Now....This will be doing, the unique spells pro and cons. The ones that are already common on other classes, will be listed,but not reviewed. Enjoy folks
Overall Review:
Pros: Alot of Heals for Constructs..and can be a decent healer for fleshies if you have plenty of items to bless and use AOE Healing at even low levels
Pros:Tons of Damage and buffing, that does not relies on the persons buffs, but instead of items. *Con* Of this are folks who wear items they switch out lots.
Cons:...will list soon tired going to bed.
LEVEL 1
ABJURATION
Ablative Armor: Wards an ally against physical damage. Once this infusion has prevented a total of 5 damage per caster level (max 50) it is discharged.
Pros:Tank,Aggro Holding option,Good for prepping against large damage attacks *Winces* Pvp. Low Level casting.
Cons: In Low level play, may be better to just heal.
CONJURATION
Curative Admixture: Cure Light Wounds Infusing a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d8+1 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Light Wounds. This infusion is effected by Artificer Knowledge: Potions
Pros:Healing Grenade+Undead Damage
Cons:Cost an Item
TRANSMUTATION
Conjure Bolts Conjures a stack of 100 +1 bolts for use with a crossbow. these bolts dissolve into nothingness after logout.
Pro:Now instead of arrow's we have bolts. Useful for the class
Con: None
Enchant Armor Increases the Enhancement Bonus of your targets' currently equipped armor by 1.
An item can have only one temporary item enchantment at a time.
Pro:AC Bonus
Con:May be better Infusions to pick
Enchant Weapons Increases the Enhancement Bonus of your target's currently equipped weapons or shields by 1.
An item can have only one temporary item enchantment at a time.
Pro:Hit+Damage Bonus
Con:None
Resist Energy Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic.
Shield of Faith Creates a shimmering, magical field around an ally that averts attacks, giving a +2 deflection bonus to Armor Class. This bonus is increased by 1 for every 6 caster levels.
Light Wounds Infusing a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d8+1 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Light Wounds. This infusion is effected by Artificer Knowledge: Potions.
Grease Covers the ground with a 10 ft. square layer of slippery grease, forcing targets to make a Reflex save or fall. (Affects party members.) Sometimes it deals 2d6 fire damage per 2 caster levels to all enemies of the caster in the grease every few seconds, as well as the caster of the Grease spell. A successful Reflex save will reduce this damage by half.
Static Shock An electric discharge strike one target for 4 to 6 plus 4 to 6 per two caster levels electrical damage (max 24 to 36). A successful Reflex save reduces this damage by half. On a failed save, the target must make a sucessful Will save or be dazed for a short period of time or until they take damage
Inflict Light Damage Deals 1d6+2 damage plus 1 per caster level (Maximum caster level 5.) to a construct.
Repair Light Damage Transmutes the structure of a living Construct ally to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 5.)
Level 2
Lucky Cape Your targets cloak grants a +1 luck bonus to saving throws. An item can have only one temporary item enchantment at a time.
Pro:Good Low Level help
Con:May lose its value as you level up
Curative Admixture: Cure Moderate Wounds Infusing a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d8+3 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Moderate Wounds. This infusion is effected by Artificer Knowledge: Potions.
Pro:Healing Grenade+Dmg Undead
Con:Cost an Item
Insightful Strikes Enchants a crossbow or one handed melee weapon to permit the use of the equipper's intelligence modifier for attack rolls if it is higher then the standard ability for the weapon, if it is the only weapon (other than Rune Arm) equipped. An item can have only one temporary item enchantment at a time.
Pro:Will be good for low level's and high levels when you get your high stat's
Con:If you do not use crossbow
Elemental Prod Deals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to any elemental you touch. Half the damage is electric, the other half is force. The target of the spell is also dazed. A successful Will save halves the damage and negates the daze.
Pro:Could make some mission survivble for pug's that are not good on teamwork.
Con:Only elemental no knowledge if works on mephits
Elemental Weapons Your targets currently equipped weapons gain hit effect: 1 to 6 elemental damage of your choice. An item can have only one temporary item enchantment at a time.
Pro:Effective Buff
Con:Someone Trolls and buffs your weapon against an elements strong point.
