| Post/Author/DateTime | Post |
|---|---|
| Zharaal09-09-03, 01:52 AM | Ok everyone I thought I would try and get a good thread going so here goes what is everyone best spell comkbos they can think of and why? Lets see what you got everyone. |
| VirgilCaine09-09-03, 08:47 AM | Have the wizard take Flaming Sphere and Pyrotechnics. Cast Flaming Sphere, then use the sphere as the focus for the Fireworks version of Pyrotechnics (You DID take Spell Focus: Transmutation, didn't you?). The rogue, fighter, and cleric run in and mop up the blinded enemies. Or, the party runs away to formulate a better plan of attack. |
| Midnight Lich09-09-03, 08:56 AM | major creation or wall of stone/iron and fabricate. Now, you can make anything you want (if you have the craft skill). Need a million caltrops? wall of iron, fabricate! It's crazy. |
| tarkin09-09-03, 11:24 AM | Originally posted by Midnight Lich major creation or wall of stone/iron and fabricate. Now, you can make anything you want (if you have the craft skill). Need a million caltrops? wall of iron, fabricate! It's crazy. Fabricate makes an item. So you need to cast it 1 million times to get 1 million items. It works better when you are talking about liquids/granular stuff. Then you could fabricate a single barrel of beer, and the barrel is the size of a SHIP. |
| AlonisAlon09-09-03, 11:58 AM | Solid Fog plus Blade Barrier. It works best if you can quicken the Solid Fog, and it has to be cast first. Then you have an opponent who is stuck the middle of a Solid Fog and a Blade Barrier. A Solid Fog spell reduces movent to 5 ft per turn, so the successful reflex save to get out of the Blade Barrier is rendered ineffective. You opponents are then taking xd6/round for at least 3 rounds, or they get lucky and manage to find some way to overcome the damage modifier to concentration and teleport or dimension door or something similar. |
| Druid Roxors09-09-03, 12:19 PM | Windy Berries of DOOM Prereq: Druid level 11 (at least 2 level 6 slots) Quicken spell Recomended: Energy Substitution Sonic Formula: Cast Quickened Summon Natural Ally II, Small Air elemental, 5 feet away from you and tell him to transform into a whirlwind 10ft wide and 10 feet tall. Cast with your standard action "fireseeds" in its Holy Berry Bombs Mode. Toss them as a free action 5 feet away into the whirlwind and direct the air elemental towards the enemy. (Move 100ft, fly perfect, carrying the bombs, Ignores Attacks of oportunity) When the air elemental reaches the target direct his attack on it (invade his square) and let your Bombs Explode. At level 11 (minimum level) dealing 8d8+88 (Minimum damage 96, on a sucessful save 48) Fire damage with 8 reflex saves. At level 20 dealing 8d8+160 Fire damage with 8 reflex saves. Cons: Maybe too many free actions and your DM might kill you for it. |
| Dalaeck09-09-03, 12:38 PM | Reincarnate + polymorph. Who needs raise dead? Oh wait is this a 3.5 thread? I think they bumped the power of reincarnate... following the general pro-divine trend... |
| Druid Roxors09-09-03, 01:00 PM | Contraption of EVIL Prerequisites: Druid or Cleric (with plant domain) level 9 Use wall of thorns on a melee (non teleporting, gaseous, casting, etc) enemy surrounding him effectively disabling them for several rounds. While within the wall you can shoot rays, blast spells and use touch attacks (if you are a druid) without considering dexterity or dodge bonuses. The party wizard will have a blast with Disintegrate target practice. Edit: If they want to use a reflex save or add his dexterity (or dodge) bonus to AC they take the wall's damage. |
| Thelon Fairblade09-09-03, 01:19 PM | Entangle, plus Spike Growth. If you don't move, the Entangle keeps you trapped. If you do move, you take damage from the caltrop-like Spikes... which lowers your movement rate, forcing you to make more Entangle checks! Summon Monster (any) Illusion (any figment or phantasm), or Phantasmal Killer After they see you create a reall monster from thin air, they're likely to believe anything else you do! |
| Druid Roxors09-09-03, 01:28 PM | Slice & Dice Prerequisites: Level 17 Druid (could work acceptable at lower levels) Quicken Spell 1. Quicken Spike Growth, Spike Stones, Briar Web or Wall of thorns into a large area. (if you cast many of these make the area as large as possible) 2. Use Control Winds to create powerful Tornado-Strenght winds that will throw enemies arround and batter them (damage). 3. Once the winds are in effect the creatures in the area of effect can be directed towards the traps as a standard action each turn in the (about) 800 ft radius cylinder. Lasting for 200 minutes (lvl 20). More than enough time to Slice and Dice any army that pasess through the area of effect. How dare them get close to my grove!!! DOOM! This product has an easy-cleaning method: Direct the windstorm into an eye (winds towards the center) then place a wall of fire arround and within the eye. Within minutes, your blender is ready to use!! (Add a few more "control winds" and you can move all those pests towards the center) Edit: Reminds me of starcraft and Zerg pulp after Psi-storms :rofl: |
