| Post/Author/DateTime | Post |
|---|---|
| Dinendal10-02-06, 06:19 PM | As a wizard I like to think of new and interesting ways to use spells or a combination of spells to get fast results in terms of damage or controlling a situation or just plain good tactics and strategy. I wanted to start a thread where everyone can post their favorite spell combos and special tricks they use in certain situations. Please keep the focus on Arcane spells. I would mostly like advice for the Wizard class. |
| StruckingFuggle10-02-06, 06:23 PM | Always 'fun': Solid Fog + Black Tentacles ... or, Black Tentacles + Cloudkill. |
| Dinendal10-02-06, 06:29 PM | Always 'fun': Solid Fog + Black Tentacles ... or, Black Tentacles + Cloudkill. Great suggestion. Stuff like that is exactly what I'm looking for. |
| Wall10-02-06, 06:49 PM | Edited to contain spell sources, as requested. Telekinesis + Bag of Holding. And by Bag of Holding, I mean the cursed one that is actually the feeding orifice of an extraplanar entity. Telekinesis is from the Player's Handbook. Isn't there a spell out there that forces another creature to attack you? If so, you can combine it with Electric Vengeance / Greater Electric Vengeance. Electric Vengance (and the Greater variety) is from The Player's Handbook 2. Entice Gift + Tenser's Transformation. Why should that enemy fighter have all the fun with his +5 Greatsword? *NOTE: Not sure if this works. Entice Gift is from the Draconimicon, Tenser's Transformation is from the Player's Handbook. I would like to know if it is possible to cast Flesh to Stone on someone and then break them apart with Stone Shape? It probably says so somewhere. |
| Paxar10-02-06, 06:56 PM | Stealing one from another thread that I liked: Explosive runes + Area dispel magic: Works really well when you're higher than level 5. Cast explosive runes on a lot of loose pages at your highest caster level, scatter them among your enemies or in a trapped room or somesuch. Then, cast an area dispel magic at CL 5. When the dispels fail... BOOM! |
| Wall10-02-06, 06:59 PM | This just popped back; One of my friends claimed something about filling a hundred-page book up with Explosive Runes, then finding a way to detonate it. Something like 300d6 damage in a 10-foot radius. There's gotta be a rule against that. |
| PhaedrusXY10-02-06, 09:11 PM | Obscuring Mist + Rope Trick = where did they go? Any of these combined with at least one from the left, and at least one from the right: (Grease/Solid Fog/Web/Slow/Forcecage) + (Evard's Black Tentacles/Acid Fog/Incendiary Cloud) Waves of Fatigue/Exhaustion are good to add onto here if you're using Evard's. You can also blanket the area with instantaneous damage spells like Fireball if you feel like it, also. And if someone in your party can summon Incorporeal Undead, they are immune to alot of the above effects, and can wade in and mess your enemies up further. |
| wookibus10-02-06, 09:39 PM | Slow+Confusion: Makes the enemies useless, but cannot run away. Web+Cloudkill/Stinking Fog, etc...: You can replace web with black tentacles for a more powerful combo if you have the spellslots. Wall of Dispel Magic+Shrink Item: Shrink some boulders or oversize weapons and then throw them through the wall and watch the chaos ensue. Invisibility+Mirror Imageattack and when you become visible, there are a number of the PC entering the fight. Grease+Mage Hand (): First cast grease on the enemy's weapon (even if the save is made, it has to be made every round. Once (hopefully dropped), mage hand it away. This combo is more effective at lower levels since it takes only a 0th and 1st level spell. |
| Iver Gearsham10-03-06, 04:26 AM | Fabricate+Shrink Item= Big portable tools, Walls to block Crush and Climb. Shelter from the elements. siege equipment, Room filling metal balloon incapacitates (Heat Metal?). IRC Sticky Floor from Races of the Dragon and Bigby's Tripping Hand. Stolen Breath and Sting Ray. Shrink Item with metal weapons and or metal fillings and Magnetism ='s beaten and Blinded foe who may suffacate. |
| Errean10-03-06, 10:06 AM | As far as the bazillion Exploding Rune Book Bomb goes, doesn't quite work. You have to be able to open each item and in this case each item is a page. You can't open a page. However, a friend of mine is talking about starting to bind 100 envelopes into a tome... |
