Advice on Spells for a future FR game [Archive] - Wizards Community

Post/Author/DateTimePost
Rhaynin

11-17-03, 03:58 PM
Hi :)

Basicly, i just need some input. The game will take place in FR, 2000 years from now. We want to combine magic with technology and my DM already created some rules, regarding weapons, history, technology etc.

Now here comes my problem. I am going to take a Wizard/Elemental Savant (Air)/Archmage with Air Genasi. But i am really struck on what for spells i should take :( I also want to take some spells based on electricity or sonic damage, that i know for sure. Technology will be used in the same amount as spells and fights will go on a longer range than normal. Just image some heavy firefights, including bullets, fizzling past your head, cover and so on...

I can't just stand there and hurl fireballs on them, cause they would shoot me down in a matter of seconds. Could you think of some nasty tactics to counter such threats? I also want to specialize my mage on counter spelling btw, cause i know my DM will use some deadly spells. Problem is that this won't help me a against a heavy machine gun, shooting energy bolts. Sure there will be magic users too but melee combat will effectivly never occur.

Invisible is a no-brainer for example, but better weapons could/will also have a permanent true seeing applied on them. Just as an example.

Thanks :)
Steelcrystal

11-17-03, 05:27 PM
Important question: Will your DM be running firearms as magical weapons? i.e. Will bullets be considered magical projectiles, or will they be mundane?

If they're mundane, a simple Protection from Arrows spell will help you out tons in regards to firearms combat. A lowly shatter spell will destroy a mundane firearm unless it makes a save. In the later game, mundane firearms will be a non-issue when you get access to Prismatic Wall or Sphere.

If guns are magical, that makes things trickier. On the other hand, it would also mean that they're worth a LOT more money, so you're not going to see every thug and goblin carrying around magical firearms, any more than you see such creatures toting around +2 longswords or crossbows in any normal campaign.
Rhaynin

11-17-03, 05:51 PM
Yes, most of the better firearms will be magical... but your right.
Common thugs and goblins won't get anything better then a mere pistol or shotgun, so protection from arrows will be usefull, no question. They will also cost huge amounts of gold, but can be enhanced like other magic items. "Shatter" will only help against lowly weapons cause my DM will give the better ones lots of hp, for sure. I was thinking about taking "Lesser and Greater Ironguard" from Magic of Faerun, to make me temporary immun to all metal of less than +3. Seems quite usefull to me.

But on the other hand, we will enounter enemy's with energy weapons for sure and i am not certain how to survive that.
Steelcrystal

11-17-03, 06:21 PM
How much does your GM think a gun should be worth? I'm trying to imagine hordes of goblins with the bankroll to have even lowly firearms, which are probably still worth 100+ gp, nevermind the ammunition and smokepowder.

Shatter affects any solid object weighing less than 10 lbs/caster level, HP of the item isn't a factor at all. As long as it isn't magical, it's toast unless it makes a Will save. So unless your DM makes his "mundane" firearms weigh a couple hundred lbs apiece and makes them sentient enough to get mad bonuses to their will saves, you're probably going to break a lot of pistols with shatter.

As far as energy weapons go, I'm not so sure. Only advice I can suggest is staying out of their way, and letting the people with lots of HPs take the guys with the energy weapons. When you hit 9th level, you can start using Ghostform (if your DM allows Tome and Blood spells), so you'll at least have a 50% chance of those energy beams not affecting you at all, and mundane bullets won't have a chance of affecting you.
Rhaynin

11-19-03, 06:22 AM
Well, my DM likes to play high-powered campaigns so the better weapons will be very pricey. He wants weapons to be a counterpart to magic, so there will be lots of enchanted +4,5,6 guns etc. But thanks for your suggestion to take Ghostform, a really handy spell! Combined with an overpowerd protection from arrows it will save my day, i guess. And i should also add that he likes to create immense powerfull weapons, which can deal lots of damage, but have also major drawbacks. Imagine a goblin picking up a heavy energy machine gun in which he isnt proficient ... the sheer weight and impact alone will probably kill him.

And shatter is also a nice recommendation. But, i am quite sure my DM won't let his praised energy weapons be destroyed so easily.

But thanks for your suggestions.. keep the ideas coming :)
dantedarkstar

11-19-03, 10:37 AM
Well, even if every lowly goblin isn't carrying magical shotgun, if there is a spellcaster among enemy ranks, I would expect quick patch-up with Magic Weapon cast on those AK-47 goblins use :)

Greater Invisibility is quite useful, as usual, but expect magical "Scopes of Seeing" on better sniper rifles.


Hmm... True Strike would be certainly useful to make sure you land this bazooka shot exactly where you wanted.
Wall of Force is ever-friend of any spellcaster.

Ethereal Jaunt is useful for evading enemy attacks unless it's force effect (and they can also see ethereal opponent).
As for energy weapons, they are kinda tough. I suppose they will deal untyped damage, which will not be subject to DR. So the only thing you can do is to make sure you don't get hit (Invisibility, Mage Armor, Shield, Blur, Displacement, Fog Clouds).
Blur/Displacement etc. have 1 drawback - Bazooka can still get your ass.


