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| Thermanshs02-20-04, 09:22 AM | This thread's motive was several argues that came up on a couple of others which can be found here (http://boards1.wizards.com/showthread.php?s=&threadid=179455),here (http://boards1.wizards.com/showthread.php?s=&threadid=185486) and here (http://boards1.wizards.com/showthread.php?s=&threadid=192551) .From what I came to conclusion is that some wizards' powers have been underestimated many times or have been misunderstood. So let this be a calling to all players and DMs who have something special to mention about wizards if it falls into the following categories: 1:What's finally so special about wizards that have put all their other class abilities to bottom?(HP,SAVES,BAB,SKILL PTS etc.) 2:Tell us some situations where your wizard shone(or could have shone if...) while no other could have achieved such a thing(or at least in the same extent). 3:Suggest any trick that could come handy on occasions like bla...bla... 4:Suggest any spell combo,buff cast on certain characters that maximized a party's efforts or put the team out of trouble. 5:Research all minor aspects of the class (eg.familiar,prohibited/non useful spells) that have been ignored due to...bla...bla... 6:What can a wizard offer to a campaign if not for his destructive magic? New in here?Have you come for help?Here's what you should do: 1.Before proceeding into the main thread and use any of the tricks written make sure you've studied CAREFULLY, each of the spells used, entries.(3,5 versions) 2.Next thing you should do is to be sure you've UNDERSTOOD the spell's function. 3.If the trick mentioned needs more clarification or if you haven't caught its point feel free to send the poster (or me) a PRIVATE message. ******READ THIS BEFORE POSTING (RULES OF THIS TOPIC)****** 1:This thread has no intention to overtreat a wizard's general power or to compare the wizard with other classes that for some people prove useless for this...and...that... 2.Write as briefly and clear as you can.Don't tell us the whole story about your character idol or describe every detail in a situation. 3.Don't argue with others,post HUGE quotes,make offensive comments,bait etc. as this thread's purpose is just to enhance a wizard's bag of tricks 4.Try not to point what you think shouldn't match the average wizard's build as every new idea is well accepted 5.Don't make a full representation of your character's stats and demonstrate but rather tell us what was his weak spot (in personality as well) that put him finally on top 6.Make sure that anything you write hasn't been mentioned before. 7.Keep in mind that any of the guides,techniques below are OPTIONAL.Don't like them? Don't use them. Abusing my initial proposal,ignoring the rules or any following warnings,taking this matter in person and debating would only end up to closing the thread. SO START BRAINSTORMING ALL YOU MASTERS OF THE ARCANE ART! |
| CaoSlayer02-20-04, 10:37 AM | the aswerd to 1: why wizards class features sucks: because they can boost everything with proper magic. Barbarian DR? stoneskin, ironskin. Rogue evation? blink (half damage for area spells, ever with non-refl save) monk stunning fist? power word stun rogue open locks? knock, shatter rogue disable device? summon monster cleric healing? planeshift -> positive energy plane (a bit expensible) bards song buffers? emotions (a bit weaker) bardic know.? legend lore Fighter BAB? tensers transformation druid animal shift? alter self, polimorph, shapechange barbarian extra speed? expeditious retreat, phantom steed rogue sneak attack? fireball, meteor swarm Cleric Raise dead? clone --- the power of the wizard it is the bigest and best spell list in the game. |
| Luminous Crayon02-20-04, 12:56 PM | Originally posted by Thermanshs 6:What can a wizard offer to a campaign if not for his destructive magic? The power of a wizard is not in destructive magic; even a sloppily-built sorceror will be better at blowing things up. The power of a wizard lies in his variety of abilities. With a carefully-picked arsenal of scrolls, a wizard can deal with just about any situation. In party function, a wizard is similar to a rogue-- not the party's nuclear weapon, but the party's Swiss Army knife. |
| Thermanshs02-20-04, 01:29 PM | I know it isn't...I just want ideas here!Ideas! So do you have anything more specific to add? |
| PhaedrusXY02-20-04, 01:58 PM | I agree that a well played wizard is basically the Swiss Army Knife of D&D. Here are some "tricks" that I like to use when playing wizards: 1) Rope Trick is one of the best spells on the wizard's spell list. It is phenonenally good for it's level, and I'd never play a wizard who at least didn't have a scroll of it at all times, unless he's 1st or 2nd level. You can use it as a safe place to rest at night for the entire party. You can use it to escape from enemies you can't beat. You can use it as a temporary respite to buff yourself and your allies, summon monsters, etc. If you don't want the enemy to know you just climbed into one to buff/hide/get away, then cast an Obscuring Mist first, or something similiar to cover your exit. 2) Here is a combo I like: a bat familiar with the Darkness spell. You can use it as a big mobile cloud that you can redirect every round as a free action, by commanding it verbally or through your link. Have it follow you around to give you concealment. Have it follow your enemy around so he can't see what he's doing. Have it stay between parts of the battlefield to divide it, etc. 3) Another combo I like is using Illusionary magic to set up for a big damaging spell. An example of this is using a Silent Image to make it appear as if a tough warrior is striding confidently into an orc/goblin village. When the goblins/orcs run out and surround it to engage it, lob a fireball into them. You'll often catch a LOT more doing that than just throwing the fireball first. If you want to be really sneaky, make yourself invisible first, and then climb into a rope trick afterwards to escape the wrath of the survivors. ;) 4) Summoning spells can be used for much more than simple cannon fodder, especially once you get access to SM6 and up. For example: the Hound Archon can cast Continual Flame at will, so he's a free source of Everburning Torches for the party. The Celestial Unicorn is a decent healer. Many of the flying creatures can be used as mounts to grant mobility to allies during aerial fights. The thoqqua can bore through solid ground with ease, making tunnels for the party to get around a dungeon/avoid traps. The Lantern Archon can fire a damaging beam at will that only requires a touch attack to hit, and is not subject to SR. By using a higher level spell to summon a bunch of them at the same time, that damage can add up. For a higher level wizard, a wand of Summon Monster 1 can be used as a "trapfinder". :D 5) Blink is a great way to avoid being crushed by grapplers. 6) Always keep a Silenced Teleport or Dimension Door memorized... just in case. 7) Solid Fog + Cloudkill + Area Affect spells = Deathtrap 8) Solid Fog + Blink is a great way to hinder your enemies mobility, while remaining mobile yourself. (You can travel through solid objects with blink. And when that "object" is a solid fog, there is no chance of taking damage from doing so.) 9) Shrink Item can be used to do all kinds of fun things, like make "boulder bombs", "Holy Water bombs", "Acid bombs", etc. It's also a cheaper alternative to the ubiquitious Bag of Holding, if you only have a few things to store. Also, there are threads devoted to clever uses of often overlooked spells, including one thread entirely devoted to the Summon Monster spells, on the Character Optimization boards. Here are some links to them: 3.5 polymorph thread (http://boards1.wizards.com/showthread.php?s=&threadid=175846) Weak and Weird Spells Pt.2 (http://boards1.wizards.com/showthread.php?s=&threadid=168634) 3.5 Summon Monster thread (http://boards1.wizards.com/showthread.php?s=&threadid=180887) 3.5 Alter Self thread (http://boards1.wizards.com/showthread.php?s=&threadid=176246&highlight=alter+AND+self) |
| Thermanshs02-20-04, 08:32 PM | Here's a trick my party hasn't used yet but can be disastrous against battlers.It requires a 1st lvl wizard,a 1st level druid and a rogue(for maximized effect). 1st round:the druid casts faerie fire on the battler(ogres are perfect victims for this average 1st level party) and the wizard casts obscuring mist centered on the victim,the rogue starts hiding and sneak attacking(possible as long as the victim stays in field"he doesn't have any sixth sense about how to get out" and doesn't notice the attacker) 2nd round:Just repeat attacking till he stops breathing This can also be done almost as well with a ranger,bard,small fighter in place of the rogue |
| Thermanshs02-22-04, 01:40 PM | That's another trick that works best for the average 4 player party and is useful in combat only.It requires:a fifth level wizard with gaseous form prepared and a character in heavy armor(spiked plate prefered) for best results. 1st round:the wizard casts the spell on the tank(or on himself but if so he must be mage-armored).The tank becomes gaseous and slowly invades the victim's respiratory system. When he's inside the victim the wizard simply dismisses the spell. 2nd+ round:The characters find some handkerchiefs to cleanse the bloodstains. ps.Always ask your DM's permission for any on-the-run rules he may wish to apply for this occasion(don't tell him from the begining for what's going to happen however).I assumed that the invader makes a fortitude save(for half) or suffer 1d6 dmg per size category of the victim and that he can't invade in a creature two sizes smaller than he is. |
| C-5202-22-04, 02:04 PM | One of the most devastating spells is Slow. Very good early on and still very good later on. Probably the best third level spell for combat encounters with 2 or more tank advisaries. Another nice one is Color Spray. I once had a sorcerer color spraying a troll while the rest finished it off. We were 1st level. |
| Manic Man02-22-04, 08:31 PM | Wizard power? 1 word: Constructs |
| Thermanshs02-22-04, 09:48 PM | Just one word?Can you expand this a little?What's your gaming experience regarding construct creation? |
| Iron Chef Vastrox02-23-04, 12:55 AM | Originally posted by Thermanshs Just one word?Can you expand this a little?What's your gaming experience regarding construct creation? With the advent of 3.5 and actual core rules regarding construct creation as well as the Golem Manuals being placed on the random treasure charts, Construct Creation has never been easier. Not only does this create a big, beefy frontliner for the adventuring Wizard, but it also takes care of a Wizard's primary problem: dealing with constructs. With your Iron Golem to beat on the Encounter-Generated Iron Golem while you Slow it via Electric Jolt, you're polishing off CR 13s by investing nothing more than a Cantrip every other round. Constructs are amazing. They're Spelltower Security, Frontline Fighters, and extremely low maintenance. As an even further bonus, they're the Bane of every Wizard's Bane: the Rogue. |
| Psifon02-23-04, 02:15 AM | Persistant Symbol's Spell Sequencer cast on yourself ( Persistant Symbol's Spell Sequencer cast on your familiar contingency cast on self contingency cast on famiar Imbue familiar with spell ability chain contingency cast on self chain contingency cast on famiar Twinned spell feat This trick requires 11th level spells (assuming 3.5 version of persistant spell feat) Anyway, with all of this precast (24 hours ahead of time or longer), the wizard and his familiar can cast something like 20 spells in one round. Not a bad trick I think, although most of the time only a small fraction of this will be more than adequate. |
| xeno_eleusis02-23-04, 03:09 AM | Second Contingency cast by yourself will dispell the first according to 3.5 rules. |
| smrtgmp02-23-04, 05:30 AM | How would a persistant Symbuls Spell Sequencer help you? Once you trigger the spells, they're expended. I was going to say Contingency (and its derivitives) as well. This is one of the best spells in the game. It can teleport you out of danger, enact a protective spell, or even be linked to an offensive spell via "go off whin I wink like this." Contingency emphasizes what the wizard is best at; versatility. |
| Thermanshs02-23-04, 07:09 AM | I'd appreciate if you added the source's title for non-core spells just in case someone doesn't has these in mind.An example could also help a lot. |
| SmiloDan02-23-04, 09:18 AM | Extended Alarm spells are lifesavers. Massive amounts of Summoned Monsters can totally defeat the best efforts of enemy combatants. |
| Thermanshs02-23-04, 05:31 PM | That's a streetwise trick which may sound a little weird but certainly brought a lot of money in my party's pockets. It requires:A fifth level wizard with illusory script prepared and a silver tongued character. "Watch carefully" ...Our rogue went down to Pelor's temple to offer his services for the church's donation program,so he suggested that he hangs a box on the temple's peripheral wall so that any comers would spot the sign written on the box and spare any money they could afford for the church's financial enforcement. The clerics gladly agreed and gave their blesses to this open hearted youngster. Then,the wizard found a big box and started casting the illusory script on it,but note this:He left gaps between the sugestion's words so that the initial(supposed to be written) text could be mixed with them. Finally the text looked like this: (the illusory script is written in red and the initial in black) "In respect to the church's donation program feel free to insert any riches you carry drop a few coppers you might have to spare and remember only the coppers" |
| Thermanshs02-24-04, 07:50 PM | Another death-trap a wizard can set in a dungeon is making a passage greasy and readying to cast darkness by the time the opponents come close.Leaving a darkened area sets the opponents flat footed (rogue's bait) and very likely to fall prone in front of the ambushers' feet.If they don't dare to charge down the wizard just drop some flasks of alchemist's fire towards them and watch them scatter like mice! If stealth is more important ,cast darkness first at the passageway(effective only in dark places) then make the floor slippery and throw the flask(it doesn't need any accuracy to set some clothes on fire) |
| Finwe02-24-04, 08:35 PM | I think that some of the best deathtraps a wizard can make are: A. a reverse gravity frield with a prismatic wall above it B. A teleportation circle into a forcage filled with cloudkills/acid fogs. C. A gate which is facing a wall and is almost right up against it. |
| Thermanshs02-24-04, 08:50 PM | Originally posted by Finwe I think that some of the best deathtraps a wizard can make are: A. a reverse gravity frield with a prismatic wall above it PERFECT! I was going to post the same combo in the future as I intend to show high-level combos in advance,helping low-level wizards progress via what they can CURRENTLY use. |
| Finwe02-24-04, 11:52 PM | Well, for low levels, you got the old Rainbow pattern to lead them into the pool of lava which currently has an illusion on it making it look like solid ground. You can use minor image to cover up a large hole, and lure your enemies into it. Rope trick is your best friend. An extradimensional command center at only thrid level! Placing explosive runes on a phony page of your spellbook keeps away would be theives. Nystul's false aura can make you seem much more powerful than you truly are. Use resilient sphere to shield yourself, and have an unseen servant manuver an "out" ring gate so you can cast your spells in complete safety from attacks. Place continual flame on your eyes. It makes it a pain to go to sleep, but there's nothing like convincing the clergy in your local temple that you are the avatar of [insert fire deity here] and have come to destroy them all less they give you all their gold in sacrifice. Although expeditious etreat migh tnot let you outrun that young dragon, it still lets you outrun the rest of the party. The simplest spell is always the best one. Why waste a fireball killing the old man who stole your gold when you can cast acid splash on his cane, watch it snap, and him tumble down onto the ground, break his hip, and die of internal bleeding. |
| PhaedrusXY02-25-04, 12:29 AM | Originally posted by Finwe Use resilient sphere to shield yourself, and have an unseen servant manuver an "out" ring gate so you can cast your spells in complete safety from attacks. This is a GREAT idea! |
| Thermanshs02-25-04, 10:32 AM | I didn't catch this although I agree that a resilient sphere is a spellcasting sanctum.How could this unseen servant "manuver?what's this?" and what's an "out" ring gate? |
| PhaedrusXY02-25-04, 10:35 AM | Ring Gates: These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has a “entry side” and an “exit side,” both marked with appropriate symbols. Strong conjuration; CL 17th; Craft Wondrous Item, gate; Price 40,000 gp;Weight 1 lb. each. You cast Unseen Servant ahead of time, and give it one of the ring gates. When you get into a fight, you put the Resilient Sphere on yourself. Then you direct the Unseen Servant to move wherever you need to aim your spells, and cast them into your half of the ring gate. They will come out of the Unseen Servant's ring gate, outside the sphere. |
