the few the Cleric has its disposal. 1d8 damage per level of the caster (save vs spell for half) can be very destructive at higher levels. Its drawbacks are the long casting time (8) and the fact that a target's magic resistance may cancel the effects. Note also that not all enemies are equally susceptible to fire damage.
* Magic Resistance 4/5 This spell isn't really that good if you use it the way it's intended to. It offers a progressive +2% magic resistance up to 40% for a level 20 caster. The problem is that it sets magic resistance to the applicable percentage rather than adding that percentage to any magic resistance that character already has because of items or any innate magic resistance (Viconia, Monks, Wizard Slayers). The spell really shines though if used not on yourself or your party members but rather on highly magic resistant enemies. It always works as there's no save against the spell. Ironically the lower level the priest, the more effective the spell. (It's not for nothing that people consider this use to be cheesy.) Very useful for multiclass priests, who want to take on e.g. dragons relatively early in the game.
* True Seeing 4/5 Many people may rate this a 5/5 spell, and I agree that it's excellent at what it does: dispelling illusory magic. But I'm also factoring in the fact that there are other ways to accomplish the same effect. I for one almost always play a thievish character (or have a thief in my party) who starts investing in Detect Illusions late BG1 / early BG2. Unlike True Seeing, which lasts only one turn, a thief's Detect Illusions has an indefinite duration and it works even while fighting (if you click to attack an enemy and then after that click on the Find Traps button, the latter ability stays active). Besides, Keldorn or any Inquisitor can use it as an innate ability, and mages have their own True Sight spell (though admittedly that one comes later than the priest's version). Still, if you don't have any of the other means mentioned above at your disposal, it's definitely worth memorizing.
MID TIER:
* Pixie Dust 3.5/5 I like this spell. It has the exact same effect as the mage's Invisibility 10' Radius (which I also like, I even tend to play CG mages just because my familiar will be able to cast it). The spell allow your party to sneak their way to safety, or ambush their ambushers.
* Mass Cure 3/5 This spell heals 1d8 hitpoints + 1/level of the caster on all companions who within the priest's sight. This is much better than the level 4 spell Cure Serious Wounds, and at higher caster levels (20+) also better than fellow level 5 spell Cure Critical wounds. In TOB it's great. However there are so many healing potions in the game both as loot and for sale, and so many fine level 5 spells, that this one to me remains to be a mid tier.
* Raise Dead 3/5 You don't want to need this of course, and I don't normally memorize it preventively, but if you're in the wilderness of the Umar Hills, trapped in the Planar Sphere or lost somewhere in the Underdark, memorizing Raise Dead, resting and raising your fallen comade may well be your only option to get your companion back, at least until you get your hands on a Rod of Resurrection.
* Cure Critical Wounds 2.5/5 This spell heals 27 hitpoints on the target creature, which equals a potion of greater healing. Its long casting time doesn't make it very worthwhile to use in battle what with the risk of spell interruption or the target's death. It's wiser to rely on potions.
* Greater Command 2.5/5 When I first got this spell, I thouught: "that's nice, now I can command even >6HD enemies, without them having a saving throw". I was wrong, which may explain my low rating of this spell. It's simply an AoE version of the level 1 spell Command, albeit with a progressive duration depending on the caster's level. The further your character advances in the game, the tougher your enemies will become and the better their saving throws. A high level 'save negates effect' spell with no intrinsic save penalty, is simply unreliable to use (even in combination with Doom and/or Greater Malison), taking into account other options such as the cleric's great buffs, or the druid's Insect Plague. In its defense it must be said that its quick casting time, AoE nature, and progressive duration make it one of the nicer 'save or else' spells.
BOTTOM TIER:
* Cause Critical Wounds 2/5 27 damage isn't necessarily 'critical' for the enemies the average level 9+ priest is going to encounter. I can see a use for this spell if your party hasn't got the weaponry with the required enchantment to hit a certain enemy, so that they depend on spells to do the damage. But this would be an enemy that's better avoided till your party is better prepared for the fight. The good thing is that there's no saving throw against the spell.