| Kal_Torak10-03-06, 10:41 AM | I'm pretty sure that you don't have to open something with exploding runes on it for it to explode. From the SRD: Explosive Runes Abjuration [Force] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: One touched object weighing no more than 10 lb. Duration: Permanent until discharged (D) Saving Throw: See text Spell Resistance: Yes You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion. Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes. So, you don't need to be able to open the item, you can have it as a trap if someone reads it, or you just use an area dispell on the the runes and fail so they all go off in one big boom. |
| tarkin10-03-06, 11:04 AM | The runes do not go off in one big boom. They go off sequentially. The first one that goes off probably destroys the book, which does NOT trigger the rest of them. You might get one or two to go off, at best, unless you do it in a book that is magically hardened. This makes it more viable, but much more expensive. |
| syrinth10-03-06, 11:15 AM | 1. Well of course there's always Time Stop + Delayed Blast Fireball. 2. Personally I really like Mordenkainen's Magnificent Mansion + Magic Jar. Only really works against a decent swarm of creatures but you can posess anyone who comes near your pretty little gateway without repercussion. :evillaugh 3. Assuming your DM isn't insane and allows Otiluke's Resilient sphere to entrap multiple people as long as it is targetted on one target. (Requires either elemental savant or energy substitution, let's say lightning) Energy Immunity(if not a savant) + Widened Otiluke's Resilient Sphere + Freezing Fog + Acid Fog + Incendiary Cloud + Evard's Black Tentacles. Then just start thowing elementally aligned "fireballs" into the fog. :evillaugh Works best with contingency set for Freezing Fog then you just cast the widened sphere on yourself. :evillaugh 4. Once more, not a spell combo but Master of the Unseen Hand + Practised Caster + Improved Grapple + Telekinesis equals a grapple modifier while using telekinesis equal to your HD +8+Casting Mod:eek:. If you really want, mix in Earth's Embrace to deal 1d12 damag per round since you have a high grapple modifier. To go truly mad, add in Enlarge Person or Polymorph for an additional grapple bonus for becoming larger sized. :evillaugh (Yes, yes, I know that it is very strange to gain telekintetic grappling bonuses for your size but RAW it works!) 5. For pure madness, insanity and overkill Flesh to Stone + Transmute Rock to Mud + Transmute Mud to Rock + Stone to Flesh. Hey look! It's a fighter-puddle! (I did not create this combo BTW.) 6. Prismatic Wall/Sphere + Telekinesis. Taste the rainbow sucker! 7. Assuming 3. is true then Persistant Spell + Arcane Thesis + Otiluke's Resilient Sphere and you have a very powerful defense mechanism that can save you and your party should pretty much anything go wrong, from floods to volcanic eruptions. 8. Not a combo since it works all by itself, this is more of a trick heh. Silent Image can be used to set up a good ambush as it can cover a large area of effect and only allows a saving throw if it is interacted with. :evillaugh 9. Otiluke's Resilient Sphere + Antimagic Field + Extraordinary Spell Aim. You can't be touched. Period. Mix with 10 for full effect. 10. Otiluke's Resilient Sphere + Ring Gates + Invisibility(on one of the rings) + Unseen Servant(outside of the sphere.) You can't be easily harmed but you can throw spells out with ease. 11. Otiluke's Resilient Sphere(yes I like this spell ) + Chain Spell + Mindless Rage. Yes, smash repeatedly into my invisible wall suckers! :evillaugh 12. (Don't have Races of Dragon so this may be wrong) Chain Spell + Practical Metamagic(Chain Spell) + Arcane Thesis(Otto's Irresitible Dance) + Otto's Irresistable Dance. DANCE MY PUPPET'S DANCE! 13. Time Stop + Contingency(True Strike) + Assay Resistance + Imprisonment. Sneak up to someone while time stopped and on the last round ready an action to cast Imprisonment upon coming out of the Time Stop. Pretty much a guaranteed hit with the +20 and a nice +10 on SR penetration. :evillaugh 14. Otiluke's Telekinetic Sphere + Transmute Rock to Lava + Stone Shape. Trap your enemies in the telekinetic sphere, transmute the earth below them to lava (use other transmutation spells to turn it to rock if it isn't rock currently, then use stone shape to enclose the sphere with the lava pool and release the spell. I'm sure that I have some others in my bag of tricks... Will post them as I can recall. :evillaugh Yes, I know that I use a lot of emoticons, I'm just that evil bwahaha. |
