[size=+2]Spells[/size]
Following is a list of Conjuration spells that I think are particuarly neat, interesting, and/or useful. Many of these spells are combat-based, though there are some campaign spells included in the list as well (campaign spells are spells which help you progress through the campaign… overland transportation, item creation, interaction, and the like). I have pulled spells from the SRD, the Spell Compendium, and Complete Mage. Spells from other sources are not included (but I’ll happily add spells if other posters want to make suggestions). I assume you have the source books mentioned, and I will not be describing the effect of each spell.
Summon monster spells are not included in the list. For a guide to selecting and using summoned creatures, please visit Faithless the Wonder Boy’s guide, entitled
Mastering the Summoned Monster. In general,
summon monster spells tend to get worse as you level up, because the monsters available for summoning get weaker relative to the challenges you face. For example, most of the creatures available via
summon monster IX are CR 9-11, and will be underpowered against the CR 17-20 challenges you face at that level.
In cases where the PHB and SRD differ in regards to a spell’s name (such as
evard’s black tentacles vs.
black tentacles), I use the SRD version.
[size=+1]First Level Spells[/size]
First level has a number of utility spells that will stay with you through your Conjuring career.
Grease is always a fan favorite, and it’s almost always worth keeping a
benign transposition memorized, in case you need to escape on the cheap.
CoreGrease: Excellent. Cast it under a monster, even if he makes his Reflex save, he’s flat-footed unless he has at least 5 ranks in Balance. Great at low levels, still applicable later on.
Grease is an absolutely
fantastic spell to Sculpt, because you can quadruple its area of effect (four 10x10' areas instead of one).
Mage Armor: +4 armor bonus to AC. Use it. Love it.
Mount: Summons a horse with a stupidly long duration. Use it for overland travel, or for carrying your phat lewts back to town.
Obscuring Mist: Provides concealment, blocks line of sight. Great for keeping you safe and hidden while your summoned hordes do your dirty deeds. A first-level spell that blocks line of sight is great at high levels.
Non-CoreBenign Transposition[sup]SC[/sup]: Two willing subjects switch places. Like, the big, stupid Fighter and the handsome Conjurer who finds himself grappled. No somatic component. Unconscious creatures are always considered “willing targets,” even if they wouldn’t be willing if they knew what they were signing up for.
Buzzing Bee[sup]SC[/sup]: Grants a -10 penalty to a target’s Move Silently checks. Also imposes a Concentration check on any spell the target casts, which is great at low levels. The bee sees invisible or hidden foes, helping you target your spells if the pesky enemy Rogue tries to hide.
Lesser Orb of Whatever[sup]SC[/sup]: It does damage, it doesn’t offer a save. A last resort, more or less.
Resinous Tar[sup]CM[/sup]: It’s like the reverse
grease. Sticky tar slows movement and makes it hard to stand up. Also makes creatures easier to grapple, and provides some protection against disarm attempts if used on a weapon.
Stand[sup]PHB2[/sup]: As an immediate action, you or a nearby ally stand up from prone. Destroys trippers like it’s nothing, and stays good as you level up.
Wall of Smoke[sup]SC[/sup]: Obscures vision and nauseates anyone who passes through. Absolutely fantastic at level 1, as the saving throw will be difficult for most monsters to make.
[size=+1]Second Level Spells[/size]
Second level is where your first area disable spells come into play.
Cloud of bewilderment nauseates,
glitterdust blinds, and
web entangles. Just be aware that these spells all affect your party as well as your enemies, so place them carefully.
You have two nauseate effects now, in
wall of smoke and
cloud of bewilderment. Nauseate is an excellent status effect, as it keeps affected foes from taking any actions except movement. Just be aware that nauseate doesn’t work on nonliving creatures, such as undead or constructs. Oozes and plants are also immune, and any monster immune to poison is also impervious to the effect. Make sure you keep a variety of disables on hand to deal with these possibilities.
CoreFog Cloud: Like
obscuring mist, but it doesn’t have to emanate from you, and it lasts ten times longer. Helps if your party wants to be sneaky,
Glitterdust: Blinds all creatures within 10’ of you, and imposes a -40 Hide penalty to all affected creatures. Blind is a superb effect at low levels.
Web: Entangles creatures, impedes spellcasters, and keeps enemies from escaping your damaging cloud spells. Also burns like kindling
Non-CoreBaleful Transposition[sup]SC[/sup]: As
benign transposition, but the targets need not be willing. Swap your big dumb Fighter with the other team’s Wizard at the start of the fight, saving your guy a move and putting their guy in a world of ouch.