* Champion's Strength 2/5 This spell sets the targeted creature's STR to 18/00 and gives it a +1 Thac0 bonus for every 3 caster levels. It lasts for 3 rounds/level of the caster. As long as this spell is in effect, the priest cannot cast any spells. For a spellcaster to temporarily give up his spellcasting ability, he should get something really good in return. This spell isn't. Nevertheless my current Cleric/Thief may use this spell on his summons while he himself remains at a distance, safely under the cover of stealth and non-detection until the spell wears off or the summoned ally gets killed.
* Repulse Undead 2/5 Useless for the singleclass Cleric, whose intrinsic Turn Undead ability does the same or even more, i.e. recruiting (evil cleric) or destroying (good cleric) undead. A multiclassed Cleric, whose Turn Undead ability isn't very reliable, might have use for this spell if he's beset by undead. The spellcasting time of 5 is a bit long though, the Cleric's casting might well get interrupted by a hit of one of the undead. The spell lasts one turn which should be sufficient for the Cleric to free himself, and there's no saving throw.
* Animal Summoning II 1.5/5 A long casting time of almost one round, to get 1 to 3 animals with 8 or less HD during three turns isn't very appealing even at the time when you first get this spell. If the summons were stronger, they would actually add some fighting power to you party. Now they're just distractions or invitations for enemy casters to waste a Death Spell.
* Slay Living 1/5 This spell is worse than Greater Command, because it first requires a successful touch attack and then the target ceature still has a save vs spell, again with no penalty, to avoid instant death. A successful save vs spell makes the vinctim suffer a mere 2d6 + 9 damage, which is at best the equivalent of a decent hit with your weapon at this level. The spell can be dispelled after it has been cast and before the touch attack is made. It's instantly cast by the way.
Psionics gives a stun effect. While its not listed in he description if you look it up in Near Infinity its the last listed immunity that Chaotic Commands grants.
Chaotic Command makes you immune to the Illithid psionic attacks. Don't know if this was changed in BGEE but in the original it makes you immune to the hold/stun effect that the Illithids use.
@elminster and @SionIV, thank you. This means that Chaotic Commands is greater than I'd thought. I'll process your info in the consolidated list I'll post later today.
I feel like the combination of Holy Power, DUHM, and Righteous Magic is the way clerics were envisioned. Channeling the powers of their god to become this force of destruction on the battlefield, utterly beyond human capabilities. I love this combo and use it often.
@ZaknafeinBaenre, that's exactly how I see it. They become in a way an incarnation of their God, imposing His/Her will upon the lesser beings. Like the angels who came to set things straight in Sodom and Gomorrah, or Clint Eastwood in some of his western flicks. I love this concept.
@ZaknafeinBaenre Well Wyatt Earp is a great reference as well! As one who can appreciate a good western now and then Clint Eastwood's not so well known Pale Rider (based on Shane) and High Plains Drifter (including a controversial rape scene) caused me to mention him in my previous post. In both flicks he arrives at a plagued, lawless town, alone, and restores order against all odds. Highly recommended.
My man Zak! I can call you that now yes? Always nice to see other people with similar interests. I think the controversy lies in the fact that in a 1970s Hollywood production the hero of the story takes a woman against her will, to teach her "manners". Even though she enjoyed it later though!
Liches are fairly common though, especially if you're a bit higher level. I remember running into two in the Temple Ruins alone when I left it until post-Underdark. There are also NPCs who have poor HP (Edwin, Haer'Dalis, Jan) who are pretty susceptible to insta-kill effects.
While I appreciate it doesn't cover summons I do find immunity for these NPCs invaluable. I do however always play with a full party, meaning I use fewer summons and rely more on NPCs.
Ok so I've dug into this a bit and who knows if I got this right or not lol.
In non-SCS SoA (counting Kanglaxx's forms as one enemy, as well as the Watcher's Keep Demi-lich) I think you'll run into up to 9 (based on 1 in the Twisted Ruin, 1 with Cernd in your party for Deril's Estate [I don't think he will attack you unless you attack him], doing the Temple Ruins later [2], reviving/killing Kangaxx[3], and clearing out Watcher's Keep[2] ). It's been awhile since I've cleared out Watcher's Keep so I could certainly be wrong there. As far as I recall with the exception of a few of the EE characters quests in ToB (Hexxat and I think Neera) I only recall there being 1 lich in non-SCS ToB (Amkethran).