| Tgt02-25-04, 10:47 AM | Originally posted by Finwe Although expeditious etreat migh tnot let you outrun that young dragon, it still lets you outrun the rest of the party. LOL |
| Thermanshs02-29-04, 09:06 AM | The spell doesn't scream its power itself (as many others do neither) but it can make an opponent explode in a single round,no save or SR allowed.The only thing you need to prepare beforehand is the spell (of course) and find a big rock or piece of metal that could take no more space than your caster level allows. Note:Try to find cheap materials that weigh less than others of the same size.Good choices are fiber,copper or pewter(tin) -What should I do with these?I'm no alchemist playing with alloys nor have I enough time to practice the art! -I'd expect you said that but it's really worth the effort! Fisrt thing you need to do is crafting huge arrowheads which would further be shrunk to fit the wooden stick.The process requires really easy craft checks so a typical arrowhead weighing no more than 1/10 pd could weigh as much as 400 pds while its original dimensions could be no more than 2'8''x2' ft. I think that I gave enough clues to end with what's going to happen ;) so I'll go on to another combo this time suggestion taking part. What you need to do?Suggest the hungry ogres hunting you down that they could feast on any food you carry (time for a save penalty) with the exception that the last roc you slain (gargantuan flying magical beast) was shrunk into chicken size.If you didn't happen to fight any beasts like that just put some rocks inside your food. My favorite driggering word?: SAY ALL YOU MERRY FELLOWS............CHEERS! :D |
| CaptMeathead02-29-04, 02:48 PM | I just want to thank everyone for posting their idea's. I've shared this thread with the wizard in my party and it's helped her game incredibly. Keep 'em comin' 'cause Lord knows I'll probably have my character killed sooner or later and will play a wizard in the next life! |
| Thermanshs02-29-04, 07:43 PM | -How the heck are we going to do that?Does this guy read a spell's description before posting it? -Precisely you read!Not only does a wizard have fireball available at 1st lvl but he can also make it more disastrous than a 10th lvl one is! What you're gonna need?One of the most overlooked spells in the game:Tenser's floating disk,an unseen servant and a few ranks in alchemy. It works like this:Craft as much explosives as you can.Black powder (a primer of the modern gun powder) was invented in the 10th century although it wasn't initially used for war.With your DM's permission and a little searching on the net you can find other explosive substances that could fit your purpose. Tactic?Load the disk with as much explosives as you can and direct it towards your foes while the unseen servant will detonate it with a torch.If you can't take cover from the burst (note that 5 pounds of modern C 4 can blow up an entire block) make sure you have otiluke's resilient sphere/fly/rope trick (that's for you Phaedrus) prepared too. ;) If this is used indoors I don't think that your evasion could help much :cool: SPECIAL DELIVERYYY !!! |
| Thermanshs03-01-04, 08:48 PM | If C-52 told you that slow is one of the most devastating spells for low level parties (which I don't doubt it is) I'm gonna tell you an even deadlier combo. What you'll need:either one spell of each following category and a couple of ranged weapons. 1.touch of fatigue (wiz0) ,ray of exhaustion (wiz3) ,waves of fatigue (wiz5) ,waves of exhaustion (wiz7) 2.cause fear (wiz1) ,scare (wiz2) ,fear (wiz4) ,eyebite (wiz6) ,symbol of fear (wiz6) from the 3,5 SRD (abilities and conditions) Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. Pay attention to the "NO RUNNING" description. Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Pay attention to the "flee as best you can" description Finally,the weakest version of this combo (touch of fatigue+cause fear) can make your opponent TRY to run like the wind as you finish him with your ammunition having used a 0th+1st level spells. |
| Verkon03-02-04, 12:19 AM | wall of force around yourself and have a spectal hand delevor your touch atks for you. In a dungeon cast major image, put a wall of force in the middle of a hall way, have it run ahead then back (if you somehow know where the bad guys are). then bamb they hit the wall and get knocked out or something along that line (dm's call). |
| Thermanshs03-04-04, 09:22 PM | Yet,as being the school with the least of spells (tied with divination) it still offers the widest range of options when talking about social interaction. One thing that discourages players from picking enchantments is that enchantment effects/usage isn't obvious despite the simplest examples that the PH gives as a start of these unlimited options that most enchantments offer. IMO when talking about real role playing,in terms of a long campaign,enchantment is the first and foremost school that will help your characters develop faster. Why that?Because anything that cannot be achieved by your low-powered characters may be achieved by their minions,friends and servants.This "anything" ranges from eating for free to infiltrating the secret temple of Wee Jas. However many players want food already chewed to swallow so stucking on "hell!what can a charmed troll offer besides not harming me?" is the first reaction when treasures include enchantment scrolls. Don't worry!That's why I started this thread!To nurish and serve anyone who has little experience about arcane spells. A.So I' ll start with this very charm person which sets the beginning for wizards. Charming an NPC builds the foundations for a long term relationship where noone knows how useful it might prove. examples: Charming spellcasters gives you a discount on healing spells,further access to the church's weaponry (if talking about an orginized priesthood) and divination support to prepare for future threats,solving mysteries etc. Charming battlers enforces your front line in combat keeping your ass off threatened areas. Charming people with power (political,financial,military) sets ground for a future share of this whether this is going to be by their will or not ;) Charming diplomats gives your wizard a second mouth where no rogue's nor bard's word can influence peasants better than a baron/bishop. B.Suggestion:Abuse this spell as best you can,as it's power needn't be applied on simple tasks only. examples: Suicide:Unintelligent creatures can easily be guided inside the dragon's lair,step on traps,drink poisons or take perfect positions to unleash your evocation,sneak attacks etc. Instant treasure:-"Give me whatever magic items you hold" or -"steal your master's treasure" Spell backup:-"Resurrect my comrades (spending the material components himself)" or -"Burn those beasts!" These are the most common short-term tasks a suggested creature may do for you.Things get more complicated though if the control you gain upon others gets deeper and longer?I'm talking about: C.Geas which name should be "greater suggestion" to help you imagine how many new options it offers to you. By the time geas jumps in your spellbook your team has grown wide.What's the case you're workin' on? 1.Pursuing the classic EVIL GUY. a)Attract his servants and have them share their information with you. b)Make people widespread rumors about his threatening presence.There MUST be some more guys to help. c)Train kamikaze.-"Do you see this tall dark tower?Gather your forces and destroy it!" 2.Researching ancient mysteries. a)If 2 eyes are better than 1 then 4 feet are better than 2!Make heralds or messengers working for your goals while you can peacefully craft your precious magic items,their creation time being a big trouble in rush campaigns. b)Bind outsiders and have them expand your research on their planes.Make the whole universe work for you! 3.Following simple orders from the town's mayor a)Well it's time you got into power!Have his cooks poison his meals or have him retire from his services as he's going mad lately!When the spell's duration has expired you would be in charge to decide if you want him back.Make him abandon his place as this sudden event will surely rise suspicion. Or be treacherous!Force another man claim his position while you'll appear as the defenders of the town. b)Make people respect you as their saviors using key members of society and have your reputation expand like fire!Everybody would like to accomodate you or offer his services to your paladin's sword! c)Create your own brotherhood and make an army in advance!Organize training grounds,alchemical laboratories,guilds and forums to teach your word and beleifs.Show them who holds the real power! And finally the strongest of the mind control family,the... D.Domination.This spell has nothing more to offer than its weaker cousins but dominating a creature estabilihes 100% mental control upon it.If you found the options above a bit risky or confined then it's time to break the limits and "play" with one's will. ps.I'd be glad to see others post more ideas about what other uses of these spells might exist (they do but I've got a bit tired thinking and writing:rolleyes: ) |
| *Truean*03-06-04, 06:34 PM | I would like to say that I'm pleased to see a thread like this, that, while it could be called min maxing to an extent, does provoke thought on the topic of the wizard. After all, wizards are meant to be intelligent, yet so often they are merely artillery platforms (not that there isn't a time and place for that...). The most common and often overlooked spells are illusions. One of the main reasons for this is because of the open ended complexity of the spells. Exactly what an illusion can and cannot do is often something that most DMs would rather not bother with at all. Even silent image, yes that lowly level one spell, is of great use even at high levels (at any point in the game really). While it is not an offensive spell, it is among one of the best defensive spells (and tactical spells) in the game. The tactical example of the spell is obvious, making things second guess whether what they see is real or not: 1) Why send in a real diplomat (who could die) when an illusory one could do the job. If not being able to produce sound is an issue simply use ghost sound. If nothing else this spell can determine if a group is hostile towards your group (note: the spell can be maintained while the caster is invisible). 2) Having enemies wasting spells and ammunition, as well as giving away concealed positions only to realize that they have attacked something that is not real is priceless.... 3) Making dangerous places and things appear harmless.... 4) Sometimes illusions can simply frighten things away. (If you would like to make a practical example simply combine silent image with another damaging spell or better yet a phantasmal killer). 5) False prophet, you can scare the crap out of people by making them believe that their god has sent you a messenger and proclaimed you their savior (works best on primative beings with little knowledge of magic) 6) Illusions of things dying all arround you as a result of spells that you "cast" (which are actually illusions in and of themselves) are good for scaring potential enemies. Finally the defensive end of the spell operates on the following principal: "to become prey a predator must know you exist." Translation: Because the illusion can create illusory objects, it can give concealment, which makes it hard for the enemy to even know you are there. 1) creating places to hide: false walls, piles of rocks, a house, a hill, a tree, litterally anything that could be appropreate to hide behind. This is wonderful for those places where the rouge can't find any convenient "out of sight" place to go and hide to sneak attack someone. 2) This belongs in both the tactical and defensive area: Create an illusory place for the party to hide (should be easy enough given the area the spell allows illusions to take up). The party will be able to see through their illusory hiding place, because they will know it is not real, they should simply remain stationary and prepare to fire on enemies with long range weapons. Use something or someone as bait to draw enemies into the ambush. What will your enemies do? They only see a part of the wall with arrows and crossbow bolts coming out of it. Granted it may not take them long to figure out what is going on, but it does give the party a few rounds. How long would depend on your DM's definition of "interacted with" in reference to disbelieving illusions. Hope this helps Truean |
| Krelios03-08-04, 09:53 AM | 1st round:the wizard casts the spell on the tank(or on himself but if so he must be mage-armored).The tank becomes gaseous and slowly invades the victim's respiratory system. This wouldn't work since you can't reappear in occupied space. If the spell duration ends, you're "shunted out" the nearest exit, so you'd appear next to your target and he would be unharmed. |
| Thermanshs03-08-04, 12:52 PM | The space isn't occupied,it's just smaller for your normal form.Although your justification comes fromt the dimension door's text not the gaseous form's(I both checked the PH and the SRD and nowhere indicates any restriction like this). Anyway if you disagree with ANY of the suggestions,tricks,tactics here it's a matter of yours to use ANYTHING you want while I want to retain this thread pure of arguments and disagreements. |
| Thermanshs03-12-04, 10:12 PM | Nothing can bring more pleasure than watching enemy spellcasters spend their resources for nothing,this combo will duplicate the effects of a mislead spell.Here's how it works: (Ready these spells either quickened or still+silent so as not to be identified while they're being cast) Pick any ONE spell for each of the following categories Distraction: Silent/minor/major/programmed/permanent/project image,simulacrum,summoning,shadow conjuration Cover: Invisibility,gaseous form,dimension door,teleport,polymorph into a fly or somthing that small (Note:The combo MUST be cast in 1 round for 100% success so if you don't have high enough slots to quicken spells,make sure to turn invisible/gaseous or teleport to an observative place FIRST) Effect: During a battle no long-thinking is possible.If you selected an image to disrtact your foes(which is your best option) and instantly took cover it would make no difference in their eyes nor would they have the suspicion to check if it's real(interact with the illusion) so noticing your deceit is impossible and they most likely attack/protect against what they currently perceive as yourself. The summoning way involves a little risk ,however you can hope that your foes would perceive the summoned creature as one of your polymorphings and thus act likewise. So count how much resources they've expended and when it's time to strike unleash your deadliest evocation.:behold: |
| Thermanshs03-17-04, 06:46 PM | This damned class, if viewed by your wizard's side would seem that it was designed so as to stop your "dominant" positon in the battlefield.And many people select it because it really gives the edge of anti-caster tactics,high saves,spell resistance,evasion,still mind,dimension door 1/day and the instant killer quivering palm.Pretty lots of natural resistances as well as plenty money to spend on magic resistance equipment as monks need nothing more than their fists to wander the wilds...:( Overawed?... Not yet...there are tools in a wizard's bag which bypass even the strongest of the monk's defenses.(I hope we've so far given you some clues on what all these saves and special abilities seem to a well prepared wizard)This occasion is no exception,the monk,proud as he stands has some weak spots to strike at :D 1.The most common tactic used by monks to "disarm" a wizard trap is grappling,that "cuts off" the somatic component supply being essential for 90% of your spells Counterstrike with-->Blink(slip off while ethereal),enlarge(+5 on grapple checks no matter how broken the spell is),polymorph into something two sizes larger than the monk(=instant grappling failure for him),Bigby's xxxxx hand series,cast grease on yourself(that one I count as a +30 escape artist bonus"do you remember old-mother-oil of slipperiness?:cloud9:"),spider climb(climb up normally impossible to reach ceilings),fly,levitate,evard's black tentacles,freedom of movement,improved invisibility...bla...bla...bla...are these enough? (Note:If you haven't pre-cast then I hope you keep a scroll of them in all cases,or have prepared them still) 2.Another common tactic is readying to fire arrows by the time you start to cast a spell Counterstrike with-->mirror image,protection from arrows(big deal!that's obvious!),wind wall,summon a bat swarm(impossible for an arrow to pass through them),wall of fire(by the way tell him to pierce a sausage first,for his arrow to have at least served a purpose...the flying sausage sticks!!),summon a creature next to him to prevent his rannged attacks,improved invisibility,go behind the back side of a gate to the Abyss, simply make your spellcasting undetectable(hide or quicken or still+silent) so the triggering condition for his readied action isn't fulfilled. 3.Admit the fact that he's too fast to escape from except if... Counterstrike with-->expeditious retreat,mount,phantom steed,fly or slow him down summoning monsters between you. next part includes the wizard's counterattack |