| sacremon09-09-03, 01:42 PM | This requires the BoVD for what is listed as an [Evil] spell, but isn't too terribly so: Animal Growth + Claws of the Savage. Cast by a druid on a Large animal companion gives a Huge animal that does 4d6 + 2 with each claw, before considering the +8 to Str, as well as +4 to Con, DR 10/magic and +4 resistance bonus to saves. A brown bear would have 6d8 + 36 HP, Str 35, +10 melee with claws and do 4d6+17 with its claws. Flesh to Stone + Stone Shape + Stone to Flesh. Become a fantasy campaign plastic surgeon. Transmute Metal to Wood + Warp Wood. See, it's not so hard getting past that Adamantine gate... |
| AlfaMale2609-09-03, 01:43 PM | Mordenkainen's Disjunction & Tenser's Transformation: Allows you to strip those precious magic items from the opposition, at which point you bulk up, wade in (with all your magical goodies intact), and mow them down like tall grass. |
| CaoSlayer09-09-03, 01:44 PM | The mage who beaten the fighter in melee combo: having acess to level 9 spells, tome and blood and magic of faerun. before the battle: cast chain contigency condition: if someone casts blac edge of disastre spells stored: stone skin, fire shield, tenser´s transformation. battle starts: casts black edge of disastre you get same bab of a fighter, similar hp and a weapon that does 2d10 damage + int or charisma mod and it is vorpal. |
| Druid Roxors09-09-03, 02:08 PM | Teh Powerhouse Prerequisites: Level 20 Druid Procedure: While Wildshaped into a Dire bear and having a Dire bear companion do this: 1. Cast Nature's Avatar and Quickened Animal Growth. (two level 9 spells) 2. Cast Quickened Nature's Favor and attack. Benefit: Polymorph (wyldshape) gives you the “animal” subtype. Nature’s avatar, Nature’s favor and animal growth affect animals, +1 Extra attack +8 str +4 const -2 dex +2 N AR +weapon size damage, +24 damage +24 attack +1 AC +1 DR 10/magic, and a +4 resistance bonus on saving throws. All this applies to your Animal Companion as well. Use power attack, Monk's belt, Amulet of Mighty fists +5 (or GMF) for full potential. (yeah, ban the splatbooks :D ) |
| Ertai Planeswalker09-09-03, 05:38 PM | Force Cage + Acid Fog. Die. |
| ksbsnowowl09-09-03, 05:54 PM | Briar web to trap and injure enemies. Summon Monster III to summon a Thoqqua Not exactly a spell combo, but an interesting use of a spell I saw mentioned the other day. Cast True Strike, on the next round perform a Disarm action against the enemy wizard's wand/staff/etc. |
| meabolex09-09-03, 05:54 PM | Originally posted by Druid Roxors Use power attack, Monk's belt, Amulet of Mighty fists +5 (or GMF) for full potential. Wouldn't the belt and amulet be useless when polymorphed into animal form? Shapechange + Time stop. Shapechange into choker (2 standard actions a round). 3.0 Haste has returned at level 9. Up to 10 standard action spells in 1 round. Casting a scrolled moment of prescience or a use staff of moment of prescience at the beginning of each time stop is very important. Also cast a wall of force in front of you at the beginning of each time stop to prevent meteor storms and disintegrates. Buff to oblivion, destroy all in path. |
| Zharaal09-09-03, 07:32 PM | These arent mine but ones I have heard about Shapechange + Polymorph self that way you have the physical attributes of whatever you become say a Firbolg for example and the mental attributes of a wizards or sorcerer with the abilities to cast spells and kick but. Stinking Coud + web + cloudkill - to chokced up and sick to run, even though they cant then they die :) When you have free time here is a awesome weapon Wall of Iron + Fabricate + Shrink + Greater Invisiblity then just fly over your enemies and drop the mini wall say teh words and splat they are goners. These are just I have read about or heard about. Keep em coming everyone. |
| Kaardomos09-09-03, 07:54 PM | Cast prismatic wall then use telekinesis(violent thrust) to hurl objects or creatures through it. Sure there's more effective spells you could use, but this is funner(As long as the target doesn't have any items that you want.). |
| kalniel09-09-03, 08:55 PM | Want a blade barrier in that cavern ahead but don't want to have to wait for it to finish afterwards? Stay in your small tunnel, cast blade barrier high above you, then reverse gravity. You fall to the tunnel ceiling (oh no), the bad guys fall a long way to the cavern roof, through a blade barrier. Then turn reverse gravity off again. |
| Druid Roxors09-09-03, 09:01 PM | Originally posted by meabolex Wouldn't the belt and amulet be useless when polymorphed into animal form? Periapts, Belts, wild armor, and most other magic items. You might say its ridiculous but remember magic items readjust magically to your new form. (as per PHB) and there is no mention within wildshape/polymorph/alter self that you loose your items. Only if they can't be held, in which case magic items would resize. (wonderous magic items) |
| Zharaal09-10-03, 01:17 AM | correction about one of the spells earlier cast wall of iron + permanancy (not fabricate) + shrink + greater invisiblity. |