| Iver Gearsham10-03-06, 11:51 AM | The runes do not go off in one big boom. They go off sequentially. The first one that goes off probably destroys the book, which does NOT trigger the rest of them. You might get one or two to go off, at best, unless you do it in a book that is magically hardened. This makes it more viable, but much more expensive. So you might what to put IMO in front of that bolded Part as well or get an Official ruling Book and page. Perhaps Explain how an Instantaneous spell effect Does anything " SEQUENTIALY" .The Dm May roll for each one after another but it all happens at the same moment by the rules for Instantaneous effects. From the SRD on durations: Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting. From the SRD Dispel Magic Abjuration Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No |
| kjenks10-03-06, 12:14 PM | Repeat Spell + Fear, then in round 2, after repeated Fear is cast, Limited Wish: Wail of Doom. Any creature who's not immune to fear is pretty likely to run away, no saving throw. Our gang is usually immune to fear because of Heroes' Feast. The bad guys, not so much. |
| PhaedrusXY10-03-06, 01:15 PM | Here is one that is pretty nasty for high levels: Time Stop, then Fly over above your enemy's head and cast Prismatic Sphere. Then move and cast Reverse Gravity under them. Here is what happens: 1) Time Stop ends, they fall upwards into the Prismatic Sphere due to Reverse Gravity. 2) Once inside the sphere, the Line of Effect is blocked on the Reverse Gravity, so they fall back out of the sphere. 3) Once outside, Reverse Gravity again affects them, causing them to fall upwards into the sphere again. 4) See where this is going? If they can fly or hover, they can escape this, but depending on DM adjudication, they still might go through the sphere once or twice. |
| Iver Gearsham10-03-06, 02:05 PM | No problem Fabricate rows of readied spears and cloak them in Silent Image or greater illusion magic. PHB spells why it is good charging or moving to your position causes the foe to damage themselves. Mirage Arcana and Prismatic Wall or Sphere. PHB spells. If they think your Prismatic spells is a Building, bush, tree, fog cloud so on they will come after you and be effected Shellcraft Manikin from Ghostwalk campaign setting page 44 by Wotc + Magic Jar or Ghostfrorm. why is it good You get a Body to walk around in and cast spells from that has Hardness (near DR) and can be enhanced with long lasting spells, Be immune to sneak attack crits and death from Massive Damage all without being an evil person who steals peoples bodys. Magic Jar PHB and Death Throws Spell Compendium, Jump in to a foe cast Death Throws Then Tenser's Transformation PHB you get to Fight your foes with your foe's weapons and friends body then if they kill you or you OFF yourself You blow up doing 1d8 per caster lvl in a 30 ft. radius destroying the foe's body so that they need a True Resurection to bring them back. |
| Dinendal10-03-06, 04:16 PM | In future posts, please say where the spells can be found. A page number would be great too. And include WHY the spell combo is cool. Just listing the spells with no explanation on how they work or why doesn't really do any good. |
| Psionx10-03-06, 04:33 PM | Stealing one from another thread that I liked: Explosive runes + Area dispel magic: Works really well when you're higher than level 5. Cast explosive runes on a lot of loose pages at your highest caster level, scatter them among your enemies or in a trapped room or somesuch. Then, cast an area dispel magic at CL 5. When the dispels fail... BOOM! that reminds me of something from the first naruto move... |
| Dinendal10-03-06, 04:47 PM | As a higher level caster...can you CHOOSE to cast something at a lower level? |
| Psionx10-03-06, 04:47 PM | The runes do not go off in one big boom. They go off sequentially. The first one that goes off probably destroys the book, which does NOT trigger the rest of them. You might get one or two to go off, at best, unless you do it in a book that is magically hardened. This makes it more viable, but much more expensive. so ur gonna throw the book at them? that seems harsh... I also like the idea of shrink item, Imagine a huge boulder shrunk down to catapult ammunition size with a permanancied dispel magic wall attached to something so it moves with the catapult and allows for either regular ammunition to go much further or unusable ammunition to be much more powerful. What next? the crossbow bolts of wrath (ballistae bolts fired from a crossbow, or trees fired from a ballistae)? |