| Lunaris03-18-04, 12:38 AM | Any spell casting class should be played inteligently, altough the Sorcerer is more prone to be the party's 'living, mobile magical artilery platform', because of spontanous casting and superior spell/day slots. There is a lot of stuff you can do with Magic -- the deal is to be creative, and that's the hardest part of the deal. A little Prestigitation, Silent image, Ghost Sound for effects and you got yourself an pretty convincing decoy. Wanna make your magic missile look more than it's actualy is? Use Prestigitation to make them glow the size of your head! Wizardry's all about imagination. Big powers and bonuses are good -- but a smart brain is the best. |
| hippi03-18-04, 12:03 PM | I believe that the telekinese spell is very good you can hold away your enemies by throwing them into walls just by the power of thought. Permanencey is also very useful because it can make certain spells permanent examples: Detect magic, read magic, tongues osf.:) Fly is one of best spells because you can fly at a spedd of 90 feet at good manoueverege. You can also cast spells as if you were walking. :behold: |
| KaosKlerik03-18-04, 01:09 PM | Best combo I heard (this is not mine) was; Flesh to stone a BBEG Rock to mud Purify food & water Drink the crystal-clear water. |
| Thermanshs03-19-04, 07:19 PM | Originally posted by...me! next part includes the wizard's counterattack So here we are,ready for some monk beatup.Have readied a couple o' tactics for 100% success. Tactic 1 What you'll need:Rocky terrain,wall of stone and minor/major creation.Open this image (http://www.geocities.com/thermanshs) to help you imagine how this is gonna work.Keep both windows open and look each step's description here. Step 1:Trap the monk inside the wall of stone as shown on my image.Take care though to make the wall as narrow as possible because the cylinder's volume should remain between 12-17 cu.ft.Assuming that the average monk occupies a space of 5 cu.ft then there's just enough space to fill the empty space with your creation's product. Step 2:Cast the creation so that your product(wheat,rice,oats,oil or sand) would appear in the upper part of this sandglass-like stone wall.Be careful though so as the opening should be made just as small to prevent the monk from escaping and just as wide to speed up your creation's flow. Step 3:Make sure that he isn't trying to clog the opening somehow(impossible task though if it's 7-8 inches wide) and watch him drown in your rice pile.This is gonna be a shame for the whole monastery! "-Do you remember when rice killed Ted?That used to be his favorite meal!" Comments -If the creation's casting time is a trouble then keep a scroll for instant effect or prepare it quickened. -You may either attack the wall(imposing a dmg penalty for the squeeze) or try to keep the vegetable from flowing on your head(I don't know how...keeping a bag of holding under the opening maybe). -Your fists can't really damage the wall.A warhammer's bludgeoning dmg is a lot different than your unarmed dmg despite their common dmg die.A monk's dmg die depends on precision and swiftness rather than pure force and it won't be much effective till 16th lvl(ki strike adamantine).Even then,the wall could be so thick that could take you several minutes to create a crack(wheat would need about 3 rounds to fill the entire cylinder) -No spellcasting that requires verbal,somatic,material components is possible when totally buried inside the wheat. -No large weapon effective usage is possible inside the cylinder especially halberds,spiked chain,spear,lance and the like. OR....(Alternative use of the the cylinder trap) -Leave only a small whole open and play basket-alchemistsfire-ball! (no sir!you can't use your evasion here!full dmg,no save allowed) -Fill the trap with black powder and detonate it! -Summon a huge constrictor snake in there and watch the show! (pity to have only one seat available!) Tactic 2 What you'll need:Solid fog and major creation Trap the monk inside the solid fog and then create a 1000 pound stone block 40 ft above his head.Try to shape it wide enough so that it can occupy a 10 ft square,avoiding the block is just impossible... How did it sound like?(great artwork huh?) |
| Thermanshs03-21-04, 07:45 AM | Tactics 3,4:Gaseous form and Shrunk arrowheads as shown on my previous page's posts. Tactic 5: Polymorph into a Remorhaz and start a grapple followed by an attempt to swallow the monk(well...attempt isn't the right word...auto success I would call this),once grabbed by the beast inside its gizard the monk takes 2d8+12 bludgeoning dmg from the mouth's clutches plus 8d6 fire dmg(no save allowed) from the gizard's heat. OR By lvl 12 you may polymorph into an Yrthak(huge flying magical beast),snatch the monk-->fly high to the skies and...poof!! Comments: -If you still want to retain your spellcasting activity while polymorphed you can turn into an ogre mage yourslef (retaining humanlike anatomy for spellcasting) and polymorphing your familiar simultaneously into the beast for free!!! |
| Thermanshs03-28-04, 03:31 PM | Displacement makes you look like you're 2 ft. away from your actual point.This keeps enemy creatures 2 ft farther from your actual point as they will perceive your image's point as your actual one. What's the benefit of all this if not for the 50% miss chance? -Manyx:No attacks of opportunity because they no longer threaten your actual square but the illusion's one :D Another way to use displacement is to stay behind a wall(=total cover) and make the illusion peer out of its corner.Total cover makes you impossible to be physically attacked if your foe stands on the other side of the corner). Your foes also spending ammunition for nothing is the funniest part...that's what concealment is all about! and :bump: |
| Thermanshs04-07-04, 04:15 PM | Major image...the first one to produce thermal effects. Adding such effects to your illusion not only makes them more beleivable but sometimes a lot more disastrous than you originally thought a figment might prove.The best part of the spell is that it doesn't set limits to how much heat the image will radiate (at least in a subject's mind).So taking this for granted try making the image of an elder magma elemental and have it pretend to attack your foes...it's gonna be a painful experience!So concentrate on your spell and make it follow your foes wherever they go. :D Comments From the 3,5 SRD Lava Effects Lava or magma deals 2d6 points of damage per round of exposure.Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is 1d6 per round). An immunity or resistance to fire serves as an immunity to lava or magma. 1.A pool of magma effectively radiates an amount of heat about 1100 Celsius Degrees(or 2000 Fahreneit degrees).Which means that you wouldn't like to have a magma elemental classmate sitting on the same desk. 2.The heat is so intense that no real being could witstand it in a 20ft. radius(and fire resistance doesn't seem to help since this thermal effect is only in your mind). 3.Designate your illusion so as it never seems to "touch" your foes because it could rise suspicion why they didn't catch fire by the contact.If the illusion pretends to grapple or come in direct contact with someone, a clever character may finally receive a 2nd saving throw (bonus applied) if he notices that no clothes caught fire,no hair were burned etc. 4.If your foes can't recognise the illusion they would act like they're taking fire damage if the elemental attacks them.So casting a spell next to it requires a concentration check since a spellcaster thinks he's REALLY burned. 5.And if you still beleive that Frodo and Sam could have survived on that rock while lava rivers ran beyond their feet,during the fall of Mordor (LotR 3), reread the post! |
| *Truean*04-07-04, 07:58 PM | His mind: The old mage pondered the question as he gazed into his apprentice's eyes: searching for clues to his thoughts. "Yes" the mage spoke as if he had taken a whole night on his answer, when it had actually only been a moment, "I suppose I could have done that...." Continuing his statment after a moment of further thought, "Yes I could have, but the question is: why?" Seeing that the lad in front of him was confused at what he must have thought obvious, "Drevin, why is it that you believe you have come here? To command the elements is one thing, but the mind.... The greatest power any man, mage or not, can wield is his mind. As for magic, it can be close second." Still seeing that the apprentice only partailly understood him, Elmadus continued: "The true measure of power is never having to use it, because the truely powerful are so potent that they are never placed in situations where they must use their power. The only way to avoid such a fate is with the mind...." - Elmadus, Archmage of the Sterling Arcanum Truean |
| Thermanshs04-17-04, 09:48 AM | The day has passed...you're tired after a long journey and you can hardly drag your backpack.You've expended all your spells because you chose the dangerous(but secret) road and all you need now is some warm soup and a deep sleep. But as you still look around for a place to unpack your tent you hear a groan from behind you..."oh! not another troll" you say breathless but wish isn't available at your current level.:(You cautiously look behind your shoulder and it really IS a hungry troll with sharp teeth and long claws that could pierce you inside-out in one second... THERE'S NO TIME TO LOSE!you desparately look for a scroll in your almost empty case and you pick the first one your hand touches...you hope it isn't a "daylight" or an "unseen servant" one but you can hardly discern what's written on it..it's getting dark and by the time the troll jumps out of the bushes you finally manage to read it...it's a suggestion...:D "Now I'll show you ugly beast how it is scaring unwary travellers in the night!At least YOU can see in the dark..." you shout at him and start casting the enchantment... "Stand on one foot like a doll and hop till Michael Jackson passes by!" "At least I had something to cheer me up this cold night..." you say and you slip inside your blanket,the troll's hopping noise being like a bird's singing in your dreams... TO BE CONTINUED... |
| White_djinn04-17-04, 02:28 PM | I am particularly fond of spells which allow you to push people around: Telekinesis, the various Hand spells, Rainbow pattern, Summoned creatures (earth elementals are great at this), Telekinetic sphere at higher levels, heck, even Gust of Wind. Several mind control spells or illusions can also be used creatively to get enemies to go where you want them to. Just pick the right save for the job. Now, by themselves, those spells, though useful in their own right, are not *that* deadly. You need to combine them with something to push people onto. Quite often, the battlefield itself will provide what you need: cliffs, pits, hazards, traps, etc. Other times, you'll have to provide the hazard yourself. Most battlefield control spells can play that role: Clouds, Web, Walls (including Wall of Iron, which can be tipped), Rock to Mud etc. At very high levels, Teleportation Circle and Gate can be downright nasty, but even before then, this tactic really comes into its own with the arrival of Prismatic Wall. I like to call my favorite combo the "3 Stooges special": Quickened Grease, Prismatic Wall, Bigby's Forceful Hand. Bon voyage! A Hasted 3.0 caster (or 2 3.5 casters working together) can pull this in one round, then keep shoving people through the Wall. [Pink Floyd] All in all, you're just another brick in the wall... [/Pink Floyd] :D (Note: Sleet Storm is also great, but harder to Quicken) One last thing: No matter how good a wizard is, D&D is a group game, and works better when the group works together. One nice thing about hazards is that the group tank(s) will usually be quite glad to help you shove people into them. Isn't it nice when we all get along? :angel: |
| Sancus04-17-04, 02:34 PM | A wizard's hidden power Hidden.. in the pants... |
| Choronis04-17-04, 04:14 PM | Originally posted by KaosKlerik Best combo I heard (this is not mine) was; Flesh to stone a BBEG Rock to mud Purify food & water Drink the crystal-clear water. rock to mud isnt listed in the SRD. is there another name for that spell? |
| Thermanshs04-17-04, 05:20 PM | Originally posted by Choronis rock to mud isnt listed in the SRD. is there another name for that spell? It's called "transmute" rock to mud... and please...if you have such minor questions try private messaging instead of posting in public,it'll be much more practical for all of us |
| Elrana04-24-04, 08:05 AM | Evard's Black Tentacles. Wrong wrong wrong. Don't leave home with out it. |
| *Truean*04-25-04, 12:03 AM | The real problem with the whole "wizard's hidden power" is that it's hidden.... So how can we really know ;>). Bump |
| Wizard04-25-04, 02:46 AM | Originally posted by Verkon: wall of force around yourself and have a spectal hand delevor your touch atks for you. In a dungeon cast major image, put a wall of force in the middle of a hall way, have it run ahead then back (if you somehow know where the bad guys are). then bamb they hit the wall and get knocked out or something along that line (dm's call). The character would take very little damage from the above example. Why? 120 ft./6 s=20 ft./s. Where do we find rules on damage for PC's colliding with big heavy things? From the falling rules! So plug that in: -32t=20 t=-5/8 s h=-16(25/64) h=-(25/4)=-6.25 ft. In fact, that doesn't even merit 1d6. |
| Elrana04-25-04, 06:24 AM | I have developed this feat so that all may see the true power of a wizard's inner magic and quake with fear! Muh ha ha. Mu ha ha ha. Retributive Strike (general) You can grab the nearest arcane spellcaster and break him over your knee to great effect. Prerequesite: Strength 22, Improved Grapple Benefit: You can tap the vast wells of power contained within an arcanist by succesfully grappling him/her and the following round making another grapple role opposed by his/her escape artist or grapple which ever is the highest. Should you win you succeed in snapping the arcanist across your knee. The arcanist explodes releasing all of his/her remaining spell levels in a 30 ft. spread. All within 10 ft. of the arcanist suffer remaining spell levels x 8 hit points of damage. Those within 11 to 20 ft. of the arcanist take points equal to remaining levels x 6 and those 21 to 30 ft. distant take 4 x the number of levels. A reflex save (DC arcanist's spellcaster level + int. bonus) reduces damage by half. The character snapping the arcanist has a 50% chance if travelling to another plane of existence but if s/he does not the explosive release of energy deals him/her full damage with no saving throw allowed. Normal: A character attempting to snap an arcane spellcaster over his knee only serves to irritate him/her. Special: If the arcanist is an evoker, has spell focus (evocation) or greater spell focus (evocation) the save DC goes up by 1. These do stack therefore if a 12th level evoker with greater spell focus (evocation) and an int. of 18 (+4) is snapped the save DC will be 19 (12 +1+1+1+4). Right, some one just find me a freshly prepared level 20 specialist evoker... |