Its a great spell to prep before these specific encounters (and Beholders and specific enemies that have an on kill effect). The problem is that in a lot of the games other fights there is just no means of using this spell. Unless you are using Symbol: Death it won't protect against any of your own spells or a lot of the other enemies abilities/spells that you encounter.
* Chaotic Commands 5/5 This spell grants the recipient immunity to Suggestion, Charm/Domination, Command, Sleep, Maze, Confusion and allegdly Psionics (though I thought it didn't). @Corvino can you confirm this? @elminster? Either way this is a sweeping protection of good duration (1 turn/level of the caster) that greatly increases the target's survivability in battle, especially if combined with items, spells or innate abilities that protect against movement impediments (Stun, Hold) and against Fear. Note that Chaotic Commands can be dispelled.
I made a reference in the BG2EE text errors thread pointing out that Chaotic Commands protects against a lot more than what is listed.
My man Zak! I can call you that now yes? Always nice to see other people with similar interests. I think the controversy lies in the fact that in a 1970s Hollywood production the hero of the story takes a woman against her will, to teach her "manners". Even though she enjoyed it later though!
Zak, Fein, Zakky, Biggy Z, take your pick! Clint Eastwood's characters were not black and white. They were grey, bigtime, and that scene is one of many that sets him apart from the stereotype, "do no wrong" chivalrous paladins that don't really exist in this world, and certainly didn't exist on the frontier.
I made a reference in the BG2EE text errors thread pointing out that Chaotic Commands protects against a lot more than what is listed.
Yes, either the spell offers more than it should and the effects would have to be adjusted, or the spell description ought to be corrected. I would advocate the latter option, because the idea of Chaotic Commands is that the recipient's mind becomes impregnable to all kinds of external commands. In my view it could even include Hold Person, since that spell is also a charm/enchantment spell that allows the caster to enter into the mind of their target and commands them to freeze, unlike Petrification Attacks /Flesh to Stone (Alteration) for instance. Also, note that there is a Hold Undead spell (undead are mindless creatures), but that spell belongs to the Necromancy school whose magic works differently, not by entering the mind of other creatures.
I know its a little late to add to this discussion but I think woodland beings should have been given higher then 3.5. There AI is frustrating but seeing as they have access to spells of equal or higher level then the summoning itself id say is pretty awesome. Its just excellent economy for its level. even if you only get two spells out of it before it goes awol/dies id say its pretty good
LOL @ Clint Eastwood reference. I think More Wyatt Earp style. "You tell em I'm comin, and HELL'S COMIN WITH ME!!!!!!
@ZaknafeinBaenre@Blackraven This is from my all time favorite movie!!!! Most quotable film for me, and Val Kilmer's Doc Holliday is my favorite character in any western. Plus Powers Boothe=extremely underrated actor I actually wrote about it in my senior thesis! I watch it every year. The Director's Cut. So good 10/10 [/spoiler]
@booinyoureyes: 'You're no daisy, you're no daisy at all!' It's been a long time since I last watched Tombstone, but Doc is very memorable. Both are great movies. I'm glad you chose to study and write your thesis about something as great as this (Y)
Well it wasn't the topic of my paper, but it was included. (ps: the quote Zak gave was from Tombstone, not the Kevin Costner movie)
on topic: I think different spells should be ranked according to the type of character that is using it. For example, iron skins is great, but it is even better on a fighter/druid or a cleric/ranger than on a plain old druid.
Question: if you cast iron skins then shapeshift, do the skins remain?
Yea the full list (off the top of my head) would be it grants immunity to...
Charm, Sleep, Hold, Feeblemind, Stun, Confusion, Panic, and Maze.