| Iver Gearsham10-03-06, 04:59 PM | Sympathy 8th lvl PHB plus any area effecting spell it draws ( Will Save) foes of a particular alignment or race to a location were they stand around feeling happy till you nuke the packed throng then they make will saves not to come right back!. Another way is to cast Sympathy on a Cursed Item of Con or other ability drain watch them fight over the "Precious" whatever, Or a Sword of Berserking and watch the fur fly! |
| Dinendal10-03-06, 05:04 PM | The Shrink Item spell only effects one touched object of up to 2 cu. ft./level. |
| Paxar10-03-06, 05:04 PM | As a higher level caster...can you CHOOSE to cast something at a lower level? PHB pg. 171: You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. Yes, yes you can :D. So you'll have to be a little closer than normal since the range is also restricted by the lower CL, but it's still Range: Medium, so you're looking at 150 ft. minimum. So let's say you cast explosive runes at CL 15. DC to dispel would be 11+15 = 26. Cast dispel magic at CL 5 and your check is 1d20+5 = 6-25. Guaranteed failure :). |
| Iver Gearsham10-03-06, 05:12 PM | Covered all ready! |
| tarkin10-03-06, 05:27 PM | So you might what to put IMO in front of that bolded Part as well or get an Official ruling Book and page. Perhaps Explain how an Instantaneous spell effect Does anything " SEQUENTIALY" .The Dm May roll for each one after another but it all happens at the same moment by the rules for Instantaneous effects. As always, putting IMO is the mark of a fool. Everything anyone writes is ALWAYS "IMO" unless they are DIRECTLY quoting something else. A High School English teacher will of course draw a line through "In My Opinion". Which is why people don't write it out, they abbreviate it. Look, if it will make you happy, you can mentally add an IMO in front of everything I say. I certainly do to everything you write. Back to the question: Your basic idea is that you can't do things sequentially in a Dispell Magic cause it is an instanteous spell? WHY DON'T YOU TRY READING THE SPELL????? If you did, you would see this line: If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks In other words, your entire objection is wrong. While you can claim that since you are doing a targetted dispell magic, and the section was about area dispell magics, that it does not apply. But that means there is nothing written at all about doing it sequentially or simultaneously. Yes, some Power DM can go ahead and make a house rule that the runes all activate simultaneously, despite the fact that an area dispell is done sequentially. But that is not 'core' rules, it is a house rule. And one that TREMDOUSLY increases the power of another magic spell. Look, you get ZERO respect for trying to 'find cheats'. Unless you can beat pun-pun, someone else has done it already, far better than you (Pun Pun is a cheat that, by combining 3.0 stuff and 3.5 stuff, makes a character with near unlimited powers.) Try to play the game the way WoTC intended it to be played, instead of looking for 'secret mistakes' WoTC did not catch. |
| Paxar10-03-06, 05:31 PM | It's only a game. Repeat after me: It's only a game. |
| Iver Gearsham10-03-06, 06:48 PM | As always, putting IMO is the mark of a fool. Everything anyone writes is ALWAYS "IMO" unless they are DIRECTLY quoting something else.If I say a pound of metal is 16 oz. that is not my opinion it is real solid fact until someone changes the weights and measures system. You slur in your house rules at random with no distinction between and it is pathetic when you get called on it and you blather on. WHY DON'T YOU TRY READING THE SPELL????? If you did, you would see this line:Indeed you should Read the Post and the spell. From tarkin While you can claim that since you are doing a targetted dispell magic, and the section was about area dispell magics, that it does not apply. But that means there is nothing written at all about doing it sequentially or simultaneously I Never claimed to be doing a Targeted Dispell Magic. You are ether making assumptions and blowing steam Or you are deliberately side tracking the issue. Which is it? From SRD Dispel Magic Abjuration Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst Duration: InstantaneousSaving Throw: None Spell Resistance: No Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area. You may choose to automatically succeed on dispel checks against any spell that you have cast. From tarkin Your basic idea is that you can't do things sequentially in a Dispell Magic cause it is an instanteous spell? First off NO:twitch: :blink: ! You don't get it Everyone and everything/objects gets hit Instantly (The definition of Instantaneous From the SRD on durations: Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.) they all need to save at the same moment. IF there is More Than one spell on a particular person or object AND the highest level spell made it's save you move on to the next until One Spell is Gone then the effect is over for the person or object and you move on. This does not negate the Dispell Magics effect that is happening on everyone and thing in the AREA at the same moment. Just that IF the DM wanted to check for how many EX Runes popped you would have to Start somewhere in an orderly fashion as we can't instantly compute multiple effects only determine what has activated/deactivated how many and apply them, then cinematicly describe it as happening in the same moment. From tarkin Look, you get ZERO respect for trying to 'find cheats'. It is not "Cheating" everything about it is straight forward the Rules. Cheating is Breaking the rules or making an exception that is not truly there by exploting 3.0 and 3.5 changes. |
| Psionx10-03-06, 10:51 PM | I am inclined to agree with Iver's definition of instantaneous, I think that if it were possible to put multiple explosive runes on an object that it would fall under the sequential judgement, but these are multiple objects with one spell each, (each page counts as a separate object). I wonder if an arcane archer could imbue an arrow with dispel magic spells and tie multiple explosive runes on it then fire that arrow...? From the SRD: Imbue Arrow (http://d20srd.org/srd/prestigeClasses/arcaneArcher.htm) (Sp) At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. I also agree with the second statement: Think of combos in magic the gathering, are they cheating? EDIT: an arcane archer could put the tarrasque into negative hitpoints with enought explosive rune 'tags' attached to an arrow if this combo works though... All she need do is hit and the tarrasque gets no save, furthermore if she uses maximized they all do 36 pts of non-savable damage and the tarrasques DR doesn't work vs. magic... so I'm thinking 30 of these attached to an arrow (It better hit him (hope some spellcaster along the way doesn't deliberately trigger your tags too...)) EDITED for gramatical accuracy. |
| Dinendal10-04-06, 10:25 AM | Can we stay on topic please...if you want to discuss the dispell/rune issue further, start another forum for it. My forum I started here is for Arcane Spell Combos. |
| Nikeratos10-04-06, 07:19 PM | Shameleslly plagiarized from another thread, here's a checkmate in three rounds: Reverse Gravity on your foes. Transmute Stone to Mud on the ground they stood on. Drop Reverse Gravity to see them fall and submerge. Transmute Mud to Stone. Or my personal revenge: Baleful Polymorph + Flesh to Stone + Disintegrate. Try and revive him. |
| Psionx10-04-06, 08:15 PM | reverse gravity+prismatic wall and start laughing (even better if one of the two is quickened) EDIT: this spell combo's verbal component is maniacal laughter |
| Endarire10-04-06, 08:42 PM | Forcecage (http://www.d20srd.org/srd/spells/forcecage.htm) + a greater quickening rod (http://www.d20srd.org/srd/magicItems/rods.htm#metamagicQuicken) + dimension lock (http://www.d20srd.org/srd/spells/dimensionalLock.htm) = Large and smaller creatures are trapped lest they make a hopefully high spell resistance check. Fly (http://www.d20srd.org/srd/spells/fly.htm) + greater/improved invisibility (http://www.d20srd.org/srd/spells/invisibilityGreater.htm) = effective artillerty platform. -EE |
| Psionx10-04-06, 08:55 PM | Are there any good arcane spell combos for making money (without killing)? Does Wall of Iron+Fabricate count? |
| Iver Gearsham10-04-06, 09:00 PM | Are there any good arcane spell combos for making money (without killing)? Does Wall of Iron+Fabricate count? Construction work. For those party’s with arcane casters who want to make a castle and don’t want to deal with the hassle of managing people/resources can do it themselves with these spell combos. Fabricate, Shrink Item, Transmute Rock to Mud, Unseen Servant Horde, Dispell Magic and Suspension. Fabricate is used to make molds for blocks out of wood these blocks can be designed to interlock eliminating the need for mortar. And use it to make wood chutes in sections to channel the TRM mud to the molds. Shrink Item to carry the molds and chutes all made to peg together and be of an individual size to Shrink down. Transmute Rock to Mud: Find a