| Thermanshs04-25-04, 06:40 PM | Originally posted by...me! TO BE CONTINUED... As you wake up, having slept for more than 10 hours one thing comes to your mind, you're hungry but you've expended all your rations yesterday. "I hate this job! " you say angrily because it's time for food gathering. -I'm not made to survive in the wilds! That's a job for the mindless barbarians. So you stand up, repack your gear and step out of your tent...for your astonishment...you had completely forgot the troll hopping outside and no such noise was heard since you woke up, how could you forget such an accomplishment?! The result? One huge green mass sleeping outside your tent silent as a sheep. -Have I been so cruel? you wander but in a moment's thought you come serious again and think how savage these beasts are. <enter familiar here> Manyx however has a different opinion: -Why did you exhaust this poor giant? All he looked for was something to eat...can't you see his chest? His limbs protrude by the starvation. -Then what should I have done? Say...hey mr troll! don't eat US...we can offer you some of our almost expended rations... Manyx shakes his head negatively and suggests that you woke the troll up... "he would be too tired to harm us" , he says and gives the troll a bite. The troll didn't wake up and a muttering comes out of his dehydrated lips: -Michel Chuckson...where to find..Mich...Michael...or Michel.....where are you? ...are we gonna hop together? ...please show up Michael Chuckson. -It's Michael if you wanna know his name and he's called J-A-C-K-S-O-N not Chuckson!! you shout at him and finally he opens his red eyes, their shine been sucked out like a fading candle. -And there's no chance you meet him mr...emmm....Troll or whatever you might call yourself. The troll stares at you like a punished dog and says slowly: -When is this Michael Chuckson passing by? can't hop more.....can't....hop........more....arg h! Manyx ensures you that he's no more a threat to you both and you decide to start a talk with the troll. -Well, that excersize was a punishment for your yesterday's ambush...I hope you have now regreted all you've done or else you'll have to hop again when you've rested enough. The troll stares at you, his eyes asking for mercy: -Fafash can't hop more...Fafash can't sleep...Fafash's head.....strange, can't control...don't touch Fafash! The troll really is in a pathetic state, he can hardly breathe his word out so there's no point to tease him more, with a smile on both yours and Manyx's face you say: -So Fafash is your name, at last...a troll with a name! Every other of your kind I've met just called themselves "Hungry" or "Bloodcurdling"...if you wanna know of what your state currently IS mr Fafash...you're under control of my magic...so...for your own shake, please be careful with what you think or do... -Fafash only wanna eat, Fafash loves human flesh but...Fafash no eat magician and his cat The trolls promises sound trustworthy but to be sure you ready a "detect thoughts" spell and cast it while he still stares at you with a terrified by your magic wielding look...all you can recognise in his thoughts is agony, despair and hunger...nothing to fear of. So you finally decide to release the troll from your spell -Ok, your pusposes are clear mr Fafash, you've proven that you won't hurt us so...I ensure you that my magic has ended on you, you're now free to act as you will... Manyx however has another idea... -Why not "keep" this troll, our path is very dangerous and he might be well aware of the dangers of this region, he could take us on our way in less than a day...left alone his tremendous physical capability, can't you see how BIG he is? with enough feeding and some magical enhancement maybe he can pick us both on his shoulders. That was an interesting idea, you stand thoughtful for a moment and shout at the troll who almost stood on his legs: -Hey mr Fafash! I have an offer for you! We'll find you food and you're gonna be our guide to the end of these hills! The troll shakes his head in confusion and thinks of what you previously announced.... -So Fafash don't have to look for Michael Chuckson himself? Can magician help him find? Trolls are famous for their stupidity, you haven't run out of patience though: -You are free to act as you will mr Fafash! Forget Michael Jackson or Chuckson or whatever and get us out if this hell! Do you know the trail to the town on the North? -Yes, Fafash thank magician, Fafash knows trail to town but lots humans there, with spears and hounds, these Fafash hates!Fafash eat townsmen! -Then it's time to put an end to your savage behaviour mr Fafash!You'll be fed here but once we reach the town's borders you won't eat any of those humans, agreed? -Fafash eats once a week, if Fafash eats now he won't hunger for 3 or 4 days. -Then that's an agreement I suppose mr Fafash! If your school's elders looked at you negotiate with a troll you're probably gonna be banished from their domains forever, but...who cares! ...You're alone here in the wilds and none of them can show up to give a hand! -Here's your food Fafash! You say with enthusiasm and summon a horse for the troll to feed on, poor horsie...it gave only a single cry by the giant's rakes and them fell off helpless 10 feet from you lying in a pool of blood. Manyx couldn't stand this scene and turned his head but you stood there amazed by the troll's brutality. What common mortal with a sword in his hand could withstand such a force? You wander and give a sigh when you realize that this troll feared you much more than you fear a Red Dragon... The troll was covered from tips to toes in blood so you ordered him to go and wash himself at the creek before your camp. He followed your command as if he was an Illithid's Thrall and came back wet, but clean. -Fafash feel no hungry now, Fafash will be able to stride in a few hours. True the giant's metabolism worked so fast that he looked much stronger and fatter...and all this in a matter of 30 minutes! -So...up the hills Fafash! You shout at him, grab Manyx and put him on your backpack and pick your staff for another day's journey... THE END Comments: -Welcome your new Cohort...you didn't need to roll any supreme diplomacy checks nor did you pick the "Leadership" feat. -That was an example of what can be accomplished with the combination of proper role-playing and magic use. -I hope it widened your spellcasting horizons and showed you what all these strange spell descriptions do "in action". |
| Thermanshs05-02-04, 07:48 PM | what you're gonna need: a scroll of major creation or the spell itself prepared quickened a few ranks in craft blacksmithing could also be useful but not necessary Watch: Your goal is to try bind the enemy caster's hands so as to prevent him from using somatic components. The creation will help make metal manacles appear binding his hands.This set would be further connected to a chain ending to a hanging metal ball the size of a pumpkin or larger,weighing as much you desire. Be sure to make the chain short ebough so as the ball doesn't touch the ground if the caster is standing.Then on he couldn't withstand such a weight hanging from his hands and he'll most likely fall on the ground or kneel. Comments -This spell's usage is subject to great debate.Some of you will say that the minor version of it indicates that the item should be unattended.But that may be because the minor version's range is only 0 ft.Not even touch! just zero!! So the major one allows you to create things at short range,the point that led me to this conclusion. So use this spell only if you're with My side...;) -That was just an example of what trouble you can set an opponent into.Another more creative use of it may be binding a charging barbarian's feet with a chain,or putting a sorcerer into a full plate (huge arcane spell failure) but that one CERTAINLY requires some ranks in armorsmithing... -If you judged that you can't make something appear already attended by your enemy then try creating a tiny metal cage with one inside it (the cage certainly isn't attended by someone). -Another even more open to arguement use of the spell would be one that creates stone items WITHIN a creature (eg. stomach) OUCH!:eek: |
| Iver Gearsham05-09-04, 05:20 AM | Telekinesis The machine gun of the magical world. The set up is going based on a 9th lvl caster. You make harpoons twice their normal size they will weigh 20 lbs. each and do 2d8 points of damage and you will be able to launch 9 of them at base attack of 4 + your INT mod for every harpoon that hits the foe needs to make a Reflex save 10+damage delt or that harpoon has loged in the wound making them move at half speed (for every harpoon half & half again till no movment) and if they pull out the harpoon it deals the same damage it did when it went in (the heal checks to remove are huge). this gives a potential of 18d8 in damage! X2 if they remove without surgury or on the low end 8d8 if you miss more than half. Now the way you deploy your 180 lbs of harpoons is to bundle them up with a slip Knot, Shrink Item to a minie version and keep it in an extra dimentional space as you go in to combat have an Unseen Servant precast and holding action to untie any bundles you drop. Move action to draw, Free action to drop, Standard action to cast spell Telekinesis. Whats realy cool is you can spread the damage around pump one guy till he drops and move on as long as their all in range. Another cool trick is to make iron spike balls 20 ft around with rods an inch thick (looks like sea urchens spikes all around) you Shrink Item to cloth form put a weight in the midle like a tennis ball ghost at halloween so you can throw them efectivly, And the next time your DM says there is a 20 by 20 room more or less have someone ready to open and close the door throw in one or more of these they will fill the space/room with spear like metal rods severly limiting movment and/or killing out right most caporial foes leting your fighter to use his long spear for CDGing the living. If the DM freaks on how you make them I.E. get the metal, work it skill checks and all. use salvaged weapons and armor and/or Iron wall spells and you won't need a smithy with Fabricate and you can use craft skills untrained. They are great for blocking passageways, doorways, and leting you shoot from cover. If you turn them invisable and have your Illusion of choise lead foes in to charging Och! |
| Thermanshs05-21-04, 10:05 AM | No more losing your best friend just because you threw him into combat.This guide is here to clarify you the ways of sufficiently using and protecting your familiar. -What's the purpose of the familiar in my class table? -The main purpose is to give flavor and company to the lonely geniouses.No way is the familiar meant to make some difference in combat (although there ARE some ways to) nor to compare it with special mounts,animal companions,cohorts etc. -I hate the idea of carying a small beast behind me all the time -Then don't summon one...if you don't like the concept you won't find yourself that much behind others who have one. -So where can I have my familiar shine? -Familiars are tiny animals,intelligent and can also speak with you.I don't know any better spy than their kind.Who would suspect the tiny birdie singing out of the king's window or the cat hugging on the feet of this famous tavern's frequenters? Some of them can also access castles through small cracks,travel great distances way faster than your bare feet would (flying ones) ,carry messages or even counterplot the entrance guards... They are also the best scrying tools, when a snake hanging on the branch above remains unnoticed and is willing to fail its saving throw to watch the villain sleeping below ;) -As useful as these may sound the familiar remains a liability when I enter combat...its HP are so low that a single rat's bite can wipe it out -Sure they are!As long as you replace your familiar with the orcish barbarian in your party you'll always have this problem.Familiars aren't meant to enter combat...even if they can deliver touch attacks for you...their presence can remain unnoticed when alone but when accompanying a 4 adventurer party familiars reveal their identity to the well-informed ones.They still ain't the sniper's prime target (not even second or third) but s**t happens :cool: . So keep them out of enemy's sight except if they're previously buffed and likely to deal some real mess among the enemy's ranks. The best way to protect them is cover.Ask for your DM to give a brief description of your surroundings.There MUST be a stone or wardrobe to hide!Also a bag of holding is the perfect familiar's sanctuary.Safe and comfortable! -What if I pick the improved familiar feat?Would I then be able to have it deal some damage in combat? -Again no....these advanced selections may offer a bit more from the standard ones but still remain several steps beyond the barbarian's greataxe or the rogue's crossbow.So pick this feat only if you're particularly fond of having a dragon-friend or if you're bored lighting a campfire at night (fire elemental). Hope this helps. |
| Thermanshs05-25-04, 05:53 PM | Simple combo...clear results...watch: What you're gonna need: A)Evard's black tentacles B)Mass reduce person If your enemies fail their saves against the reduce person and originally are of medium size or smaller then they're in some serious trouble! The tentacles are considered to be large(=auto success for grappling small or smaller creatures) and they deal some good amount of damage.The tentacles are immune to all types of damage...the only way to escape here seems to be spellcasting with chance for failure or escape artist checks.(as usual for grappling rules) This would be a great show to watch! special thanks to my friend Nik fot this idea |
| Thermanshs06-02-04, 04:52 PM | The initial post has been edited: 1.New help guide added. 2.New rulesets No.6 and No.7 added |
| Elrana06-02-04, 08:09 PM | One of the greatest strengths that I have found a wizard to have is in his potential list of knowledges. His primary stat being intelligence combined with all knowledge skills being open to him allow him to fill a great role in the party. Once he has accrued enough skill points in knowledge (the planes), (nature), (dungeoneering), (arcana) etc. then he can reach a position whereby he will always be able to make a roll upon meeting a foe and hopefully learn something of value to inform the group of: immunities; vulnerabilities; attack forms; even speed if it is helpful. Basically just being able to throw a bone to the rest of the party "don't hit that! It's acid will destroy your weapon!" is always a particularly splendid piece of advice to get out before the fighter's +3 icy burst keen mercurial bastard sword has gone down the swannee! I have found that this has helped the group out a great deal on many occasions in my games. :) |
| Pentar06-10-04, 04:46 PM | I posted this on a separate forum, but I'll post it here too since I've gotten so many great ideas from it. Favourite so far: Prismatic wall and Reverse Gravity. CLASSIC. My idea: Khelben's Suspended Silence found in the Magic of Faerun book. Basically, it lets you cast a Silence effect (normally available only to Divine casters) on an object, that you can activate by verbal command and it works like the Silence spell for 6 rounds after you activate it. Sounds OK... But what if you prepare a bunch of these silenced objects in say... arrow heads? And then gave them to a party member with a bow? Voila. Instant Silencing Arrows against an enemy caster... There is no saving throw, no spell resistance... All the archer has to do is hit with the arrow. For 50gp a pop (the material cost of the spell) you can arm all your archers with anti-spellcasting arrows. :) |
| Pentar06-11-04, 01:03 AM | Want a fast way to deliver a nice deadly touch attack to a caster? Want to do it as a free action? Read on: What you need: Simbul's Spell Sequencer - 7th level Wiz/Sorc (FR's Player's Guide) Touch of Idiocy - 2nd level Wiz/Sorc - PHB Spectral Hand - 2nd Level Wiz/Sorc - PHB Explanations: Touch of Idiocy allows you to make a touch attack against a creature and reduce their INT, WIS and CHA by 1d6 points. There is no save allowed, but SR is allowed. Spectral Hand allows you to deliver ranged touch-attacks via this magically conjured hand up to 100' + 10'/level away. It also confers a +2 bonus to hit. Simbul's Spell Sequencer allows you to store up to 2, level 3 or lower level spells into a mystical "Matrix" that you can call upon to release the spell energy as a free action at any time. If the spells you're storing are level 2 and lower, you can, as a free action, release -both- spells simultaneously. You're probably getting the idea now... :) You cast the spell sequencer and then cast Touch of Idiocy and Spectral Hand into the matrix. The next time you bump into an unfriendly caster, you activate this spell sequence and as a free action, conjure a Spectral Hand while casting Touch of Idiocy through it, and delivery a touch-attack that drains him of 1d6 from his mental faculties! No matter what, that's gonna sting! You want to make it really deadly? Add a Metamagic rod: Empower or Maximize into the combo. While you're casting (or preparing - depending on how your DM uses the rods) the Touch of Idiocy spell, use the rod to Maximize or Empower it's effects. Because the Rods do not force the spell to take up a higher level slot, they remain 2nd level spells and thus does not affect the Spell Sequencer level restriction! Voila. You have an free-action ranged touch attack with no save that can drain 6 pnts from each of the enemy caster's mental stats (or up to 9 pnts if you roll well with an Empower). :) Enjoy! |
| Elrana06-11-04, 09:28 AM | Originally posted by Pentar Want a fast way to deliver a nice deadly touch attack to a caster? Want to do it as a free action? Read on: What you need: Simbul's Spell Sequencer - 7th level Wiz/Sorc (FR's Player's Guide) Touch of Idiocy - 2nd level Wiz/Sorc - PHB Spectral Hand - 2nd Level Wiz/Sorc - PHB Explanations: Touch of Idiocy allows you to make a touch attack against a creature and reduce their INT, WIS and CHA by 1d6 points. There is no save allowed, but SR is allowed. Spectral Hand allows you to deliver ranged touch-attacks via this magically conjured hand up to 100' + 10'/level away. It also confers a +2 bonus to hit. Simbul's Spell Sequencer allows you to store up to 2, level 3 or lower level spells into a mystical "Matrix" that you can call upon to release the spell energy as a free action at any time. If the spells you're storing are level 2 and lower, you can, as a free action, release -both- spells simultaneously. You're probably getting the idea now... :) You cast the spell sequencer and then cast Touch of Idiocy and Spectral Hand into the matrix. The next time you bump into an unfriendly caster, you activate this spell sequence and as a free action, conjure a Spectral Hand while casting Touch of Idiocy through it, and delivery a touch-attack that drains him of 1d6 from his mental faculties! No matter what, that's gonna sting! You want to make it really deadly? Add a Metamagic rod: Empower or Maximize into the combo. While you're casting (or preparing - depending on how your DM uses the rods) the Touch of Idiocy spell, use the rod to Maximize or Empower it's effects. Because the Rods do not force the spell to take up a higher level slot, they remain 2nd level spells and thus does not affect the Spell Sequencer level restriction! Viola. You have an free-action ranged touch attack with no save that can drain 6 pnts from each of the enemy caster's mental stats (or up to 9 pnts if you roll well with an Empower). :) Enjoy! I get the idea but is it really meant for bards and not wizards? If not then what does it have to do with stringed instruments? :) |