Charm in a broad sense yes? Including Domination, Emotion: Hoplessness, and (Greater) Command. This may not be obvious to every player of the game. Especially since other protections against charm, like that given by the Shield of Harmony, do not protect against Emotion: Hopelessness or Command.
Charm is the name of the effect. Whether that comes in the form of Charm Person, Dire Charm, or Domination its treated as the same (different saving throws and duration of course but the effect is the same).
Emotion: Hopelessness gives a Sleep effect. As does Sleep, Earthquake, Command, and Greater Command (and other things as well).
Anyways, the spell gives broad protections that include the effects of all of the spells I just mentioned and more.
on topic: I think different spells should be ranked according to the type of character that is using it. For example, iron skins is great, but it is even better on a fighter/druid or a cleric/ranger than on a plain old druid.
Good point, but impossible to implement in a single ranking me thinks. What we could do is mention epescifically for each spell which classes benefit or don't benefit.
Charm is the name of the effect. Whether that comes in the form of Charm Person, Dire Charm, or Domination its treated as the same (different saving throws and duration of course but the effect is the same).
Emotion: Hopelessness gives a Sleep effect. As does Sleep, Earthquake, Command, and Greater Command (and other things as well).
Anyways, the spell gives broad protections that include the effects of all of the spells I just mentioned and more.
So Chaotic Commands offers the same protections as the Berseker rage, minus imprisonment and level drain (or the Barbarin rage minus level drain). Good to know.
You guys should update a summary at the begining of the thread
A summary? Could you explain?
What I could do when this discussion has ended, is paste all the consolidated rankings per level into the first post. As a reference. But I'm not sure if that's what you'd be interested in.
Comments
TOP TIER:
* Chaotic Commands 5/5
This spell grants the recipient immunity to Suggestion, Charm/Domination, Command, Sleep, Maze, Confusion and allegdly Psionics (though I thought it didn't). @Corvino can you confirm this? @elminster?
Either way this is a sweeping protection of good duration (1 turn/level of the caster) that greatly increases the target's survivability in battle, especially if combined with items, spells or innate abilities that protect against movement impediments (Stun, Hold) and against Fear. Note that Chaotic Commands can be dispelled.
* Insect Plague 5/5
This is a truly glorious spell for the Druid, the best of its level. It conjures up a swarm of insects that will first attack the target creature and then spread to attack up to five other enemies in the target creature's vicinity. Victims suffer a -2 penalty to both attack rolls and AC, 1 point of damage every two seconds, and a 100% chance of spell failure. In addition they must make saving throws vs. breath or run away in fear. (Note that most classes, except high level fighters, have lousy saves vs. breath.) The effects cannot be prevented by invisibility. The spell lasts a solid 6 rounds and cannot be dispelled. It has a casting time of 5, which can be be long enough for the Druid to get interrupted, but this is less likely to occur if the Druid is protected by Iron Skins.
* Iron Skins 4.5/5
This is the Druid's Stoneskin. It lasts for 12 hours and offers the caster one skin that absorbs one physical or magic damage attack for every two levels of the caster. Ironskins isn't susceptible to a mage's Breach, but it can be removed with a successful Dispel Magic. A drawback is its long casting time (one round), so when a Druid gets stripped of his last 'iron skin' in battle he'll have a hard time successfully casting a second one (unlike a Mage who can easiy insta-cast a new Stoneksin on himself or use contingencies and triggers for this purpose). Nevertheless this a great prebuff for the Druid.
* Righteous Magic 4.5/5
One of the best level 5 spells for Clerics (who don't have access to Insect Plague and Iron Skins). It adds 1 temporary hit point for every level of the caster, increases STR by 1 for every three levels of the caster to a maximum of 24, and casues the Cleric to inflict maximum damage with every hit. The first two effects aren't that special, and can be obtained with DUHM and Holy Power as well, but maximum damage during one turn for a level 10 Cleric is brutal of course. The combination of Holy Power for Fighter Thac0 (and why not extra hitpoints), DUHM for maximum physical stats, and Righteous Magic for full damage is an impressive one indeed.