Cloud of Bewilderment[sup]SC[/sup]: Creates a 10’ cube of fog that nauseates monsters inside it. The nausea lasts for several rounds after they leave the cloud, making this a save-or-die at low levels.
Create Magic Tattoo[sup]SC[/sup]: Doesn’t really bloom until much later. At 13th level, you can increase your caster level by 1 for 24 hours with a 2nd level spell slot and 100gp a day. That’s certainly not bad, if you have the necessary ranks in Craft. If you Extend it, you only have to spend the material component every other day.
Dimension Hop[sup]PHB2[/sup]: Teleports a touched creature 5’ per two caster levels. Usable on friends or foes, though unwilling targets get a Will save. No somatic component, so you can de-grapple yourself.
Ice Knife[sup]SC[/sup]: It’s a damage spell, but stay with me. It’s a damage spell with a 400’ minimum range, and it does some Dex damage. And even if you miss, it still hurts a little. Better than your average damage spell at 3rd level, but it doesn’t scale up as you level.
Incendiary Slime[sup]CM[/sup]: It’s like
grease, but flammable. Fire damage ignites it, dealing 4d6 damage to all in the area. Not bad for a second level spell.
[size=+1]Third Level Spells[/size]
Third level gets a little thin, but
icelance is a fantastic spell that can help carry you through the early levels.
Mass mage armor is also useful at these levels, before your Ranger and Rogue friends can afford their mithril armor. Third level has a lot of very good spells in other schools, which help balance the somewhat slim pickings in Conjuration.
CorePhantom Steed: Insanely fast mount, moves 20’ per round per caster level. The steed can get you places in a hurry, long before you can
teleport. At CL 14, the steed can fly, which is essentially the same as
overland flight.
Sepia Snake Sigil: Provides a permanent-duration trap for would-be spellbook thieves.
Stinking Cloud: Functionally identical to
cloud of bewilderment, except a larger radius and a longer range. Take it in core, use the lower level spell in non-core.
Non-CoreAcid Breath[sup]SC[/sup]: Fireball, kinda. I mention it because sometimes you just need to spit acid.
Corpse Candle[sup]SC[/sup]: Reveals invisible and hidden creatures and objects. Presumably, that means the candle finds valuables hidden in a room, reveals treasure on or inside creatures, and reveals secret doors. It moves 50’ a round, which is a lot of territory to cover. Finally, revealed creatures don’t benefit from concealment, which synergizes well with your cloud spells.
Dimension Step[sup]PHB2[/sup]: One creature per 3 levels can teleport a distance equal to its base move, immediately. This allows your allies to move around during your turn, without taking any of their own movement. Helps to rearrange a tight battle, moving casters out of the line of fire.
Haboob[sup]Sand[/sup]: Haboob is the first cloud spell you get that deals damage. When the damage maxes out (5d4 per round at caster level 10),
haboob deals almost as much damage as
incendiary cloud... but it's five spell levels lower, and the damage isn't elemental. Best part? Creatures who enter or remain within the cloud take their damage with
no save. Scuplt it, Widen it, hell Maximize it if you can. (Thanks
frasmage!)
Icelance[sup]SC[/sup]: Another damage spell. This one deals 6d6 damage if you hit your ranged touch attack, and the target must save vs. Fort or be stunned for 1d4 rounds. Damage spells are typically not your bag, but 6d6 with a stun effect is
fantastic at level 5-8. The damage from
icelance doesn’t scale, but it will always be available as a low-level save-or-suffer.
Mage Armor, Greater[sup]SC[/sup]: I mention this just to say skip it, use the 1st level spell. Another +2 AC isn’t worth a 3rd level spell slot.
Mage Armor, Mass[sup]SC[/sup]: Mass mage armor can really help out a party if you have lots of friends in light (or no) armor. Plus, it benefits animal companions, familiars, and anything you’ve summoned. Not to mention, you.
Regal Procession[sup]SC[/sup]: Like
mount, but one horse per level. 60’ overland speed for all your friends, and you can pick the colors of the horses!!
Vipergout[sup]SC[/sup]: Summons 1d4+3 celestial or fiendish medium vipers, though it takes a move action to spit one or a standard action to spit three. That’s more snakes than you’d get with
summon monster III, but you can’t cast another spell with a verbal component until all the snakes are released. Only takes a standard action to cast, though. Good in the early rounds of combat before you need to start disabling, I suppose.