Generally selecting combat spell isn't that much more different. Just prepare as if for archers.
As for other spells, just take ones which can't be duplicated/defeated by technology easily. Like Invisibility, Levitation, Charm spells, various divinations (Legend Lore etc., unless you have easy access to net and know right WWW :) ), Polymorphs/Shapechange.

And don't forget ever-useful Disintegrate. I guess robots don't have overly high Fort saves (as constructs probably). :smirk:
Rhaynin

11-19-03, 01:11 PM
Thanks for the nice suggestions :)
Greater Invisibility is a no-brainer, same with Wall of Force.

And your right, i can't rely on buff spells that increase AC, we will play epic for sure so i have to see that I won't get hit. Although my DM said something about, that the highest weapons will break even such tactics (And your right btw, they will deal untyped damage and won't be subject to DR). And now i have a question.. what if i take Ghostform (from TaB) combined with Displacement? How should i calculate the miss chance?

I also wanted to add something about my character, maybe someone can find it usefull :D Shembryl El-Ansur is his name and he is an Air Genasi. Also kinda hectic he won't stay long in the same place, always on his way to new adventures ;) But why should he have to abstain from some comfort? He so buyed himself a larger portable hole than usual and arranged some nice furniture including a soft bed, some bookshelfs, a fine carpet and crystal ball for spying and so on...
Normally such a tactic would be unthinkable due to the lack of air in the hole, but to be breathless can prove to be very usefull now :D

He is also interested in fine art and sculptures and so on. He will also create his own tables, carpenters, book shelfs with fabricate. I will give him craftmenship for sure and who knows.. maybe someone will even want to buy his creations ;)
Later in his career i plan to combine multiple holes and place them across faerun. One in the north, east west, and so on.
They will be linked with permanent teleportation circles and form a huge nice flat across faerun :D And I also think it would be rather hard for a wizard to spy on me. So if its time to rest, i just teleport myself in one hole and will be fine :)

I love this character wholeheartly, even before the game started :)
Iron Chef Vastrox

11-19-03, 07:05 PM
As an indirect way of dealing with large goblin shotgun-armies, try gaining access to spells like Control Weather. You could really dampen the spirits of an army with wet smokepowder and boomsticks turned clubs.
Steelcrystal

11-19-03, 09:30 PM
The way we work miss chances like you described (Ghostform stacked with Displacement) is to roll one 50% miss chance, then if that roll goes against you, roll the second one. Chances are most creatures aren't going to get past both of those 50% miss chances. Very effective technique.
Rhaynin

11-20-03, 02:06 PM
@Iron Chef Good idea, but the weapons we use in our campaign are more advanced and therefore they don't need smokepoder anymore. Common guns will be about the same level we have now in RL... energy weapons whersas will be more advanced and require high level characters for proper use.

@Steelcrystal Thanks, the way you pointed it out, i showed it to my DM and he fully agrees :) Hopefully those energy beams won't be hurting me anymore. I could try for even more fun to blind em', would be funny eh? :D THEN try to hit my mage :) My DM really likes to play deadly campaigns so even minor advantages will help me to stay alive.

Anyway thanks for your suggestions, they are really appreciated.
And to others users...feel free to comment :)
Rhaynin

11-20-03, 03:02 PM
Ah sorry for the dp, but i have a question. Does anybody know the spell "Great Thunderclap" (MoF)? I was thinking how usefull this could be, although it doesn't deal damage. You have to make ALL three saves against it. He's 7th level and forces a Will save to avoid being stunned for one round, a fortitude save, or be deafened for one minute, and a reflex save or fall prone...

All in all it isn't that great but just image you fail all three saves :devil: Since my mage will be specialized on electricity and sonic damage (he's an air genasi, air elemental savant) that would be perfect! And just image the faces of you enemys, getting deafened, stunned, and knocked prone. The description says
"You create a loud noise, equivalent to a peal of thunder and its accompanying shock weave", harr i love those spells. Maybe someone knows some similar spells, like a Forceweave? I thought i have seen such a spell before, but don't remember where *scratches head*
Tlartanor

11-20-03, 05:52 PM
If you're talking about "Forecewave", it can be found in "Magic of Faerūn" at page 95. For electricity, there is also the little "Gedlee's electric Loop" on the same page. Great Shout is another sonic spell that is very powerful. Shatterfloor on p. 116 is also a sonic spell. Thunderlance, Ball Lightning, Horizikaul's Versatile Vibration are all sonic and electric spells found in this book.

Good day to you
Rhaynin

11-21-03, 07:16 AM
@Tlartanor Thx, Great Shout and Ball Lightning are already copied to the spellbook :) Maybe Great Thunderclap too... Anyway thanks for your help :)
Tlartanor

11-22-03, 03:10 AM
It's a pleasure Rhaynin since I'm also a FR fan and DM at my hours.

Nice day to you