suitable cliff or a quarry with good hard rock set up the chutes and molds, Then cast TRM in a vertical strip just over the chute that butts up to the cliff (you could Stone Shape a ”lip” for a better connection). Gravity will help move the mud to the molds in the initial down rush and any slope you can make will assist the Unseen Servant Horde. Unseen Servant Horde or Servant Horde from SC: for hauling (pushing it down the chute) 20 lbs. too 100 lbs. of mud to the molds then slurp out the air bubbles and smooth the surface. Dispell Magic Hit the area of the molds with area Dispell Magic and poof! It is back to solid rock open the molds and move the blocks to a staging area and chisel a mark on each block so it can never be TRMed again. Suspension is a 4th level levitation spell From Shining South (FR) that lasts days per level and can lift 1,000 lbs. per level. At the staging area after marking them load them on to platforms hitch up some draft animals and haul it off to your building site. An added bonus is you will need very little scaffolding in your construction as the platforms can rise to the necessary height work is progressing at. To sum it up you can make the blocks for 2 ten ft. cubes of wall per level with one TRM, one Dispell Magic, with your pre-Fabricate-d equipment and Servant Horde. An 18th lvl caster should have about 6 5th lvl spells one for SH and 5 for TRM will give you 180 ten ft. cubes or 1800 ft. of wall ten feet thick and high. If she uses all of her higher level slots in this endeavor she would make a total of 756 ten-ft. cubes of wall or 7,560 ft. of wall ten ft. high and thick. All by herself in one day. With other mages to support this in three days you could have the Great Wall of China around your small city My party used this to raise a mighty wall and fortress across a strategic mountain pass with a few days notice. We had the help of the remnants of two armies that had gone out to face the Orc horde in the field about 3,000 men were left they worked themselves near to death and with the right support and supply system they did wonders. We held that pass against 20,000 plus Orcs and lost 2,000 of the men over 3 weeks of fighting. As for RP in this conflict we had to get two former enemy armies to work together with the loss of good npc friends along the way and a betrayal from the officers of one army. If you need faster but not as resilient defenses you can use Shrink Item to reduce 10 ft. long 7 ft. tall 1 or 2 inches thick with a base two or three ft. so it doesn't fall over and at the top a 45 degree Angle out 3 ft. to protect from indirect fire wood or iron walls I make them with Fabricate and add in Shuttered arrow slits. If you keep them as in Replica form they are 7.5 inches long and 5.25 inches tall and 2.25 inches wide. This will let you place it down on it's base to expand and give you total cover from a direction. At 15th level you can make hollow iron cubes with walls 1/8 of an inch thick 20 ft. on a side with small holes to let air in an out, weight 15,380 lbs. In replica form it is 1 ft. and 3 inches on a side box and weighs 3.8 lbs. not bad but I like to keep them in cloth form so it 1 ft. 3 inch hanky that weighs 3.8 lbs. much easier to carry around. I use them to block hallways, fill rooms with foes so they are out of action, and get quick cover in open spaces. You can do them as Spheres or balloons so you can roll them down slopes to breakup enemy formations and crush big equipment like wagons, siege engines and wooden buildings. A way you can give the ability to use the Shrink Item walls and objects to all your party is a Ring of Minor Spell Storing 18,000 gp. In the DMG. You could sell the stone blocks for others to build with or assemble structuers yourself to sell many towns can't afford a stone wall around their town using traditional building costs and methods sell it for half cost and make a bundle and a lot of friends and a few enemys. |
| Psionx10-04-06, 09:37 PM | interesting, but is the iron wall fabrication worth it? I think that a city wall could be good but I want a combo that gives money and has a wide market. How much do full iron arrows sell for? |
| Magetastic10-05-06, 01:25 PM | - if you are a lich try freezeing fog with uttercold metamagic (this is evil) - iron wall+fabricate to make steel marbles store them in a bag of holding=Fun - Decanter of endless water+Befoul become rich by Befouling all their water and then selling them water from your decanter - cast reverse gravity on the ocean cuase a tidal wave |