[size=+1]Fourth Level Spells[/size]
Fourth level adds two spells that can keep your opponents immobile for several rounds without offering a saving throw.
Black tentacles is a very strong area-grapple effect, and
solid fog simply reduces their movement to 5’ a round. Either way, once you have your enemies locked down, you can put the screws on them with ranged attacks or area damage spells
CoreBlack Tentacles: Ridiculously good. I’ve banned this spell in the past. The tentacles grapple everything within range, with a grapple check of your CL+8. This spell is death-no-save for humanoid spellcasters who don’t have a grapple escape spell memorized, and it puts a hurt on a good number of monsters as well. One of the best spells around.
Dimension Door: No somatic component, escapes grapples. Your first method of instant, medium-range travel.
Secure Shelter: Low-risk overnight security. You can often get the same benefit from
rope trick, once you’re high enough level to have it last all night.
Solid Fog: Are you tired of hearing me talk about
solid fog yet?
Solid fog blocks line of sight, provides concealment, and slows all movement to 5’ a turn. No SR, no save. This spell lets you put a group of monsters completely out of your mind for several rounds, as they struggle to penetrate the perimeter of the fog. You can’t see monsters in the fog to target ranged attacks, but perhaps your Evoker friend could throw a
fireball or two in there to liven things up.
Non-CoreOrb of Fire[sup]SC[/sup]: It’s a damage spell. No SR, no save. Ranged touch attack.
Orb of fire has the best secondary effect of all the elemental orbs (daze). If you absolutely, positively,
must play a Conjuration Blaster, slap Arcane Thesis on one of these and metamagic the hell out of it. The damage scales to 15d6, so you’ll grow out of these spells eventually.
Translocation Trick(SC): You swap places with a target, and you assume each others’ appearances. The king of grapple escape spells (no somatic), because your grappler is likely to just keep on squeezing as long as he thinks he’s got
you in his clutches
[size=+1]Fifth Level Spells[/size]
Fifth level has an abundance of excellent spells. You get long-range transport, cloud-area Con damage, a permanent wall, a fantastic called construct, a Reflex-or-lose spell, and a high-damage single target nuke, among other things. Fifth level is a Conjurer’s bonanza.
CoreCloudkill: Acts like
fog cloud, except it kills small creatures within the area of effect and deals Con damage to creatures with more than 6 HD. Note that large creatures still take some Con damage even if they make their Fort save. Cloudkill is win/win. Actually, check that. Cloudkill is just win.
Major Creation: Make yourself something nice. Or make a bunch of gems and sell them, destroying the economy of any city you visit. Just be sure you’re long gone when the gems vanish a couple hours later.
Planar Binding, Lesser: I’m not a fan of this spell, but I would like to direct you to the
Planar Ally/Binding thread started by tiluvias99. The normal and greater versions of this spell are much more useful.
Secret Chest: If you need to hide something but good, this is your spell. Throw some horribly important plot item you were tasked to protect into the chest, and if unless your enemies mount a full-scale Ethereal investigation, it’s gone until you call it back.
Teleport: Yes. I’ve said enough.
Wall of Stone: The wall is created, not summoned, and it lasts forever. The “entrapment” clause is oddly written, if you attempt to “entrap” an enemy with
wall of stone, he can Reflex his way out. However, it’s not clear what that means. Creating a stone circle 5’ in diameter around a creature should probably allow a save, but what if the circle is 20’? Or what if you cut a room in half, trapping a creature within? Depending on how your DM rules this,
wall of stone is either a terrific no-SR-no-save way to isolate an enemy, or a much less useful utility spell.
Non-CoreAcid Sheath[sup]SC[/sup]: Deals CL*2 damage to anyone who hits you. Makes you a less appealing target, especially to low-Int creatures who are looking for food.
Call Zelekhut[sup]SC[/sup]: A summoning spell with an XP cost. If you can spare the 10 minutes it takes to cast this, the Zelekhut is worlds better than anything you can summon with
summon monster V. He stays for up to an hour, or until his task is completed. Though the Zelekhut is lawful, the spell description doesn’t require you to make a particularly lawful or selfless request… “there’s a guy in there, beat his head in” and “help us clear this dungeon out” seem perfectly reasonable.
Dimension Jumper[sup]CM[/sup]: Lets you teleport 30’ a round as a move action, and the spell itself is a swift action to cast. Essentially, this lets you maneuver around the battlefield without incurring AOOs. Good to keep around at high levels, when you aren’t using your 5th level slots for much else.