Byeshk Weapons Your target's currently equipped weapons gain the ability to bypass Byeshk damage reduction. An item can have only one temporary item enchantment at a time.
Pro:Makes your pug less dreading,your own auctoin hunt's cheaper
Con:May make pugs come to want nothing but arti's to make weapons cheaper
Fire Trap Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d3 + 3 fire damage per caster level. (Maximum caster level 20.) A successful Reflex save reduces the damage by half.
Protection from Energy Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. Energy types available are: acid, cold, electricity, fire, and sonic.
Flame Arrow Creates 50 flaming ammo within the caster's inventory, each ammo deals an additional 1d6 fire damage. This spell requires and consumes 1 normal ammo of that type. Ammo drop when leaving instance.
Lightning Sphere Launches an electrical orb that explodes on impact, dealing 5 to 8 electrical damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.
Bear's Endurance An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level.
Bull's Strength An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level.
Cat's Grace An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level.
Eagle's Splendor An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level.
Fox's Cunning An ally gains a +4 enhancement bonus to Intelligence for 1 minute per caster level.
Inflict Moderate Damage Deals 2d6+4 damage plus 1 per caster level (Maximum caster level 15.) to a construct.
Owl's Wisdom An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level.
Reinforce Construct Reinforces the target ally construct or living construct, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10.
Repair Moderate Damage Transmutes the structure of a living Construct ally to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 10.)
Toughen Construct Toughens the skin of a ally contruct, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12.
Level 3
CONJURATION
Curative Admixture: Cure Serious Wounds Infusing a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d8+5 positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Serious Wounds. This infusion is effected by Artificer Knowledge: Potions.
Pro:Healing Gernede+Damage against Undead
Con:Require Item
Curative Admixture: Remove Disease Infuses a Remove Disease potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes diseases from nearby allies. Special material component: Potion of Remove Disease.
Pro: Aoe Remove Disease
Con:...That useful?
Insightful Damage Enchants a crossbow or one handed melee weapon to permit the use of the equipper's intelligence modifier for damage rolls if it is higher then the standard ability for the weapon, if it is the only weapon (other then Rune Arm) equipped. An item can have only one temporary item enchantment at a time.
Pro:Effective Damage
Con:????
Blast Rod A blast of electricity bursts from your outstretched hand, dealing 5 to 8 electrical damage per caster level (up to a max of 50 to 80 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.
Promg
Con:Reflex Save
Adamantine Weapons Your target's currently equipped weapons gain the ability to bypass Adamantine damage reduction. An item can have only one temporary item enchantment at a time.
Pro:Makes Pugs Easier,Auction Hunting Less costly
Con:Pugs relient on Arti'es
Positive Energy Infusion An ally of the caster's choice gains 10% healing amplification. The caster takes a stacking healing penalty of 10% for each time this spell has been cast. The effect lasts for five minutes before expiring.
Pros:Good for Archer Arties that want to increase the melee ratio, while staying out of harms way.
Con:Melee arti's makes you the sacrificial sheep
Flame Turret Conjures a destroyable turret that fires jets of flame at nearby enemies. You can have only one summoned creature at a time.
Proamage you do not have to caste or babysit, trap or tight hallway spaces.
Con:Be destroyed,Fire resistant creatures
Repair Serious Damage Transmutes the structure of a living Construct ally to repair 3d6+6 Hit Points plus 1 per caster level. (Maximum caster level 15.)
Inflict Light Damage, Mass Transmutes the structure of construct enemies to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 25.
Inflict Serious Damage Transmutes the structure of a construct enemy to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 15.
ABJURATION
Shield of Faith, Mass Casts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to Armor Class. This bonus is increased by 1 for every 6 caster levels.
Stoneskin The warded creature gains resistance to base melee damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (Maximum caster level 20.) it is discharged. Otherwise it lasts 1 minute per caster level. (Special material component.)
Level 4
Curative Admixture: Remove Poison Infuses a potion of Poison Neutralization with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes poisons from nearby allies. (It does not confer immunity to poisons.) Special material component: Potion of Poison Neutralization.