| Pentar06-11-04, 11:22 AM | Elrana, EH?? Stringed instruments... I haven't talked about stringed instruments anywhere....... ....Hmm, do I know you from somewhere?? :) |
| Elrana06-12-04, 12:23 AM | Originally posted by Pentar Elrana, EH?? Stringed instruments... I haven't talked about stringed instruments anywhere....... ....Hmm, do I know you from somewhere?? :) Viola - Italian for a slightly over sized violin. Voila - French for 'there you go'. Hence bards and musical instruments. I don't know, do you? :) |
| dm_G06-15-04, 06:20 AM | A very nice combo is time stop and delayd blast fireball. You cast time stop an then the delayd blast fireballs and delay them until the time stop ends. Ifyou are luky with the time stop roll(1d4+1) and have 5 delayd blast fireballs you can deal up to 100d6 points of damage(at 20th level) |
| Elhalyn06-24-04, 12:26 AM | A nice trick with the Silent Image Spell: Remember that people who suceed in disbelieving your illusions can see through it: You can create an area of illusionary darkness, giving your players a hint that it is an illusion (such as a secret word in the end of the vocal component). Like that, your friends will be able to see perfectly, when your enemies will be effectively blinded! You can use the "transparency" effect of disbelieved illusions in other manners too: if you are behind an illusionary wall, you can easily spy the people on the other side of it. Another thing: Create illusionary "cannon fodder" is a common trick, but try to send some illusionary wraithts or specters: Being incorporeal, they are naturally silent (who cares that it is "silent" image?) and your opponents will have a hard time disbelieving them, even if their swords pass through the illusion. When they finally find out that those are illusions, make your cleric friend call for some real incorporeal undead that have been previously created. Thermanshs, nice thread :) |
| Thermanshs06-28-04, 06:32 PM | Hello fellow wizards and supporters of this thread! This may be my last post since vacations come close and Manyx got shaved for the beach :cool:.So this would be a summary of things happened during this time as well as a cookie tactic for the epilogue. First off I thought we would never reach this 3rd page :) Secondly and most important, some people have continuously disapproved this thread not only because of some tricks' inconsistencies but also for them being already served into a single webpage. So let's put off our masks and speak bare face.I already know what game balance is and how big deal of breakthrough some of the tactics may have caused, if used as written. I also know how hard it is for a DM to keep all players happy rather than focus on a single player who does miracles when others just keep swinging their swords. But each of these guys out there have to think that D&D was and still is a GAME. There have always been holes in the system where someone could slip through and find the gold, as well as there have always been people who tried to fix them using houserules. My opinion however is not that different than many would think. I have the same demands, as most of you do, from such a game and I respect its consistency as the Bible. But our role in here has been some kinda different, this work has been done to reach the impossible, to try benefit from wherever a player could and use any single loophole to max effect. However it's not only that. As the initial post said, this thread came for showing the narrow-minded how things really work despite the way each one faces this same game. It was designed to help the newcomers into the harsh path of arcane magic and put some flavor into their plain die rolls revealing that D&D encourages creativity and imgination, while some would prioritize things differently and we constantly showed respect to their opinions saying this godly (proceed with these only if you like/accept them). So I wanna thank all people contributing in here, digging their brains to share their experience with the whole D&D community but never forgetting all the fans of this effort for their moral support. -Manyx: :zzz: So let's go on with something more exciting! The question to be discussed is: "Do you still kill kobold warriors and goblin bandits?".Don't you think that it's time you gave away the minor experience award they grant you for something 10 times more interesting? The truth is that these poor races have been exiled from the civilized now risking their lives for a few silver pieces. Why not use them to your benefit? These petty bandits can now become excellent scapegoats to keep your noble ass safe. Next time you come upon any of those try negotiating instead. A few gold pieces could make their eyes glitter in front of a following task. If negotiating doesn't work....who the hell cares? There's always enchantments to place upon and control them as by a joystick. So after you've ensured that these bandits could prove helpful for your evil plans it's time for breaking the law. Things you could do a)Teleport into the royal treasury or the cathedral's relic chambers and steal as fast as you can. Claim the bandits to have stolen them and bring them dead in front of the seriff's feet. b)Have them attack the city guard when your "open view" mission-terminate-all-attackers would surely draw attention. c)Steal the princess in goblin form (disguise self and equivalents), alter a party member into an identical clone of one of the bandits and go visit the king with your scrying sensor. The dialogue should be like this: -"Here's something you should look on, my scrying mirror has shown me some horrible news today. Do you see your daughter maltreated by these goblins? I'm gonna hunt them down and bring your daughter safe." (Looking into the scrying sensor cannot reveal the illusionary nature of the fake bandits) So your glory would come once you will bring all of the meant-to-be kidnappers dead and the princess only remembering to be captured by them. Your reward would be lavish!!! d)Always carry some bait troops with you...being the first target till you cast your spells is ...:cloud9: Do your enemies find a goblin's sight not that of a threat? Then disguise them into your real selves and force them walk some safe distance ahead....when you'll hear the BOOM you'll know it's time to act :D |
| Tharkad07-17-04, 08:46 AM | Most people tend to have problems the time their wizard ist still low level... "Enlarge" and "Reduce" (both Sor1/Wiz1) are some of the most overlooked Spells in the list imho. Enlarging the Warriors in your group adds to their Dmg because they get a + to str and also their Weapon dmg enhances (see the DMG for the tables). And it gives you the option to do psychological warfare on your enemy, no one wants 4m tall Fighters running after them with 2m Swords. ;) "Touch of Idiocy" (1d6 dmg to Int/Wis/Cha, Sor2/Wiz2) or "Ray of Enfeeblement" (Dmg to STR: 1d6+1/per 2 caster levels, Sor1/Wiz1) are great spells when combined with True Strike(+20 on your next attack, Sor1/Wiz1). |
| Thermanshs08-10-04, 07:42 AM | So here we are back again, ready to refresh our list with some new nasty stuff ! No matter how promising the title of this may sound,beleive us or not, me and Manyx are not joking... What you're gonna need: 1.The 2nd lvl spell Shatter 2.Just the one above :) Tactic: 1.Once battle starts use shatter as a focused sunder against the divine caster's holy symbol.... 2.If its possessor fails his will save the symbol is ruined,then you can laugh and wreak havoc against these helpless priests! Effects: -Holy symbols are basic components for many and various spells in the divine spell lists.To see how many spells depend on holy symbols just check the "Components" line in the spell's entry table.If the phrase DF (Divine Focus) is mentioned,it means that a holy symbol is NECESSARY for the spell to be cast. Common spells to be ruined once the symbol is shattered (holy symbols aren't magical despites the abilities they hold) include: Flame Strike,Righteous Might,Divine Favor,Divine Power,Summon Monster X/Summon Nature's Ally X,Magic Vestment/Weapon/Circle Against Evil and the list goes on and on.... ;) -Clerics and Paladins now CANNOT rebuke/turn undead! |
| Siglorel08-17-04, 06:55 PM | Is being invisible behind an invisible wall... But then I like not being seen..... |
| taltamir08-21-04, 07:53 PM | bag of holding + animate object / golems / undead (if evil) etc... = An army in a bag. Prepare spells like shadow conjuration, they give you the ability to cast a bunch of spells (of lower level, granted) out of one slot. |
| *Truean*08-21-04, 11:42 PM | can you "enlarge" someone's hair or other body part to the point where it becomes a henderence? Grant a minus to a stat or roll? Truean |
| taltamir08-22-04, 12:02 AM | good question, i KNOW you cannot do actual DAMAGE with enlarge or shrink, they both will only go as long as there is no resistance. I dont think you can target body parts, or a person but not their equipment! (not with the stock spell, as it was designed to be cast on friendlies and thus foolproofed, ask a dm near you about baleful enlarge and baleful shrink that doesnt do that...) |
| Student Of The Mind08-22-04, 12:54 AM | At tenth level...Two fifth levels spells. Quickened True Strike followed by Telekinesis. Pick up the largest rock you can, and you have a +20 attack with a 10d6 250lb rock. Run Dragon Run! Wall Of Stone! Anybody need a castle built? 30ft pit covered with Permanent Image, let enemies fall in and stand over the pit casting fireballs down into the hole. Gust Of Wind--Cast it on the dust covered floor of a dungeon, can you say distraction and sand in the eyes? |
| taltamir08-22-04, 01:02 AM | bag of holding, giant 250 pound harpoon, maybe magical (for way more damage then a rock of the same weight) with the combination of spells you mentioned.... sorry dragon, but there is nowhere to run! |
| Student Of The Mind08-22-04, 01:08 AM | Time Stop and as many Delayed Blast Fireballs as you can drop in the time your Time Stop lasts. |
| taltamir08-22-04, 01:17 AM | time stop, telekinesis, and as many stalagamites (or is it stalagacites) you can drop would be cheaper magic wise... |
| Student Of The Mind08-22-04, 01:28 AM | Originally posted by taltamir bag of holding, giant 250 pound harpoon, maybe magical (for way more damage then a rock of the same weight) with the combination of spells you mentioned.... sorry dragon, but there is nowhere to run! That seems like a waist of money, when a rock does a damn good job. Originally posted by taltamir time stop, telekinesis, and as many stalagamites (or is it stalagacites) you can drop would be cheaper magic wise... While in the effects of Time Stop you cannot effect creatures, so you cast Delayed Blast Fireball...When the Time Stop ends, you the wizard are standing far enough away to laugh as the fireworks go off. |
| taltamir08-22-04, 01:37 AM | stalagacites and stalagamites are the little spear like formations in caves, one is the name of those protruding from the ceiling, and the other for those from the ground! those arent creatures. So instead of using delayed fireballs, you just stack a bunch of those above the area of effect for the time stop, and once it continues, they all impact at once. |
| Student Of The Mind08-22-04, 02:13 AM | Originally posted by taltamir stalagacites and stalagamites are the little spear like formations in caves, one is the name of those protruding from the ceiling, and the other for those from the ground! those arent creatures. So instead of using delayed fireballs, you just stack a bunch of those above the area of effect for the time stop, and once it continues, they all impact at once. :uh-huh: Yes I know what stalactites and stalagmites are, but how would you remove them from the ceiling within the time given during Time Stop and not have it count as an attack upon the target? How would you hold them above the target, specially since any stalactite worth its weight is going to be much to large to hold with telekensis? And would you, or your DM allow your example in a game? I know I wouldnt... Back to topic...Wall Of Stone--makes a great barrier if you're running for your life...It's permenant and has 30 HP per application to stop the pursuer, and can cover 50 square feet. |
| taltamir08-22-04, 02:18 AM | it would be suspended, the time stop can easily be infered to have a LIMIT as to how far up it goes, correct? (otherwise i KNOW i will have fun exploiting that), a good limit, make a sphere of it with a diameter equal to that of the diameter of the circle of the range it encumpuses... Drop the boulders/stalas/whatever above the creature, they will hit the sphere of timestop one by one, and will freeze in time (mainting their enertia!), and when timestop expires, all start moving again at once, hitting together on the next turn.... |
| Student Of The Mind08-22-04, 02:40 AM | Found in the SRD v3.5 Time Stop Transmutation Level: Sor/Wiz 9, Trickery 9 Components: V Casting Time: 1 standard action Range: Personal Target: You Duration: 1d4+1 rounds (apparent time); see text This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop. SRD v3.5 (http://www.systemreferencedocuments.org/35/sovelior_sage/home.html) |
| Kiri Sittori08-22-04, 05:01 AM | Who said you need to deal actual damage? A Sorceror build from which people might learn the more subtil arts of wizardry. L1: Ray of enfeeblement, silent image, true strike, Tenser's floating disk, unseen servant. L2: Invisibility, touch of idiocy, false life, summon swarm, scorching ray. L3: Ray of exhaustion, major image, tongues, suggestion. L4: Bestow curse, enervation, charm monster, black tentacles. L5: Summon monster 5, major creation, transmute mud to rock, feeblemind (golem creation build) Summon monster 5, major creation, dom person, mind fog (normal build) Mind fog, major creation, dom person, feeblemind (Planar Sorc build) L6: Geas, antimagic field, programmed image (golem build) Geas, disintegrate, programmed image (normal build) Summon monsters 6, geas, disintegrate (Planar Sorc build) L7: Symbol of Stun, reverse gravity, waves of exhaustion (golem build) Reverse gravity, waves of exhaustion, prismatic spray (normal build) L8: Polar ray, polymorph any object, summon monsters 8 (maze or mind blank in Planar Sorc build) L9: Summon monster 9, Mordenkainen's disjunction, energy drain or weird (normal) Energy drain, disjunction, weird (Planar Sorc build.) The "golem creation" build involves taking the Craft feats for wondrous items, weapons, and Constructs, in order to create Stone Golems. Mud to rock is a Heal spell for stone golems, and geas, antimagic shell, and symbol of stun are the requisite spells for the golem. The "Planar Sorc" build refers to the planar substitution levels in the Planar Handbook; for a L12 Sorceror, you give up one "known" sixth level spell, and get all nine Summon Monsters spells as "bonus" spells known. However, you are limited to Celestial, Fiendish, or Elemental critters. Tactics: Very simply, the primary thrust of this setup is to nerf the enemy's stats in support of yer allies. As finishers, you have a few strong (ray-based) attacks, and a handful of nifty Enchantments as well... which will more than likely work, thanks to all the Will-save nerfs. Major Creation is only there for the sake of creating Quaal's feather tokens, and is completely optional otherwise. If you don't want to mess with that sorta stuff, then use this level 5: Summon monsters 5, mind fog, dom person, feeblemind. If you want the Arch Mage PrC in this setup, then take the spell focus feats in Necromancy and Enchantment. Sorcs actually have an advantage over wizards (surprisingly) for Arch Mage, because they have more castings (slots) to spend on high-arcana abilities. In this build, I'd suggest arcane fire, mastery of elements, one or MAYBE two Spell Powers, and whatever's left into spell-like abilities. (Which raises a question in my mind...) |
| Thermanshs08-22-04, 08:30 AM | Student of the Mind and Taltamir,thanks both for your contribution in here but I want to mention some things that violated the rules of this thread: 1.Time stop with multiple Delayed Blast Fireballs AND teleknetically hurled harpoons have already been mentioned (check rule No.6) 2.I'd prefer if arguing was left out of this thread.For everyone to get something useful from this please check the sources you used before posting a trick and if you're not sure if it's consistent enough then don't post at all (check rule No.3) 3.A simple reference to the time stop's description in the PH would be just as strong of a counterevidence and much more compact. (check rule No.3:don't post huge quotes) |