Dimension Door, Greater[sup]SC[/sup]: Essentially the same as
dimension jumper, except it works “as
dimension door.” That means you can’t take actions after teleporting. I think WotC realized that they borked this spell, and that’s why they printed a usable version in Complete Mage. Ignore this, and take
dimensional jumper instead.
Dimension Shuffle[sup]PHB2[/sup]: The crown of the “rearrange the battlefield” line of spells, this lets you move friends and foes alike. No two targets can be more than 30’ apart, but you can completely reorganize a tight battle however you see fit. No somatic.
Dragon Ally, Lesser[sup]SC[/sup]: Get a Zelekhut instead, he’s cheaper.
Phantasmal Thief[sup]SC[/sup]: Hours of fun. “Hey, go steal his holy symbol.” “Hey, go steal his spell component pouch.” “I need more spells to scribe, go jack that guy’s spellbook.” Steal wands or potions, even disarm someone. Your dude can also pick up unattended objects, like that
obviously trapped gem pulsing with unholy power over there.
Viscid Glob[sup]SC[/sup]: Save-or-lose that targets the Reflex save. Hit someone you know will fail the Reflex save, who also won’t be able to make the Strength check to escape. Someone like the enemy Wizard.
Vitriolic Sphere[sup]SC[/sup]: This is basically the Conjurer’s
disintegrate, with a small area of effect. Creatures in the area who fail their save take 18d6 damage over 3 rounds, which ain’t bad for level 9 when this spell becomes available. Long range, easily over 500’. Like so many other Conjurer damage spells, this spell doesn’t scale up, so use it while it’s good.
[size=+1]Sixth Level Spells[/size]
Sixth level grants you the best cloud spell in your arsenal with
freezing fog. You also get two very useful walls and an emergency infinite-range teleportation spell. Finally,
planar binding breaks D&D by allowing you to call creatures with fantastically powerful abilities and bind them to your will.
CoreAcid Fog: It’s
solid fog with its own damage effect built in. Good all around, especially Sculpted or Widened to maximize the time creatures have to spend in it. Only lasts 1 round/level, unlike most of your fog spells.
Planar Binding: Trap yourself an Efreet, get some free wishes. Win D&D.
Wall of Iron: A straight, flat wall that’s very hard to get through. The rules say you can tip it over onto someone… but yeah, DC 40 Strength check.
Non-CoreFreezing Fog[sup]SC[/sup]: It’s like
acid fog plus
grease, and it lasts longer. Preferable to
acid fog in almost every way, except the incidental damage is 1d6 instead of 2d6. Creatures trapped in
freezing fog will take a looooong time to get out, especially if they have low Reflex saves and/or Balance checks. Your best cloud spell.
Gemjump[sup]SC[/sup]: This is essentially
word of recall for Wizards. Set your anchor gem in the place you with to return to, and then hop back when necessary. What’s really cute about this is that you cast
gemjump when you place the gem, and then you activate it at any time with a command word. This means you don’t have to keep
gemjump memorized in order for it to be useful. You should
always have at least one focus gem in a safe place, and you should probably set several.
Steal Summoning[sup]CM[/sup]: Lets you take control of another caster’s summons. However, you have to cast
steal summoning as an immediate action when the creature is summoned, and you must maintain concentration. Not worth the trouble, just summon something big of your own.
Tactical Teleportation[sup]CM[/sup]: I don’t get it… they took
dimension shuffle from the PHB2 and made it worse.
Tactical teleportation affects fewer targets, affects willing targets only, includes a somatic component, and is a spell level higher. On the plus side, the targets don’t all have to be within 30’ of each other, but they must still all be within close range of you. I included this just to advise you to memorize the lower level spell instead, and Widen it if you must..
Tunnel Swallow[sup]SC[/sup]: Turns any hallway or corridor into a Sarlaac. It’s a cute effect, and it can move enemies away from (or towards) you in addition to the damage. No SR, which is nice.
Wall of Gears[sup]SC[/sup]: Very hard to break through, but unlike
wall of iron, this one’s not permanent. It does damage to nearby creatures, though.
[size=+1]Seventh Level Spells[/size]
Seventh level is a little thin, but there are still some powerful abilities. The Kolyarut is a terrific creature to call, and his presence can turn difficult battles into free loot. You also get several important travel options, and
stun ray is as an excellent save-or-lose that isn’t completely negated by a successful save.
CorePlane Shift: An old standby. Go on vacation anywhere in the multiverse.
