| Post/Author/DateTime | Post |
|---|---|
| Falkomur01-17-04, 11:52 AM | I was trying to make a spell list for Manshoon because it wasn't listed and my party (rather strong) is travelling in undermountain, and I want them to fight him before they get to Halaster... Well here it is, what I want to know is if it's to offensive, defensive or anything. Ow and it requires FRCS, MoF and LoD, the first letter of each is given if it's from that source-book. Sorry if I made any errors in spelling....English is not my native tongue 0th - ….. 1st - Charm Person, Know Protections (M), Launch Item (M), Scatterspray (F), Spirit Worm (M), Unseen Servant 2nd - Battering Ram (M), Detect Thoughts, Invisibility, Life Bolt (M), Minor Image, Mirror Image 3rd - Blacklight (L), Dispel Magic, Lesser Shadow Tentacle (L), Magic Circle against Evil, Suggestion, Suspended Silence (M) 4th - Backlash (M), Charm Monster, Cone of Cold, Energy Spheres (M), Fire/Cold Shield, Metal Melt (M), Stoneskin, Thunderlance (F), Spell Enhancer (M) 5th - Ball Lightning (M), Feeblemind, Graymantle (F), Telekinesis 6th - Disintegrate, Gate Seal (F), Greater Dispelling, Project Image, True Seeing 7th - Antimagic Aura (M), Banishment, Delayed Blast Fireball, Forcecage, Limited Wish 8th - Dimensional Lock, Polymorph any Object, Trap the Soul 9th - Dominate Monster, Imprisonment, Time Stop 10th - Quickened Fire Spiders (M) 11th - Maximized Flensing (F) |
| Wooly Rupert01-17-04, 01:39 PM | How useful would dimensional lock be in Undermountain? It seems to me that that spell's best use to keep someone from magically leaving the area, but Undermountain's wards already prevent a lot of that... Granted, the spell blocks more than teleport... But that's the biggie, and that's already prevented. I don't know that I'd use an 8th-level slot for the rest of the stuff that spell would stop. |
| Crust01-17-04, 04:44 PM | As a DM, I wouldn't even restrict yourself with a spell list. Just be aware of how many spells he can cast per day, and have him cast whatever spells you think he should cast round by round. Manshoon is smart enough to scry on potential foes and prepare accordingly. He should be able to thwart most frontal attacks without much effort, and he should be unaffected by any spells of levels 3 and below (if not level 4 and below). It doesn't matter the level of the party. Manshoon shouldn't fall unless a Chosen is involved (and then the chances are slim). If he finds the group to be too powerful (which I can't help but imagine they are, with amazingly high levels and a surplus of magical items), then he wouldn't even be encountered, having teleported away, or used any number of means to avoid the group. If they are a group he thinks he can defeat, he would engage and escape if brought to near death. It is widely known that Manshoon is not a front line wizard. He operates things behind the scenes, clone or not. The only way I can imagine the group besting Manshoon is if Halastar forces him to do battle against his will. Unfortunately, no one on Faerun should be able to completely end Halastar. Even if the PCs succeed in what they might believe to be the destruction of Halastar, his endless clones would hunt the group down until they were eventually destroyed, and I imagine only individuals who have been around studying magic for thousands of years (like Halastar and Elminster - not like PCs) would likely have a hope of surviving for longer than a few years. But, then again, that's just my campaign. |
| Nimzz01-17-04, 09:22 PM | as for a spell list and for a stratagy for useing them (this is acually the way that I would play my arcmage-who happens to be a drow-) he should be able to aviod combat until totally prepared... round 1 improve haste round 2 globe of invunerbialty and spell shield round 3 spell shield and globes of protection (my own designed spell 7th level makes 4 globes that deflect attack and absorbe spells) round 4 duplicate self (makes second copy and acts like self for 20 rounds can casts spells from the same spell list) then dimesion door to your parties location round 5 suprise (he will be casting four spells per round 2 from haste and another two from the duplicate self) distjunction and metior swarm on the party...horrid wilting and blast of elemental fur round 6 on strongest fighter Shattered Will and Dominate Person... on the strongest mage Bonds of Negation and Vitrolic Flames round 7 imprisonment on next strongest fighter...powerword kill on the cleric or rouge...if a wizard left flenshing or Elemebtal Sagitta on the party or the peices of the party and finally maximize enervation on the one that is doing the most following this thew entire party is faced with only two rounds of combat after witch he can flings ranged spells and enchantments four at a time at what is left of the party my drow wizard has used this stratigy to extremly extremly deadly affect with the party removed of their magic protections and items...and struck by a metior swarm, horrid wilting and blast of elemantal fury in the first round the wizards and rouges are going to be rather hurt i would sugest getting the ultimate arcane spellbook it helps an awful lot |
| Falkomur01-18-04, 06:39 AM | I think you are right crust, it was my intention to let manshoon engage them and leeve some hints as to follow him deeper into undermountain, where the party would come to fight a fight were someone was going to die, and it wasn't going to be one of the wizards ;) You also gave me the best -dm-ing advise: dont make a spell list, just look at the numbers (per day). I dont meet a lot of DM's in Holland (none so far, in the 4 years I'm playing) And I search this board over and over for such things, so thanks a lot!!! |
| Falkomur01-18-04, 06:41 AM | As for stratigic spell-casting I would like to thank Nimzz for his battle-plan, I really like the way you fight with your wizard. Although I don't remember some of the spells you listed. Can you tell me wich are not in the Players Handbook, or any FR-book (I have those) and would you like to post your own spell, it seems usefull and balanced, greets Dutch-DM |
| Nimzz01-18-04, 07:46 AM | some of the spells are from the ultimate arcane handbook witch is a really good book duplicate self makes a perfect copy of the caster including items and hp so on...however when a duplicate casts in comes from the casters spell list example you have memorized two fireball spells then cast duplicate person your duplicate casts fireball then you only have one fireball meorized...the same holds true with iteams...the really great thing about this spell is that your minds exists in both body so if your origanal dies then you move right into the duplicate and no harm done...this spell lasts for rounds equal to your level this is a 9th level spell as for spell shield it is not in the players handbook but it apears in lots of forgotten realms computer games (baldur's gate 2) blast of elemantal fury is like cone of cold so on but it can be of any elemant and will alwise strike...say a white dragon...with fire or a red dragon with cold... shattered will is a powerful spell that gives the target one will save...if he fails he is utterly defenceless against enchenmant spells from the caster if not he takes a -5 penelty bonds of negation is an eigth level spell that conjures up chains that bind the target and also act as a field of antimagic for the bound person...allow reflexe save globes of protection is my very own spell level 7th this spell calls into being a number of globes equal to your level divided by four the globes circle you until you are attacked or have a spell cast upon you when that happens the globes attempt to absorbe it...they can absorbe up to 10 spell levels each or 30 damage... though they only absorbe on a 1-50 out of a hundred... i was wondering if any of you thought that this spell was overpowered as such... if so i was thinking of reducing the amount of damage that could be absorbed |