| RadicalTaoist08-22-04, 11:27 AM | GOOD THREAD. First order of business - I can't believe Mind Fog hasn't been mentioned yet! it gives all affected foes a -10 to all will saves, it's a godsend. My personal favorite application is heightened MF with weird. Second order of business - the Black Blade of Disaster (from Magic of Faerun) plus Otiluke's 8th level sphere (which one is that again? I think indestructible) You can cast the sphere first, then cast the blade, which can pass harmlessly through the sphere whenever you want it to. Take out the high level enemy casters first and you're safe from possible 9th level spells that could pierce the sphere. It's so cheap! I love it! |
| Kiri Sittori08-22-04, 11:56 AM | Originally posted by RadicalTaoist GOOD THREAD. First order of business - I can't believe Mind Fog hasn't been mentioned yet! it gives all affected foes a -10 to all will saves, it's a godsend. My personal favorite application is heightened MF with wail of the banshee. Second order of business - the Black Blade of Disaster (from Magic of Faerun) plus Otiluke's 8th level sphere (which one is that again? I think indestructible) You can cast the sphere first, then cast the blade, which can pass harmlessly through the sphere whenever you want it to. Take out the high level enemy casters first and you're safe from possible 9th level spells that could pierce the sphere. It's so cheap! I love it! Otiluke's telekinetic sphere is the level 8. (And I did include Mind Fog in the sorc build(s) above. Very nifty spell, and excellent for Enchantment as well as Wail of the Banshee, as you pointed out.) Then again, there's always this simple trap: 1. Be invisible (and/or incorporeal via Shape Change.) 2. Move adjacent to a Large or smaller creature, which is not a Golem. Directly underneath the target works just fine. 3. Cast Prismatic Sphere. 4. Walk away, since you can walk through the Sphere. Caution point: You'll either be risking "being" undead or need familiarity with other Incorporeal creatures (more than likely Outsiders) with the Shapechange. Caution point: Anything that defeats Invisibility might put you at risk. |
| RadicalTaoist08-22-04, 12:28 PM | Or do it invisible then quickened D. Door outta there. Heheheh, that sounded like advice for the wizard mack daddy. |
| taltamir08-22-04, 01:18 PM | people underestimate a silent and stilled spell. Quickened is silent stilled and is a free action. Silent stilled spells still take the same amount of time to cast, but noone can tell you are casting them (think of it as saying the words and doing the motions in your mind, not as effective, but it works), and only for two levels higher instead of four. So you can be bound can gagged, and seemingly trapped, and then cast a 7th level spell as a surprise! A spell with no somatic or verbal component will only be one level higher to be undetectable (power word anyone?). And its really frightening that you can actually kill with a look. and if you do so in a large crowed, they will not know where it is comming from! Plus people cannot counter a spell they didnt identify, and you can only identify a spell if you detect its effect or if detect it being cast. |
| Thermanshs08-22-04, 01:26 PM | Taltamir:No offense but I'd like you to read the rules more carefully before posting. Just because some silent+still spells may have no components does NOT mean they can be cast as free actions. Otherwise all spell-like abilities that require NO components by nature would be cast as free actions. The thing however that silent+still spells are 99% of the time indistinguishable is true. (the rest 1% belongs to spells with obvious material components such as soul bind etc.) |
| simen_8808-22-04, 01:28 PM | I was just going to say that. Another thing: Quicken spell does not in any way state that it is stilled and/or silent. |
| taltamir08-22-04, 01:35 PM | Thermanshs no offense but read my POSTS before replying! "Quickened is silent stilled and is a free action. Silent stilled spells still take the same amount of time to cast" - as said by me simen_88, same for you "I was just going to say that." Also, simen_88: "Another thing: Quicken spell does not in any way state that it is stilled and/or silent." quickened spell states specifically, that you can cast a spell with "a mere thought!" last time i checked thoughts required neither motion nor speaking! it is also instantanous, if it is instantanous, how are you doing the motions and saying the words required to activate it? While it doesnt specifically SAY it is both stilled and silent, it either specifcally says that it no longer has a verbal or somatic component, or it can be infered that it no longer has those from what is said about it! A silent stilled spell would take the same standard action (6 seconds) to cast, but will be unnoticeable. That is why i said "and you suddenly disappear", sudden for them, you have been working on it for 6 seconds, they just didnt realise it! You can kill with a look, a look that takes 6 seconds! |
| Thermanshs08-22-04, 01:37 PM | Originally posted by simen_88 I was just going to say that. Another thing: Quicken spell does not in any way state that it is stilled and/or silent. It is cast in a moment's thought so basically it IS still and silent. Anyways,let's not focus on each other's posts but on the topic itself |
| taltamir08-22-04, 02:43 PM | i cant beleive it took 25 minutes, and 13 refreshes, to get this reply window to open... Anyways. Cast wall spells horizonatly, the ones with mass, like stone or iron, will do nice splay area effect damage, as mentioned before. What realy shines are things like prismatic walls or walls of flame etc, cast them horizontally, and you have an area effect damage spell, they are constantly remaining within it, if you want to be sadistic, leave it 8 inches of the ground, characters could crawl undearneath, but would be easy picking unless they get up. and if you hit them the dm could rule that they spasmed and touched the wall for extra damage. if you put it 2 feet above the ground, then everytime someone stands up they have to go through it again. Combine the wall with grease and you have a nice little death trap! |
| Kiri Sittori08-23-04, 10:48 AM | At least, once you start getting maximise and empower. Ray of Enfeelbement (L1, necromancy.) Now, yer thinking, not bad for a first level spell... d6+1 Strength penalty, goes up by +1 every odd level until it hits d6+5, and that's it, right? Well... L5: d6+3 (4-9) can be Empowered to (6-13.) L7: Now you can pick from the normal (5-10,) the Empowered (7-15) or the Max'd (10.) L9: It starts to get scary here. Normal, hence forth, is capped at d6+5 (6-11.) L9, Double Empowered: (12-22.) This is enough to threaten most characters, particularly when you toss in other Strength sappers like Ray of Exhaustion. L13, Treble Empowered: (15-27.) By this time, most critters are starting to tremble, assuming you can make SR checks with any competence. Even dragons. L17, Quad Empowered: (18-33.) Some dragons (such as Elder Wyrm red/silver dragons) might not be TOTALLY wiped out at the upper end of this pain. Until you break out Waves of Exhaustion and give them ANOTHER -6. With even a lesser metarod of empower, you can pull off a *fifth* Empower, and get another 3-5. "But, Kiri, it's only strength sapping!!" Once upon a time, a couple of guards approached the knowledge-hungry "refined sellsword" Dirk Kyoshiro. "Sir, y'can't cross this border... 'is Lordship don' like freaks," one snarled. "Freaks? To what does 'his Lordship' refer?" Dirk responded calmly, being able to guess that his Half-Elven race had something to do with it. And... "You ain't yooman." He was right. "Look here, boy, I'm gonna cross this border... I've got a hot lead on some rare books in your town." The guard drew his sword. "Then Ah'm afraid Ah'm gunna hafta..." "Siek'kaia o maachi!" Intoning the ancient words of weakness, Dirk lashed out at the... rather disrespectful guard with a green beam of light from his finger; as soon as it struck, the hapless fighter's legs buckled, and he fell to the ground. For, you see, Dirk had cast Ray of Enfeeblement, and so mightily had it sapped the physical strength of the guard that his Chain Mail became exceedingly cumbersome, even in excess of his ability to carry it. The other guard soil'd his armour, and Dirk Kyoshiro continued into the land in search of eldritch lore... |
| taltamir08-23-04, 01:28 PM | i dont think you can multiple empower something... also, how many levels above is that? Best way, an empowered, maximized spell.... saps 13 str with one hit. twin that. 26 str sapped with one spell. |
| PhaedrusXY08-23-04, 02:07 PM | Originally posted by taltamir i dont think you can multiple empower something... You can if you're using the 3.0 edition rules. If you're using 3.5, you can't. |
| taltamir08-23-04, 05:28 PM | ah, that explains it. But in 3.5, you can still do some awesome damage with a ray of enfeeblement. 16 (1d9+7.5 round down, get 16 damage, ALL numerical values) damage to str with no saving throw... it, however, remains a 1st level spell, so certain things, like minor globe of invulerability makes it useless. It does take a 6th level slot though. with a rod though you can knock it down to 3rd level slot. |
| Kiri Sittori08-23-04, 10:30 PM | Ok... I hadn't noticed that change... and I can't say I like it. I suppose that Scorching Ray and Disintegrate 3.5 had the biggest effect on this decision... -Twin Ray of Enfeeblement doesn't work, since RoE doesn't stack with itself. -Max Empowered doesn't directly stack: you'd get 11+|(d6+5)/2.| So you aren't actually better off with max than normal. Now Quickened Empowered + Ray (or Waves) of Exhaustion... brutal. And it IS still useful against mounts, especially Flying mounts, where the sudden addition of encumbrance can be very, very useful. Now, to figure out how to make those Will-neg spells better... |
| taltamir08-24-04, 12:10 AM | i am a huge fan blind and deafen myself |
| Thermanshs (backup ed.)09-26-04, 09:46 AM | Ok guys...sorry for the delay...my signature says it all :( So back in action with a brand new drowning combo. Things you're gonna need: -Indoor battlefield -Water breathing -A huge tank *size varies,see below -A pinch of dust of dryness (wondrous magical item as described in the 3,5 DMG pg.255) -Shrink item -A bail (don't laugh...this is important) Tactic: Next time your allcrafty wizard goes down the sea be sure that you have with you a huge tank shrunk for this combo to take effect.The size would depend on the scale of the effect you'd like to cause. To be precise your objective is filling an indoor area with water and drowning whomever lies within it.At this stage I can only tell you that the tank should be the same volume (or larger for 100% success) as the area to be filled with water. So go downtown and have a craftsman create the tank.A 20x20x9 ft. tank (average dungeon room) would therefore be shrunk for easy carriage till the shore taking no more space than 1 cubic foot (1 gallon for the non-Americans ;)) Once you reach the shore speak the command word and have the tank resize to original.Now pick your pretty bail and start filling it with water. (a tiresome procedure for sure but definitely worth your sweat :D) After you're done take a deep breath,go rest,eat something,smoke your pipe,chat with your familiar and such before you shrink the tank again now the water contained being shrunk as well.Before you lies 1 gallon of shrunk water...hmmm...interesting... Voila! Now as the dust of dryness says it can absorb as much as 100 gallons of water turning them into a pellet. That means you can absorb 100 times the abovegiven volume of water and still take the size of a single pellet. If my calculations are correct then with this pellet you can absorb as much water as to flood 100 average common dungeon rooms (assuming that you have a tank of the appropriate size of course :)) So let's go dungeondelving! Make sure you remember the command word for the shrunk water and have water breathing prepared. Once combat starts cast it on you and your comrades and simply throw the pellet on a hard surface to release the water it contains (as much as 100 gallons). Do 100 gallons of water not scare you enough yet? Then speak the command word and have them expand even more to a TRRRRRREMBLING 400.000 gallon niagara! (in other words a total of 100 average dungeon rooms flooded with sea water) Comments: -To ensure the effects of your biblical disaster make sure that water has no means to escape the indoor area you're in.Close doors before you and keep them sealed with hold portal (1st level arcane spell) or find similar tricks for none to survive. -Drowning rules are described in the 3,5 DMG pg. 304 -Furthermore casters can't use spells with verbal components while totally immersed in water (since gargling is the only thing coming out of their mouth) and also somatic components are much harder to maintain (spell failure and such) -Water unleashed this way would be flowing like hell! It can draw away even the mightiest and largest of creatures as it can also cause damage for crushing them onto walls,furniture and similar surfaces. (several movies can show you a good imitation of this) -If the stream is so violent you can always use a silenced dimension door to escape and watch the results while drying your robes to open air :) -You can always cast permamency (4th level arcane spell) on your precious tank so it could be shrunk/reverted multiple times without waisting so many 3rd level spell slots. -As you may noticed I used no spell above 3rd level.Quite an achievement for a 5th level wizzie huh? :cool: |
| Elrana09-26-04, 06:38 PM | Hi, nice to see you back again! Alternatively cast Unseen Servant and get down the pub for a pint (for non-British 568 ml :D ) while the invisible bailer does the hard work! :) |
| angryman09-27-04, 12:07 AM | OVERWATCH COUNTERSPELLING This works better if you're an Archmage (spell power) or somehow have increased caster level, or just have superior caster level. Make/buy a Staff of Greater Dispel (so you retain your caster level, not the item's). Take Improved Counterspell, Improved Initiative and Reactive Counterspell, if you want. On your action, (first, hopefully) you will have already cast Overland Flight (as it's 1hr/lvl), take a single move action 40' up so you're out of melee range. Pop a Quickened Improve Invisibility on yourself, (if you're 15+ level) and now you're ready to counter any spell the enemies might throw at your party or yourself. On any round no spells are thrown, toss a targetted Dispel at an enemy to strip him of his buffs. Also use it to counter-counter spell. (allied cleric casts, enemy counterspells, you counter the counterspell, allowing the cleric's spell to work...maybe) This sounds like it could be a waste of time, but it allows allied casters, to retain their spell buffs and occasionally not die from inconveniences such as death magic, blasting and mind control. Also if an enemy Dispels, you don't even have to use a caster check as it's the same spell. |
| Elrana09-27-04, 03:29 AM | Throw in a couple of castings of Spell Turning and you don't even need to worry about countering every spell, just see what spell it is and then decide if you need to worry about it. The idea is sound and makes for particularly harsh encounters against an enemy force who rely heavily on spellcasting. :) |
| taltamir09-27-04, 03:48 AM | Or just get an antimagic field... and a big warrior friend (or a golem). Works well for casters with a flying familiar (which you can have a spell with a range of self center on) Wizard goes up 40ft. Wizard goes down 40 and breaks his legs... The familiar can ride in ther warriors pack (since the range is only 10 feet). And it not only completely nullifies any spells cast in it, it also makes magic items cease to function in the area.... basically leaving the wizard to fend with... his stick! |
| angryman09-27-04, 07:07 AM | Or just get an antimagic field... and a big warrior friend (or a golem). Hmm...something about wizards and antimagic fields...I don't know. Seems like a really dumb thing to nullify your only advantage. Warrior friends tend to be busy smacking things, anyway. Golems get destroyed. Antimagic field= cannot affect enemy with anything at all. Putting it in your familiar just makes the enemy kill your familiar. Throw in a couple of castings of Spell Turning and you don't even need to worry about countering every spell, just see what spell it is and then decide if you need to worry about it. Yeah, I do that too. |
| Zelphi09-27-04, 07:39 AM | If you read Quicken like that then it's also Eschew Materials. Then again it is +4 so its reasonable. |
| taltamir09-27-04, 05:20 PM | quicken doesnt act as eschew... the materials must still be consumed. they are just consumed faster. |
