The+Bag+of+Tricks

The Bag of Tricks
There are a proliferating number of spells out there that either create an item without the need for a creation feat, and should be made known to all casters; having a cheaply made //x// around is more than useful, and just knowing you can cheaply make //x// is something to shake a stick at. I'll call these **Item** Spells.

Then there is that library of spells we all know and love that can build a base for you with a set of magical defenses. Their utiility is especially great for DMs, as adversaries would certainly like to build the defenses of their fortress without having to resort to the high cost of magical traps. I'll call these **Base Spells.**

Everywhere there is a small but growing number of spells that affect your capabilities over the course of days, weeks, or even a whole year. While very similar to **Item** spells, sometimes they diverge significantly. These are **Capability** spells.

Lastly, there is that group of spells that are indispensible in quickening the pace of high-level play and moving things along in ways they normally couldn't, like scrying, teleportation, and so on. These are joined by parallel series of spells that counter these. When parties and DMs are in tune with each other relative to these uses of magic, exposition and travel, the dreariest parts of storytelling, are now placed in the hands of the PCs where they can become more interesting. We should think of these as **Plot Devices**.

These sorts of spells are normally in the reserve of casters that can choose to memorize from a larger variety of spells; those that must choose a spell list typically can't afford to choose too many of these, with the exception of plot devices. So below the names of the classes reflect the sorts of characters you're most likely to see using these tricks.

Format
each entry will read as follows Wizard Cleric Druid
 * Spell Name (Trick Types)** remarks on its uses, //Book and Page Reference//