Teleport, Greater: Used to be called
teleport without error, but Wizards don’t like to admit that they sometimes make mistakes. Helps you get where you’re going without being splinched.
Teleport Object: Sends stuff places. Note that it doesn’t say “unattended object,” so “that guy’s armor” is a valid target (though attended items get a save). Hell, stuff a bad guy into your
bag of holding and teleport it somewhere nice (like outer space). There’s no such thing as
baleful teleport (there should be!), but this one’s pretty close.
Non-CoreCall Kolyarut[sup]SC[/sup]: Like
call zelekhut, but better. This guy
is the Brute Squad. Your buddy can
enervate at will, and its melee touches are
vampiric touches. You pay an XP cost for the spell, but the Kolyarut brings a lot to the table.
Call kolyarut is one of the landmark calling spells available to Conjurers.
Choking Cobwebs[sup]CM[/sup]: If you cast
choking cobwebs twice, it greatly slows creatures in the area of effect, nauseates them, and deals Con damage. However, if you overlap a
solid fog and a
cloudkill, you get much the same effect for a 4th level spell and a 5th level spell, instead of two 7th level spells.
Dragon Ally[sup]SC[/sup]: More power than you need, more expensive than you can afford. If your options are “cast
dragon ally or suffer complete, unrecoverable party wipe,” then your choice is clear. Anything short of that, and you’re better off saving your gold and calling the Kolyarut.
Stun Ray[sup]SC[/sup]: Even if the target makes his Fort save, he’s stunned for a round. This is sort of a save-or-lose-more. Looking at what we’ve got on the list so far, you can probably get away with memming one or more of these.
[size=+1]Eighth Level Spells[/size]
Maze is your ultimate isolation spell.
Greater planar binding is an excellent spell at the very least, and it has the potential to wreck entire campaigns without too much trouble.
CoreIncendiary Cloud: Your most damaging cloud, but lacks the movement-stopping properties of
solid fog and similar spells. Good spell to use if you’ve managed to wall one or more creatures into a small area. Really though,
incendiary cloud should be a much lower-level spell. By level 15, you’re carving mountains and summoning outsiders. Dealing four dice of damage a round doesn’t really stack up.
Maze: Tremendous spell. Removes an enemy from the combat for a while with no save, although SR still applies. Great on low-Int beefsticks with Fortitude saves high enough to ignore your other spells. You still have to mop up when the creature comes back, but by then, you should be ready for him.
Planar Binding, Greater: Bind yourself a Planetar and enjoy free access to 9th level Cleric spells. Or why not a Pit Fiend?
Trap the Soul: If you’re sitting on a king’s ransom, you have a week of prep time, and you feel the urge to subject someone to eternal imprisonment, this is your spell. SR doesn’t apply if you know the target’s name, which should be easy enough with low-level Divinations. This is more of a campaign spell than a combat spell, you’re probably not going to blow a 15,000gp gem just to trap some dude who’s beating on you in a dungeon.
Non-CoreDeadly Lahar[sup]CM[/sup]: A cone damage spell that also
slows (as the spell) all creatures who fail the Reflex save. If you’re confident that you can use it on monsters who will fail their save (and who don’t have Improved Evasion), then let it fly. Unfortunately, monsters who make their Reflex saves take only 5d6 with no slow effect, making this spell somewhat mediocre.
Fierce Pride of the Beastlands[sup]SC[/sup]: The good news is, you get a pack of celestial lions and dire lions. Even better, they stay with you a good long time. The bad news is, pretty much nobody you fight at level 15 is going to care much about your pack of 5 HD kittens. Still, I’m sure you can find uses for large size critters with 88 hp and resistance 10 to multiple elements.
Plane Shift, Greater[sup]SC[/sup]: It’s everywhere you want to be.
[size=+1]Ninth Level Spells[/size]
I’m going to list all of the ninth level spells in the sourcebooks I’m using. Each one is worth talking about in its own right, and if you’re in a campaign that will play through to the high levels, you’ll probably want to know what your top tier options are.
The vast majority of ninth level spells are summoning and calling. There are some absolutely fantastic options (Elemental Monoliths and Iron Golems are both ridiculously good), but there is an abundance of chaff. Specifically, none of the horde spells (spells that summon a large number of smaller creatures) are particularly useful, as the outsiders they summon are generally too small to be much good against the creatures you face at level 17+.
