| Post/Author/DateTime | Post |
|---|---|
| Devilgoat9811-21-05, 01:16 AM | My Party has a fighter a wizard and a druid all lvl 5 they defeated two cr14 creatures easy... Web then druid casts Conjure Ice beasts from frostburn and selects 4 creatures that do 1d6 10' area damage and sticks them in the web too. If the monsters look like getting out cast ray of enfeeblemnt (lvl1) to sap their strength score so they cant move in the web. If they cast dispel magic, just recast web.. With 8 of these ice beasts out thats 8d6 cold damage per round no SR no save.. it adds up fast! Comments.. It defeats most opponents.. except those immune to cold eh! |
| cwslyclgh11-21-05, 01:46 AM | what CR 14 creatures? edit: note that I would not allow the druid to "stick them in the web" as the creatures need to be summoned into an unoccupied space, but he could order them into the web I guess. you would probably have to resummon the ice beasts too in the event of a dispel magic... |
| cwslyclgh11-21-05, 02:01 AM | looking at the CR 14 monsters in the MM, the only one that looks to be in true danger from this tactic is the werewolf lord. A trumpet Archon, astral deva, and Nalfeshnee can use greater telport as a SLA at will, so the web is not going to slow it down. (in addition the nalfeshnee has cold resistance 10, making it immune to the cold damage... each creature can generate a maximum of 6 points of cold damage per round with it's aura, and each use of the aura is a sperate attack as far as the resistance is concerned) The Darkwing is immune to cold... the Truly horrid umberhulk is so strong that even with a -6 or so penalty to strength from ray of enfeeblement it will still make its strength check against the web over half the time. only the werewolf lord looks in particlular danger from this tactic, and even then if it is in wolf or hybrid form it will make the strength check roughly 1/4 the time even if enfeebled. |
| Devilgoat9811-21-05, 07:52 AM | It was a zelekhut with 5 lvls of rogue = cr14.. from Worlds Largest Dungeon (adventure map E)... and teleporting is stopped by the magic of the dungeon.. Poor guy had 20str but failed 2 str attempts to move in the web so settled on dispel magic (at will) .. however it dispels the highest lvl spell only... They also beat a Kolyarut cr12 this way... but its enervation ray almost killed them.. Luckily the druid has Obscuring snow always cast and the PCs have snowvision (lvl 1 spell) so they can see properly. Makes them hard to be targetted usually. |
| Someone11-21-05, 02:08 PM | Are the cold emanation creatures of the [cold] subtype? Because if you face something with fire resist, the first thing they are going to do is torch the web. Sure, its only 2d4 fire damage, but it gets rid of the web. Also, what about ambush situations? Are you still going to try web if the attacker is right next to/ in the middle of the party? |
| cwslyclgh11-21-05, 02:21 PM | dispel should have affected both spells, as they were both with in the area... since web is an area spell and conjure Ice beast is an effect spell, neither are spells that have a creature under effect, there for a dispel check should be made against each. |
| Devilgoat9811-26-05, 08:09 AM | dispel only dispels 1 spell, highest lvl 1st... so its a slow process for the monsters to get out... and so few things have 5 cold resist. Anything that does not takes 4d6 in round 2 (no save), 8d6 round 3 .. etc.. and the summons have huge hitpoints.... and web really slows things down! |
| smrtgmp11-26-05, 04:54 PM | No, an area dispel magic only dispels the spell with the highest CL on each creature in the area. Since web and the summon spells are seperate effects, they would be affected by dispel magic normally. Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. 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. The creature’s magic items are not affected. 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. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast. Listen to Wes; he knows what he's talking about a vast majority of the time. I also find it interesting that you are allowing both web and summon spells, when the WLD specifically reccomends that you allow neither. When you remove extradimensional travel, as you do in the WLD, you make spells like web drastically more powerful, espcially when you are always in a location that will support one (its not hard to anchor a web in a hallway). With one of the most common escape mechanisms removed, it comes down to a test of str (or fire, if you've got it). |