This is an article in the continuing series, “Fun with Magic”, where I examine spells from the D20 System Reference Document, which corresponds to spells from the Player’s Handbook v. 3.5. These spells are in almost every campaign and form the foundation of spells used in Yön. Each article demonstrates strengths and weaknesses of a particular spell and some unique applications for each, to the limit of the author’s imagination, such as it is.
Aid
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2, Good 2, Luck 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
This spell sees little use, basically being a pre-emptive
cure light wounds and single target
bless spell rolled into one. It’s a poor replacement for those two spells, and unless you know when a battle is coming, it doesn’t last long enough to be worth casting ahead of time. Most clerics will load more useful 2nd-level spells unless the domain spell not in their Good or Luck domain is even worse.