CoreGate: Broken. For 1,000 XP, you bind the services of any outsider you want for 1 round/level. The obvious choice is a creature who grants or casts
wish. Solar is a good choice, as he gets
wish once per day and casts as a 20th level Cleric (
mass heal and
miracle are on his spell list). When your angel buddy is done making your fantasies come true and buffing your party, have him go crush some skulls until the spell ends.
Teleport Circle: Used to set up long-term travel between two points. Good in a campaign sense, not much tactical use.
Non-CoreAbyssal Army[sup]SC[/sup]: See
fierce pride of the beastlands. You get a bunch of cuddly little critters for 10 minutes/level. The neat part about
abyssal army is that you can command your demon buddies to summon more demon buddies. It’s too bad that none of them do anything overly useful.
Black Blade of Disaster[sup]SC[/sup]: So this is basically what happens if you make
spiritual weapon a 9th level spell. It’s pretty freakin’ sweet, until you read down a little further and discover that
sphere of ultimate destruction is basically the same spell without the concentration requirement.
Call Marut[sup]SC[/sup]: I’m going to be honest with you. The Kolyarut is much more impressive at level 13 than this guy is at level 17. He’s still an order of magnitude better than anything you’re getting from
summon monster IX, but there are so many calling and summoning spells at this level that this guy isn’t necessarily your best bet.
Dimension Jumper, Greater[sup]CM[/sup]: Let’s you teleport 60’ a round as a swift action. Excellent battlefield manueverability, but by level 17, you’re probably using your swift action to cast Quickened spells. Some DMs houserule swift actions, allowing you to use move-equivalent or standard actions instead if you’ve already burned your swift. If your DM lets you take a move action to use your 60’ jump, this spell gets better.
Genius Loci[sup]CM[/sup]: Creates a permanent Elder Elemental guardian for an item or location, which reforms after 24 hours if slain. Use it to protect your sanctum or other locations of importance. Nothing is stopping you from having more than one
genius loci active in the same location, though the spell costs 3,000gp to cast.
Heavenly Host[sup]SC[/sup]: Like
abyssal army, but with angels instead of demons. The worst of the horde spells, because the angels you summon are tiny and ineffectual. Lantern Archons have 1 HD, any given area damage spell will wipe them all off the board. Hound archons do nothing.
Hellish Horde[sup]SC[/sup]: Maybe the “best” of the horde spells, but you’re still summoning a bunch of 6-10 HD creatures. If you command all of your devils to summon Lemures, you’ll end up with a room full of them. And that’s good for something, right?
Obedient Avalanche[sup]SC[/sup]: Cute. It’s an area damage spell that deals 1d8+1d6 points per two caster levels, and it can bury creatures in the area of effect. Creatures a little further away from the center point take half damage and get bull rushed. You can use the bull rush effect to push creatures back into one of your existing cloud spells, or you can simply bury them in snow and blast them when they emerge. Great for hugging a room full of goblins. And when I say hugging, I mean killing. And when I say goblins, I mean giants.
Sphere of Ultimate Destruction[sup]SC[/sup]: It’s like a
black blade of disaster, except it automatically hits its target and doesn’t require concentration. Sic this guy on a target and
disintegrate it until it’s gone. Then give him a new target. Meanwhile, do other stuff. If you had an “ultimate damage spell,” this would be it.
Summon Elemental Monolith[sup]SC[/sup]: This is pretty much the biggest guy you can summon without an XP cost. He’s got 36 HD and is CR 17. The spell requires concentration, which prevents you from casting other spells. All of the Elemental Monoliths have a higher attack bonus and hit harder than the Marut or Iron Golem. Earth has the most hit points, the best attack bonus, and Earth Glide, but it also the slowest. Air is the fastest, it has Vortex, and its damage is just slightly less than Earth. Fire does the most damage per attack, but isn’t particularly special otherwise. Water is the clear winner if you’re underwater or at sea.
Summon Golem[sup]PHB2[/sup]: The Elemental Monoliths are stronger overall, but
summon golem doesn’t require concentration. Iron Golems are also immune to all magic and magical effects, so these guys can put a hurt on powerful spellcasters.
Towering Thunderhead[sup]CM[/sup]: Worst spell ever written. Standard action to cast, lasts 3 rounds, empowers mid-level electricity and sonic spells for those inside it. Great if you’re leading an army of 13th level Evokers armed with
chain lightning. Horrible in just about every other circumstance.
Vile Death[sup]SC[/sup]: This spell isn’t really for you. It permanently applies the Fiendish template to one corporeal undead. Very useful if you’re a Vampire. Not very useful if you’re a Wizard.