| Thermanshs10-15-04, 06:52 PM | So far as I've designed and used wizzies I've always been a great fan of generalists. IMO the greatest wizard's aspect is versatility and this is provided through his primary feature, spells (I don't mention magic items since the basic need for their acquisition is spells) So I beleive that cutting away part of this so powerful feature ends up to a sorceric hybrid.Dozens of discussions have been done around this so I'm not expanding this further, I hope everyone understands my point :cool: So what happens when storylines,trends towards certain wizard fields (massive damage,summoning etc.) or other personal reasons make a player to specialize his wizzie? Despites what I've said above there's one way to achieve specialization without losing too much. For many out there I may sound like a smartass since this is something already spoken though I'm trying to analyze this idea a bit more. So here's the deal: Steps to specialize without losing too much: 1.Plan for mid levels or higher (7+) 2.Illusion is your school to favor (hey! that's my favorite :D) while you exclude conjuration and evocation. 3.Shadows are your friend through the various shadow conj/evoc spells. 4.Spell focus (illusion) is a must for this build. Strengths of this build: -First of all you cast one more spell level per day like every specialist benefits. That's big of a deal until you reach 7th level when your resources aren't plenty to spend on magic equipment and stuff. Spell capacity effectively complements your lack of gold. -Another main strength is school mimicry. Through shadows you can access most of your excluded schools' powers. Not only are you able to cast the majority of spells within them but you are also enabled to select on the run which spell you're going to emulate. Lesser spontaneity you can call this, no more regreting for picking the wrong spells for the day when you can access such a wide range of spells with a single shot! -Moreover with a single spell focus you have instantly upgraded the potency of 3 schools! In other words you have just gained a triple feat! :cool: -Don't let the disbeleiving restrictor bring you down! There are many spells used for your own shake that work whatever the save could be. Such spells include mount,unseed servant,tenser's floating disk,phantom steed,leomund's shelter/tiny hut/secret chest,minor/major creation,sending and more...more... Weaknesses of this build: -Following this path makes you permanently lose all conjuration(teleportation) spells. Maybe one of the strongest aspects of a wizard is his ability to get out of danger whenever things turn bad and this time dimension door won't be there to help you :( -All spells mimiced this way FURTHER require a Will saving throw and most of them are subject to SR. That means besides the normal save required for the spell to be emulated the creatures to be affected get another chance to subvert the effects of your tricks. -Your magic item array to craft is consequently reduced. All magic items that require the original spell to be provided can't be achieved through their shadow emulators. -Higher level spell slots are used for the utilization of lower level ones. -Evocations of 8th+ are forever lost as 9th lvl Conjurations do. Tips/Conclusion: -Pick spell Foci as soon as possible -Try cast your spells stealthily,if an enemy spellcaster recognizes your spells as illusory ones then half the game is lost before it began. Try silent/still meta-castings or conceal them physically through hiding,casting in crowds,noisy places etc. -Since shadow spells are so versatile, always keep a bunch of them stored into magical items. Remember that one shadowy spell counts as a few dozens of others. Everything in D&D has its + and - and this is no exception.I just tried to reduce the drawbacks to minimum but know that you'll never have the whole piece ;) Hope this helps |
| taltamir10-16-04, 03:06 AM | Speaking of a wizards power. A wizard is like a swiss knife, he can just pull the tool he needs. A wizard needs to rest 8 hours to refresh his spell SLOTS. However, at spell preperation after resting for 8 hours he can choose to leave some slots open, to be filled later during the day with a mere 15 minutes or preperation. A sorcerer is meant for combat, they cast way more spells per day, they also spontanously cast. A wizard usually has half the spell slots of a sorc, and if they leave some open, especially in lower levels, it cuts it to an even smaller fraction. A wizard can prepare a spell using a higher spell slot (without getting any benefit from it there is no feat requirement. With highten spell feat though, he could increase the DC, or he could use other metamagic). A wizard can have spells which are silenced and stilled. They take two levels higher, but noone can tell he is casting them (think of it as going through the motions in his mind). So its a total surprise, especially if he casts from within a crowed, AND isnt dressed a wiziard (noone will EVER suspect the guy in the full plate with the broad sword straped to his back). This versitility comes at a cost, combat effectiveness. The wizard, until very high levels, is just not effective in combat. The need to spend 15 minutes preparing a spell means he cant reasonably do it before a combat ends. Even if he escapes, he gives his oponent 15 minutes to find him. Thus the best spells for a wiziard are utility spells. Knock, find traps, lock portal, divinations, etc. The wizard would leave a few slots open, and when time comes to use it, everyone takes 15 minutes off to wait for him to get it. (its less time then having to wait for the rogue to take 20 on that disarm trap or open lock skill, and unlike those two, it works always) |
| Sphyre10-16-04, 12:12 PM | A wizard usually has half the spell slots of a sorc, and if they leave some open, especially in lower levels, it cuts it to an even smaller fraction. Just clarifying, the sorcerer has 50% more spells per day. |
| Grigori12-11-04, 12:55 PM | (note that 5 pounds of modern C 4 can blow up an entire block) I'd love to know where you get your calculations from for that. We had to use alot more than 5 lbs to destroy a single motel. |
| Thermanshs12-11-04, 01:18 PM | Yeah...you may be right BUT 1)Check the rules 2)Try PRIVATE messaging for such small issues and be sure that I'll get it and correct where I may be wrong |
| MisterD122312-12-04, 08:55 PM | I love this thread. I have a wizard character that is smarter and craftier than the player. THis thread gave me some nice ideas. Are their any other threads on creative spell use. spell combinations, or spell/feat combos? I tried a search and got no hits. |
| Thermanshs12-15-04, 11:32 PM | This question might sound like: How does a commoneer kill the tarrasque with his bare hands? No doubt it sounds insane but I've kept this for long and now it's time to make it public. Yes you can access wish at level 11 and you won't pay a single xp for that.Unbeleivable? Watch: Things you're gonna need: -Knowledge (the planes) maxed out (14 ranks) -Planar Bind (6th level arcane spell) -Magic circle against good OR law focused INWARD empowered with a calling diagram (3rd level arcane spell,this you should read carefully) -Dimensional anchor (4th level arcane spell) -A relatively moderate Charisma score In action: First off you cast the magic circle spending 10 mins to empower it with the diagram (taking 10 on the check, fairly easy to reach a 20 spellcraft DC when you're 11th level). Then your knowledge on planar inhabitants reminds you of those noble djinn residing on the elemental plane of air. Only 1% of the genie population is noble but this is no trouble to you. You're specifically calling one of them, not a random djinni, but you MUST state it so. Secondly you cast dimensional anchor directly before the calling of the djinni (spell casting order is very important) and then it's time to call your precious wish provider. The djinni is quite hard to catch (+9 bonus on will) but nothing prevents you from repeating the procedure again and again till you force it into your trap. So finally when you have it helpless into your trap it's time for a bargain! Djinn (even noble ones) have no SR so the first way of escaping is pointless,the genie starts getting angry :waits: The 2nd way of escaping your trap is dimensional travel. But a wizard is no fool, your cunning dimensional anchor effectively ruins that plan too,the djinni's hopes start fading :help: So only one chance is left to break free,charisma checks! Your diagram however gives you a further +5 bonus on that DC. Which is 25+cha mod (15+1/2*11+5+cha mod) Impossible DC to beat even with a natural 20 when his Cha bonus is only 2, the djinni now is desperate :weep: and willing to offer you whatever you want in exchange of his freedom. Even if you fail persuading the djinni at opposed Cha checks don't be disappointed, after several trials he'll soon realize that his only means of breaking free is completing your task so... Make a wish! :D (I lied :P make 3 wishes!) Comments: Even though the strictest means are taken for the security of your plan there's no real need to. Just by reading the djinni's entry (3,5 MM pg. 114-115) you'll notice that djinn are easy to convince in such cases. And noble ones require no hard efforts to grant you your wishes, their mere capture entitles you 3 wishes and therefore they can be set loose. PS.This might bring a great breakthrough in a game and I know how insane it is for a wizard to access such a power so early, HOWEVER I did my best to find something to counterevidence this combo's consistency yet unsuccessfully. So if anyone out there might have any objection on this I'd PLEASE him to try private messaging instead of starting a flame, if his point is true I'll definitely correct/erase all the above. |
| taltamir12-16-04, 04:09 AM | Wizard with still spell and a single class level in warrior/ranger... Can go around in fullplate/sneak around in the forest with his duel scimatars all for the price of a little less then 3 wizard levels (1 level which he tooks, 2 less because of the sque of having to still all his spells.... but, some spells dont need stilling, thats why I say alittle less then 3 instead of exactly 3). |
| Thermanshs12-20-04, 06:50 PM | PS.This might bring a great breakthrough in a game and I know how insane it is for a wizard to access such a power so early, HOWEVER I did my best to find something to counterevidence this combo's consistency yet unsuccessfully. So if anyone out there might have any objection on this I'd PLEASE him to try private messaging instead of starting a flame, if his point is true I'll definitely correct/erase all the above. And I can proudly say my friends,that after a long discussion on another objection-specific thread (which you can find HERE (http://boards1.wizards.com/showthread.php?t=352313) ) we came up to the conclusion that this bloody combo WORKS! :cheer: |
| Dire Celestial Bonobo12-21-04, 03:06 AM | And I can proudly say my friends,that after a long discussion on another objection-specific thread (which you can find HERE (http://boards1.wizards.com/showthread.php?t=352313) ) we came up to the conclusion that this bloody combo WORKS! You have come to that conclusion; other people have not. There are still---in the eyes of more than a few---serious problems with this combo that you haven't addressed other than by handwaving. The jury is still far from settled on what the correct answer is, or if there even is one for a spell like Planar Binding whose rules have written into them a need for the DM to determine what are "unreasonable commands". |
| Thermanshs12-21-04, 06:53 AM | INTRUSION ALERT! This is no place to discuss this pal.I gave a link SOLELY for that purpose! :mad: So if anyone out there might have any objection on this I'd PLEASE him to try private messaging instead of starting a flame, if his point is true I'll definitely correct/erase all the above. Also noone forces people to use what I suggest. I show respect to everyone's opinion (It's clearly stated on my original post here: ) 7.Keep in mind that any of the guides,techniques below are OPTIONAL.Don't like them? Don't use them. so any opposer of my combo is free to act as he wills. |
| Mirror, Mirror12-21-04, 05:25 PM | Am I mistaken or has nobody mentioned the telekenesis cheese? Telekenesis can throw 15 items of 25 lbs or less. The attack is the BAB+int. Use fabricate to create 15 large size greatswords (at only 50gp a pop!). Bruid a swor rack for the said greatswords and use shrink item to make it portable. In combat, drop the rack, dispel the magic, and cast telekenesis to throw all the swords at once. Weapons do their regular damage without strength, so that's 15 attack rolls with each success doing 3d6 damage. The best part is that, even if the swords miss, just cast the telekenesis spell again to attack with all 15 again. Don't forget that they critical on a 19-20! |
| taltamir12-21-04, 05:59 PM | I dont understand why everyone calls it cheese and breaking the rules... Unless you constantly change the rules to "nerf" things, then ways to work WITHIN the rules for greater effeciency would be found. We call it technology in real life. (nuclear weapons, computers, and airplanes all use the rules... are they rediculously overpowered in comparison to simpler things? undoubtebly, thats how it is) A wizard is supposed to use the rules to his advantage and to find creative ways to do alot of damage, this is why I hate the abstraction of attack spells doing X damage per level of the spell or they break the rules. If instead the attack spells involved actually DOING things, such as causing an avalanch or shooting out swords with Telekinesis, then people could and WOULD find the most efficient ones. And so they should, its just cool like that. Those swords are all fine, until you take into account creatures with damage reduction, its 15 attacks, so each is reduced seperately. Then you would have wished to have prepared a fireball spell. There is a reason why modern weapons are as they are. They are just efficient. If you want a really strong weapon, get someone to craft a bullet, and use a special gun like contraption that allows you to use a fireball to propel it at great speeds. |
| Eidolon Faer01-24-05, 03:33 PM | Wizards have by far the best "Kill them from far far away" abilities. Often, an inconvenient enemy will never know what hit them. 1. Take a piece of paper. Place Explosive Runes or Sepia Snake Sigil on it. Then use Illusory Script to make it so that Lord Bob, the evil mastermind who's been annoying you, is the only one who can read the Explosive Runes. Also, place the following suggestion into the Illusory Script: "It is vitally important that Lord Bob read this message as soon as possible. Bring it to him yourself or give it to someone else who can bring it to him." Hand the paper to the nearest street urchin and giggle. 2. Demand is an amazingly ugly spell, as is Nightmare. You can kill an enemy with weak Will saves from across a continent. 3. Planar Binding. Many potent outsiders have Teleportation capability. Send them on their way. |
| Thermanshs01-24-05, 10:56 PM | No this ain't gonna be a new spell, this combo comes with honors from its primer inventor, Perpetual Wizard (http://boards1.wizards.com/member.php?u=178925) What you're gonna need: -Dispel magic (3rd lvl spell) -Shatter (2nd level spell) In action: Use dispel magic as a targeted dispel against a magic item you wish to destroy permanently. If the caster level check is successful then the item becomes NON-magical for 1d4 rounds and therefore vulberable to being shattered on the following round. Plain and simple. You know how annoying it is for a fighter to lose his flashy sword that he so much worked to achieve :) |
| taltamir01-24-05, 11:09 PM | No this ain't gonna be a new spell, this combo comes with honors from its primer inventor, Perpetual Wizard (http://boards1.wizards.com/member.php?u=178925) What you're gonna need: -Dispel magic (3rd lvl spell) -Shatter (2nd level spell) In action: Use dispel magic as a targeted dispel against a magic item you wish to destroy permanently. If the caster level check is successful then the item becomes NON-magical for 1d4 rounds and therefore vulberable to being shattered on the following round. Plain and simple. You know how annoying it is for a fighter to lose his flashy sword that he so much worked to achieve :) but, then what do you loot? :( |
| Zitchas01-25-05, 04:21 PM | Here's a favorite one for me, as it's helped us deal with many things of medium or large size that had too high a strength to deal with normally... Using two Bigby's grasping hands, have one grasp the target while instructing one to aid the other. This enables the first to successfully hold much more powerfull creatures than otherwise possible. This is also remarkably usefull against high power spellcasters, such as various outsider paragons, who tend to have stats MUCH higher than your average spellcaster, even epic level ones. The wonder of it is that many of such consider bigby's hands to not be a threat, so they don't bother countering/dispelling, and are doubly suprised when they aid each other and succeed. Our DM was rather impressed by this creation, although he makes his BBEG's smart: If they have cause to have heard of it being used before (were scrying or otherwise present, or heard a reliable report of it) they'll defend against it... It's made some encounters extremely easy... Almost too easy, actually. |