* Flame Strike 4/5
This is a fine damage dealing spell, one of the few the Cleric has its disposal. 1d8 damage per level of the caster (save vs spell for half) can be very destructive at higher levels. Its drawbacks are the long casting time (8) and the fact that a target's magic resistance may cancel the effects. Note also that not all enemies are equally susceptible to fire damage.
* Magic Resistance 4/5
This spell isn't really that good if you use it the way it's intended to. It offers a progressive +2% magic resistance up to 40% for a level 20 caster. The problem is that it sets magic resistance to the applicable percentage rather than adding that percentage to any magic resistance that character already has because of items or any innate magic resistance (Viconia, Monks, Wizard Slayers).
The spell really shines though if used not on yourself or your party members but rather on highly magic resistant enemies. It always works as there's no save against the spell. Ironically the lower level the priest, the more effective the spell. (It's not for nothing that people consider this use to be cheesy.) Very useful for multiclass priests, who want to take on e.g. dragons relatively early in the game.
* True Seeing 4/5
Many people may rate this a 5/5 spell, and I agree that it's excellent at what it does: dispelling illusory magic. But I'm also factoring in the fact that there are other ways to accomplish the same effect. I for one almost always play a thievish character (or have a thief in my party) who starts investing in Detect Illusions late BG1 / early BG2. Unlike True Seeing, which lasts only one turn, a thief's Detect Illusions has an indefinite duration and it works even while fighting (if you click to attack an enemy and then after that click on the Find Traps button, the latter ability stays active). Besides, Keldorn or any Inquisitor can use it as an innate ability, and mages have their own True Sight spell (though admittedly that one comes later than the priest's version). Still, if you don't have any of the other means mentioned above at your disposal, it's definitely worth memorizing.
MID TIER:
* Pixie Dust 3.5/5
I like this spell. It has the exact same effect as the mage's Invisibility 10' Radius (which I also like, I even tend to play CG mages just because my familiar will be able to cast it). The spell allow your party to sneak their way to safety, or ambush their ambushers.
* Mass Cure 3/5
This spell heals 1d8 hitpoints + 1/level of the caster on all companions who within the priest's sight. This is much better than the level 4 spell Cure Serious Wounds, and at higher caster levels (20+) also better than fellow level 5 spell Cure Critical wounds. In TOB it's great. However there are so many healing potions in the game both as loot and for sale, and so many fine level 5 spells, that this one to me remains to be a mid tier.
* Raise Dead 3/5
You don't want to need this of course, and I don't normally memorize it preventively, but if you're in the wilderness of the Umar Hills, trapped in the Planar Sphere or lost somewhere in the Underdark, memorizing Raise Dead, resting and raising your fallen comade may well be your only option to get your companion back, at least until you get your hands on a Rod of Resurrection.
* Cure Critical Wounds 2.5/5
This spell heals 27 hitpoints on the target creature, which equals a potion of greater healing. Its long casting time doesn't make it very worthwhile to use in battle what with the risk of spell interruption or the target's death. It's wiser to rely on potions.
* Greater Command 2.5/5
When I first got this spell, I thouught: "that's nice, now I can command even >6HD enemies, without them having a saving throw". I was wrong, which may explain my low rating of this spell. It's simply an AoE version of the level 1 spell Command, albeit with a progressive duration depending on the caster's level. The further your character advances in the game, the tougher your enemies will become and the better their saving throws. A high level 'save negates effect' spell with no intrinsic save penalty, is simply unreliable to use (even in combination with Doom and/or Greater Malison), taking into account other options such as the cleric's great buffs, or the druid's Insect Plague. In its defense it must be said that its quick casting time, AoE nature, and progressive duration make it one of the nicer 'save or else' spells.
BOTTOM TIER:
* Cause Critical Wounds 2/5
27 damage isn't necessarily 'critical' for the enemies the average level 9+ priest is going to encounter. I can see a use for this spell if your party hasn't got the weaponry with the required enchantment to hit a certain enemy, so that they depend on spells to do the damage. But this would be an enemy that's better avoided till your party is better prepared for the fight. The good thing is that there's no saving throw against the spell.