Pro:Good for Spider Fights/Poison Traps
Con:Item Requirement
Thundering Armor Your target's currently equipped armor gains Retributive Hit Effect: Attacker takes 1 to 6 sonic damage and has a 5% chance to take an additional 8 to 48 sonic damage (Fortitude DC: 25 save for half damage). An item can have only one temporary item enchantment at a time.
Pro:Good for Heavy Armor fighters,monks
Con:Bad for clothies and ranged fighters.
Armor of Speed Your target's currently equipped armor gains Equip Effect: Quickens the wearer, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. An item can have only one temporary item enchantment at a time.
Pro:Awesome for everyone.
Con:umm....heh...what con?
Cold Iron Weapons Your target's currently equipped weapons gain the ability to bypass Cold Iron damage reduction. An item can have only one temporary item enchantment at a time.
Pro+Con=same as before
Inflict Critical Damage Deals 4d6+8 damage plus 1d4 per caster level (Maximum caster level 20.) to a construct.
Inflict Moderate Damage, Mass Deals 2d6+4 damage plus 1d4 per caster level (Maximum caster level 20.) to a group of constructs.
Repair Critical Damage Transmutes the structure of a living Construct ally to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 20.)
Lesser Globe of Invulnerability An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
Protection from Elements Grants temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed.
Level 5
Radiant Forcefield Your target is surrounded in a sphere of magical force that reduces all damage they take by 25% for a short period of time
Pro:Save Healer SP Save Fighters HP and Overcritical moments
Con:May make fighters to brave.
Planar Weapons Weapon becomes good, evil, lawful or chaotic.
Pro:Bypass things blah blah blah Pugs better,cheaper auction houses
Con:Pugs become to reliant
Silver Weapons Your target's currently equipped weapons gain the ability to bypass Silver damage reduction. An item can have only one temporary item enchantment at a time.
Pro:OMG good for those that need the level and auction house cheaper
Con:Eh..this one is good to make relent on lol
Bear's Endurance, Mass Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level.
Bull's Strength, Mass Casts Bull's Strength on multiple targets giving a +4 enhancement bonus to Strength to each of them for 1 minute per caster level.
Cat's Grace, Mass Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each of them for 1 minute per caster level.
Eagle's Splendor, Mass Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each of them for 1 minute per caster level.
Fox's Cunning, Mass Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each of them for 1 minute per caster level.
Inflict Serious Damage, Mass Transmutes the structure of Construct enemies to deal 3d6+6 damage plus an additional 1d4 for every caster level up to caster level 35.
Owl's Wisdom, Mass Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level.
Repair Moderate Damage, Mass Transmutes the structure of living Construct allies to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 30.)
Tenser's Transformation Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to Armor Class, a +5 competence bonus to Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. (Which may give you multiple attacks.)
Level 6
Deadly Weapons Your targets currently equipped weapons deal +1(base weapon damage). (A weapon that deals 1d6 per hit will deal 2d6 instead, while a weapon that deals 2d4 damage per hit will deal 4d4 damage instead. This effects base dice associated with a weapon any time they are rolled.) An item can have only one temporary item enchantment at a time.
Pro:PURE WEEEEEEEEIN
Con:NERF incoming
Tactical Detonation Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact, knocking enemies to the ground and dealing 4 to 6 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 3 to 4 force damage per caster level (no save) to targets in the area. Unlike most other projectile spells, the caster can arc this sphere if they have no target selected.
Pro:not sure...knockdown good but..alot of things going on at once
Globe of Invulnerability As Lesser Globe of Invulnerability, but spells of level 4 and under fail to target anyone located within the globe, meanwhile any type of spell can be cast through or out of the magical globe.
EVOCATION
Blade Barrier Creates a circular wall of blades that damages all those that pass through it, dealing 1d6 points of Slashing damage per caster level (Maximum damage 15d6.), a Reflex save reduces this damage by half.
TRANSMUTATION
Deconstruct Greatly damages an enemy construct, dealing 10 damage per caster level (max 150), slows their move and attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair effects. Reconstruction will remove this penalty. A successful Will save halves this damage and prevents the debuff portion.
Reconstruct Repairs the ally Construct, restoring 10 Hit Points per caster level (Maximum caster level 15.), while simultaneously granting the Construct an increase in attack speed for a short time.
Repair Critical Damage, Mass Transmutes the structure of living Construct allies to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 40.)