| taltamir01-25-05, 05:08 PM | Doesnt aid other only give a measly +2 to your check if you succed on the aid other roll? |
| Sarryn01-25-05, 09:11 PM | This is one I used to annoy people who thought they were protected by an Anti-Magic Shell or similar magic suppresion effects. Spells you Need: Shrink Item Dimension Door (optional) Featherfall (optional) My wizard used to carry around special sling stones. These were actually relatively large heavy objects under the effects of the Shrink Item spell. Simply load them up and start hurling them at the people inside the Anti-Magic shell and as the stone breaches the boundary of the Anti Magic effect and, it reverts to original size and mass. Even if no one inside is hit at first the stones suddenly expaning in size and weight is going to be particularily disturbing to the inhabitants of the shell. For overkill you might consider just using Dimension Door to a point above the Anti-Magic shell effect and empty your specially prepapred Sling stone pouch onto their heads before Featherfalling to the ground. |
| The Meek Barbarian01-26-05, 01:57 AM | Get some belt pouches or sacks, or something similar. Cloth works great, as it's flammable. Fill the pouches up with black powder or a similar explosive, and seal them so you can't tell what's inside them merely by looking. Charm a troll. Convince him that wearing these pouches will bring him good luck. Then convince him that Enemy X over there tastes even better than chicken. And with any luck, Enemy X will use fire instead of acid to hurt your troll. Troll goes smoke, Troll goes boom, Enemy X goes "OWIE". A wizard's life is good. |
| Zitchas01-26-05, 02:33 AM | My DM's been governing that situation (and the similar one done by our two tanks vs a different oponent that inspired me) that the person aiding adds their strength bonus to the grapple check of the main grappler. So it's not a huge bonus, but it can most deffinitly tip the balance. Another tactic, which, depending on the size of the target, may require multiple casters and one spell known to all... Transmute stone to mud. Use this spell to transmute as much stone under the target creature as possible, to a depth of about half the creature's height. Then let the mud solidify in said position, and presto, you've got yourself a critter that's going to have a LOT of trouble going anywhere. Another is using Shape Stone to create either a ridge beneath your fighters. Can anyone say height combat bonuses? Likewise, droping the terrain beneath an oponent into a long trench accopmlishs the same thing. |
| simen_8801-27-05, 06:49 PM | *yawn* Flesh to stone (Rock to mud Large barrel or bucket Mud to rock) (can be replaced with stoneshape) Stone to flesh |
| taltamir01-27-05, 11:39 PM | or you could just do 1. flesh to stone 2. hammer to stone (that one isnt a spell, its an action) And save on a few spells in that process. |
| simen_8801-28-05, 01:46 AM | Yes, but having a deformed rogue in a bucket is quite cool as well. |
| Roboradish03-05-05, 04:18 PM | but, then what do you loot? :( Survivial can often be more important than cash. |
| taltamir03-05-05, 06:42 PM | Survivial can often be more important than cash. cash IS survival. and loot is usually about the magic items, which is also survival. |
| simen_8803-05-05, 07:01 PM | Then again, XP is also survival, and we still cast Wish. |
| Roboradish03-05-05, 08:45 PM | cash IS survival. and loot is usually about the magic items, which is also survival. Yeah, but when half of your head is a bleeding hole, loot suddendly doesnt seem as important. |
| Thermanshs03-05-05, 10:31 PM | Please guys stop it...there are rules that you keep ignoring :( |
| RadicalTaoist03-06-05, 11:23 PM | Ah, but the best way (someone else, can't remember who, came up with this) is: Flesh to stone (on the sucker) Rock to mud (on the statue) Purify water (on the mud) Drink the clear, fresh water :schemes: |
| Maerdash06-08-05, 03:44 AM | What I used to take out the biggest baddest dragon I've ever seen (Augmented greatwyrm) It only works indoors and you have to have a 9th level spell slot. Step 1:Transmute rock to mud at ceiling above bbeg Step 2:Quickened Transmute mud to rock cast on the falling mud as it breaks away from the ceiling. Step 3:Watch with a feeling of satisfaction as your enemy is crushed under hundreds of cubic feet of falling stone :D |
| TheMagister06-08-05, 07:45 AM | Round 1: Unattached Wall of Iron in front of your enemies, followed by a quickened Gust of Wind. Round 2: Wall of Fire atop the now-horizontal Wall of Iron with the hapless targets that failed their Reflex saves pinned underneath. Crispy. -or- Edit: Removed Telekinesis/Weapon combo b/c of its existence already in this thread. Replaced with: Quickened Wall of Fire, ring version, with heat focused inward. Forcecage (no save, no SR on that). TM |
| Thermanshs06-09-05, 08:44 AM | Excuse me guys but the violent thrust use for weapon hurling has already been mentioned 3ice (check Rule No 6) Thank you |
| Keldarth06-13-05, 10:54 AM | The wizard is the best at protecting himself and his companions from hostile magic... the wizard spell list has great abjuration spells that could save a whole party... a readied antimagic field works wonders... it will stop even dragon's breath... Used it myself once to save myself and my fellows from a nasty symbol of death trap that I had previously detected with my permanent detect magic.... The wizard is the best all-purpose character in the game, given the right selection of spells... Like someone said before, the Swiss Army Knife of D&D!!! |
| DragonsArt06-13-05, 11:22 AM | Second Contingency cast by yourself will dispell the first according to 3.5 rules. Which 3.5 rules are you referring to? The Complete Arcane says a creature can have a number of contigient spells equal to their HD. |
| Lyric10-02-05, 07:30 PM | You cast Unseen Servant ahead of time, and give it one of the ring gates. When you get into a fight, you put the Resilient Sphere on yourself. Then you direct the Unseen Servant to move wherever you need to aim your spells, and cast them into your half of the ring gate. They will come out of the Unseen Servant's ring gate, outside the sphere. I would add invisibility on the outgoing ring for its own protection.. then it would seem as if these spells were jumping from all over the battle field from invisible wizards, and in fact, the wizard himself could due to have an invisibility or other illusion around himself and his area misdirecting attacks at him... sure he's protected in his sphere, but why take chances? let them think you're merely cloaked in illusion, then your sphere becomes a surprise to them causing them to waste more time as they try to take you down... |
| syrinth10-02-05, 11:55 PM | Several basic applications and then just a few fun general combos. 1) Flight is the one of the most useful abilitied a mage has. 2)Time Stop + anything is just....... omfg great 3)Mordenkainen's Magnificent Mansion can keep you absolutely completely safe for 24+ hours. Then if you really wanna **** off your enemies you just memorize plane shift the next day since you and your allies remain safe for a whole 24 hours and get out of there lol. 4)If you're getting swarmed you can use Resilient Sphere to remove half the enemies from combat. 5)You can also use multiple Mage's Private Sanctum to divide up a battlefied into seperate quadrants. Most amusing when you run into one of them then toss a Cloudkill at the other ones. Fun game of chase the mage. Now for just a few combos, primarily around Time Stop since I love it ^_^ - Time Stop + Gate = 2 or more Solars in a second if you have enough spell slots. I think that's cause anyone to just run lol. - Time Stop, run up to enemy and ready action to cast Imprisonment when it ends. For added effectiveness use a spell triggered True Strike. - Use Telekinetic Sphere, lift enemy hiiiiigh up in the air and then dismiss. - You can use Telekinesis to throw an enemy's fireball around since the spell creates an actual physical bead which hurtles to the target. - Mix up Repulsion with Telekinesis and wind wall to make sure those nasty meleers stay FAR away from you as do their ranged ammunition. - Spin-off of the Resilient Sphere throw in a Cloudkill since nothing has to pass through the barrier to get to the target location, in addition throw in a Mordenkainens Sword for kicks. - Heck, spin-off of the Mansion, use a Magic Jar spell to cause a fuss among the enemies outside of the mansion. - In honor of Vaarsuvius from Order of the Stick: Take a rock, cast explosive runes"I prepared explosive runes this morning" on a note, wrap note around the rock and throw it at your enemies, then laugh and laugh and laugh.(not too powerful but amusing nontheless.) That's about all I can think of right now. If I wrote anything that anyone else has posted let me know and Ill edit the post. |
| Sapp10-03-05, 12:34 AM | The opportunity to create your own plane via genesis (EpicLevelHandbook), and populate it with your own race of completely loyal (no free-will) creatures ready to do your bidding (mainly by contributing spell-slots and XP to your Epic spellcasting, but also for item creation XP costs) is what appeals most to me. That's epic level. For lower levels, every party loves teleport... To tell the truth though, I haven't played an arcane caster for a LONG time. It gets a little dull. It's a little easy to play... I stay in the back, using ranged spells and weapons... no one can really blame me. At higher levels, I own the game... (I actually enjoy playing the sorcerer more than the wizard for his Charisma.) |
| monkey310-03-05, 04:28 PM | It seems to me this spell is useless. Maybe I need more detail as to you guys use it. The spell ITSELF is nullified by a will save. So what if it lets me cast "Charm moster" with a -10 save. Now my opponenent gets 2 saves, one at -10. Maybe you like the fact that Mind Fog is AOE. Well, now I need to cast an AOE "will-save" spell to make most use of it. At which point I could have just cast the AOE "wil-save" spell to begin with, and not bother with Mind Fog. I do not think I am violating the rules, when I am asking for clairfication/detail on how to make this spell useful. |
| Lyric10-03-05, 07:05 PM | It seems to me this spell is useless. Maybe I need more detail as to you guys use it. The spell ITSELF is nullified by a will save. So what if it lets me cast "Charm moster" with a -10 save. Now my opponenent gets 2 saves, one at -10. Maybe you like the fact that Mind Fog is AOE. Well, now I need to cast an AOE "will-save" spell to make most use of it. At which point I could have just cast the AOE "wil-save" spell to begin with, and not bother with Mind Fog. I do not think I am violating the rules, when I am asking for clairfication/detail on how to make this spell useful. Think of it first off, as a support spell.. bump up the DC on it with any feats or spells that you can, and allow other spellcasters to make use of it..., heck, if you can, cast two of them in one round, they'll bound to be hit by one of them... mostly you can use this to allow your lower level followers and non-mainstream spellcasters (rangers/paladins/bards) if they have any applicable spells to take part in the magical side of things.. don't allow yourself to be the only spellcaster to make good use of a spell like that... (and if you have other spellcasters, use that feat that ups the DC for multiple casters of the same spell..) that way you can blanket one area with a -10 to saves verses mind affecting spells, then, within that area, you can with your spellcasting buddies, make better use of a wider variety (and lower level) mind affecting spells.. (quick! charm person the general and his leutentants!!... it'll never work! and only your apprentices have the spells on hand!... don't worry, i'll cover for them, you three get ready to cast...) see what I mean?? |
| nihility11-30-05, 09:41 PM | :bump: |
| Gworraent11-30-05, 10:24 PM | That's a streetwise trick which may sound a little weird but certainly brought a lot of money in my party's pockets. It requires:A fifth level wizard with illusory script prepared and a silver tongued character. "Watch carefully" ...Our rogue went down to Pelor's temple to offer his services for the church's donation program,so he suggested that he hangs a box on the temple's peripheral wall so that any comers would spot the sign written on the box and spare any money they could afford for the church's financial enforcement. The clerics gladly agreed and gave their blesses to this open hearted youngster. Then,the wizard found a big box and started casting the illusory script on it,but note this:He left gaps between the sugestion's words so that the initial(supposed to be written) text could be mixed with them. Finally the text looked like this: (the illusory script is written in red and the initial in black) "In respect to the church's donation program feel free to insert any riches you carry drop a few coppers you might have to spare and remember only the coppers" this is really stupid but, how does that work? i'm not familiar with the spell |
| Thermanshs12-01-05, 08:31 AM | this is really stupid but, how does that work? i'm not familiar with the spell If you'd take one minute and have a look at the rules of this topic (blue & red headlines) I'd gladly answer your question. |
| Killion12-07-05, 12:52 AM | Someone mentioned arrows and Khelben's Suspended Silence already, but I think that I can improve slightly on the idea. In CW, pg. 135, there is an ornery little projectile called the Burrowing Arrow that costs a modest 167 gp and "[...] sticks into its target on a successful hit and embeds itself in the wound." They're +1 arrows, keep the target from healing naturally, and deal another 1d8 damage upon extrication. With a couple Burrowing Arrows enhanced by Khelben's Suspended Silence, the party archer send enemy casters home not screaming to their mothers. I would imagine that the same would work for harpoons. By the way, is the harpoon reprinted outside the Arms & Equiptment guide and Races of Faerun? |
| bomaz02-04-06, 03:03 PM | does anyone happen to have a summary of all the tricks mentioned so far? |
| Thermanshs02-04-06, 07:10 PM | does anyone happen to have a summary of all the tricks mentioned so far? As you may have noticed I've been too busy for the past year to write down more tricks. So if I find the time I would make a brief summary of everything that's contained in here and list them in my initial post, Thanks |
| Naramyth03-04-06, 12:48 AM | It seems to me this spell is useless. Maybe I need more detail as to you guys use it. The spell ITSELF is nullified by a will save. So what if it lets me cast "Charm moster" with a -10 save. Now my opponenent gets 2 saves, one at -10. Maybe you like the fact that Mind Fog is AOE. Well, now I need to cast an AOE "will-save" spell to make most use of it. At which point I could have just cast the AOE "wil-save" spell to begin with, and not bother with Mind Fog. I do not think I am violating the rules, when I am asking for clairfication/detail on how to make this spell useful. Cast this. Then cast Chained (ala metamagic feat) *insert favorte Will save or you lose spell such as Dominate Person*. oh, and BUMP! |
| Archmagi197603-04-06, 03:34 AM | Ok, I did not see this previously but I could be wrong and possibly missed this one... Wizards can use silence, or even invisibility to be unseen and unheard. But why waste such spells in my view? Why not have a wizard (or in our case it was a cleric) step on a floating disk, an easy 1st level spell and have the rogue push you around. You never touch the ground only the rogue does and it would drasticly reduce the chance of being caught through tremor sense, or other listening abilities. We all know the reasons for tracer rounds, ever thought of using Magic Missle in the same manner? Sure, your warrior can not follow it up dirrectly with arrows, but it is a sure fire way to point out a nasty creature you found they might have missed. This next one is a DM's call, but balance normally takes a full persons attention, use "exaust" or any of the spells like that right before a person hits your grease spell, most of the time it has provided me with lower saves to deal with. On a purely silly note... Ever cast a slow spell on a person who was slipping on the grease spell? With a bag of hot popcorn holding (purely fictional item used for comic relief here) you have hours and hours of fun watching the guy slip around in slow-mo. |
| Linkrulesx1003-22-06, 02:25 AM | Hypnotic Pattern, you reduce half the amount of creatures in combat if lucky. Silent Image covering allies with shadows, you tell them before hand and they should make their save if the DM forces one upon them. |
| ManTimeForgot03-22-06, 02:34 AM | Mind Fog is what you cast right before a mass suggestion when it is absolutely critical that every guardsman and commoner in the city misses its saving throw... Other than that don't be silly mind fog is a waste. MTF |