* Champion's Strength 2/5
This spell sets the targeted creature's STR to 18/00 and gives it a +1 Thac0 bonus for every 3 caster levels. It lasts for 3 rounds/level of the caster. As long as this spell is in effect, the priest cannot cast any spells. For a spellcaster to temporarily give up his spellcasting ability, he should get something really good in return. This spell isn't. Nevertheless my current Cleric/Thief may use this spell on his summons while he himself remains at a distance, safely under the cover of stealth and non-detection until the spell wears off or the summoned ally gets killed.
* Repulse Undead 2/5
Useless for the singleclass Cleric, whose intrinsic Turn Undead ability does the same or even more, i.e. recruiting (evil cleric) or destroying (good cleric) undead. A multiclassed Cleric, whose Turn Undead ability isn't very reliable, might have use for this spell if he's beset by undead. The spellcasting time of 5 is a bit long though, the Cleric's casting might well get interrupted by a hit of one of the undead. The spell lasts one turn which should be sufficient for the Cleric to free himself, and there's no saving throw.
* Animal Summoning II 1.5/5
A long casting time of almost one round, to get 1 to 3 animals with 8 or less HD during three turns isn't very appealing even at the time when you first get this spell. If the summons were stronger, they would actually add some fighting power to you party. Now they're just distractions or invitations for enemy casters to waste a Death Spell.
* Slay Living 1/5
This spell is worse than Greater Command, because it first requires a successful touch attack and then the target ceature still has a save vs spell, again with no penalty, to avoid instant death. A successful save vs spell makes the vinctim suffer a mere 2d6 + 9 damage, which is at best the equivalent of a decent hit with your weapon at this level. The spell can be dispelled after it has been cast and before the touch attack is made. It's instantly cast by the way.
As one who can appreciate a good western now and then Clint Eastwood's not so well known Pale Rider (based on Shane) and High Plains Drifter (including a controversial rape scene) caused me to mention him in my previous post. In both flicks he arrives at a plagued, lawless town, alone, and restores order against all odds. Highly recommended.
In non-SCS SoA (counting Kanglaxx's forms as one enemy, as well as the Watcher's Keep Demi-lich) I think you'll run into up to 9 (based on 1 in the Twisted Ruin, 1 with Cernd in your party for Deril's Estate [I don't think he will attack you unless you attack him], doing the Temple Ruins later [2], reviving/killing Kangaxx[3], and clearing out Watcher's Keep[2] ). It's been awhile since I've cleared out Watcher's Keep so I could certainly be wrong there. As far as I recall with the exception of a few of the EE characters quests in ToB (Hexxat and I think Neera) I only recall there being 1 lich in non-SCS ToB (Amkethran).
Its a great spell to prep before these specific encounters (and Beholders and specific enemies that have an on kill effect). The problem is that in a lot of the games other fights there is just no means of using this spell. Unless you are using Symbol: Death it won't protect against any of your own spells or a lot of the other enemies abilities/spells that you encounter.
Anyway, back to the topic.
Charm, Sleep, Hold, Feeblemind, Stun, Confusion, Panic, and Maze.
[spoiler] @ZaknafeinBaenre @Blackraven
This is from my all time favorite movie!!!! Most quotable film for me, and Val Kilmer's Doc Holliday is my favorite character in any western. Plus Powers Boothe=extremely underrated actor
I actually wrote about it in my senior thesis! I watch it every year. The Director's Cut. So good 10/10 [/spoiler]
I'm glad you chose to study and write your thesis about something as great as this (Y)
on topic:
I think different spells should be ranked according to the type of character that is using it. For example, iron skins is great, but it is even better on a fighter/druid or a cleric/ranger than on a plain old druid.
Question: if you cast iron skins then shapeshift, do the skins remain?
Yes
Emotion: Hopelessness gives a Sleep effect. As does Sleep, Earthquake, Command, and Greater Command (and other things as well).
Anyways, the spell gives broad protections that include the effects of all of the spells I just mentioned and more.
I just checked... you're right.
What I could do when this discussion has ended, is paste all the consolidated rankings per level into the first post. As a reference. But I'm not sure if that's what you'd be interested in.