| meabolex09-10-03, 02:58 PM | Originally posted by Druid Roxors Periapts, Belts, wild armor, and most other magic items. You might say its ridiculous but remember magic items readjust magically to your new form. (as per PHB) and there is no mention within wildshape/polymorph/alter self that you loose your items. Only if they can't be held, in which case magic items would resize. (wonderous magic items) You do not lose the items, they simply become non-functional and meld into your form (as in alter self). [off topic rant] Unfortunately, this is one of those poorly defined attributes that must be based on common sense (gasp!!!). A dire bear wearing boots or a belt? No. A belt is used to keep pants up. A bear wearing pants? This is not the hillbilly bears. There is no way you can convince me that the belt would simply change size and the pants disappear (or even worse, the belt and pants both stay on). The belt simply wouldn't stay on, and yes, I say it's ridiculous. The resize is intended to shift an armor from medium-sized humanoid to small-sized humanoid etc. Human belt to bear belt (!!!!), no thanks. Also, you MIGHT be able to hold one item (in claws if bird, in mouth if wolf or bear). Also, you cannot hold an item and attack (in the case of the bite-only creatures like wolf). All other items that are not being held and thus meld into the form. Periapts make a slightly different issue. A wolf or bear might have enough of a neck and shoulders to hold a periaph. However, I generally don't allow this because it complicates things way too much (you could theoretically wear anything tied around your neck as an "amulet"). I have allowed a divine focus to be worn as an amulet on a changed form. It depends though -- I might or might not allow it depending on my mood. Even wild armor melds into the form of the animal. The wild attribute only allows the armor bonus of the armor to be retained while in animal form. The armor is still melded into the animal form and it cannot be seen. In general, the item melds into the form. If you're a dire bear with natural spell, this shouldn't bother you at all anyway (greater magic fang, heal). The divine focus is an issue I've worked with before, and I think it's silly to prevent someone from casting spells in animal form because they didn't have their focus out. Even without a focus, you do get plenty of spells (heal for instance) that don't require a divine focus. [/off-topic rant] Grease + gust of wind. When you really want something to slip (: The DM determines the increase in DC when combining these two spells together. It's such a great idea I usually knock up the DC on both spells +4 (forest floor) to +8 (smooth dungeon floor) when used together. |
| Dheran09-10-03, 03:39 PM | Originally posted by AlonisAlon Solid Fog plus Blade Barrier. It works best if you can quicken the Solid Fog, and it has to be cast first. Then you have an opponent who is stuck the middle of a Solid Fog and a Blade Barrier. A Solid Fog spell reduces movent to 5 ft per turn, so the successful reflex save to get out of the Blade Barrier is rendered ineffective. You opponents are then taking xd6/round for at least 3 rounds, or they get lucky and manage to find some way to overcome the damage modifier to concentration and teleport or dimension door or something similar. There's an easier counter than Teleport or Dimension Door: Freedom of Action, or the equivalent ring. |
| Dheran09-10-03, 04:10 PM | Originally posted by AlfaMale26 Mordenkainen's Disjunction & Tenser's Transformation: Allows you to strip those precious magic items from the opposition, at which point you bulk up, wade in (with all your magical goodies intact), and mow them down like tall grass. You'd better remember to cast Detect Magic and wait two rounds to get the aura strengths first. When you're able to fire off 9th level spells it's not uncommon to come across artifacts, which is :nonono: bad news for Mordenkainen's Disjunction. I once played in a high-level party including a paladin who carried 4 artifacts. He only used one of them (a holy sword); of the remainder, two were cursed and the final one might as well have been: a Deck of Many Things. The one time we got hit by Mordenkainen's Disjunction two of the artifacts (including the paladin's sword) got destroyed. The wizard who cast the spell failed one of his saves and lost all his spellcasting ability, then the paladin's deity popped in and did a god-level Smite on the wizard and all his friends. My character (a rogue/cleric with lots of magical goodies) had decent saves and only lost one item, a nifty Ring of Improved Invisibility (when I rolled a 1). It was a pretty cheap victory over an opposing force that was likely to kill a couple of us -- until the wizard invoked the 95% chance of divine intervention by destroying the paladin's sword. |
| Dheran09-10-03, 04:22 PM | Minor Creation to create n cubic feet of pepper, plus Gust of Wind. Ah-aah-ah-chooo! |
| Ratik Vain09-10-03, 11:31 PM | I like casting Evards Black Tentacles fallowed up by a Ring of Fire(Wall of Fire) with a 20' radius and the flames turned in. If there is stuff moving yet cast another Ring of Fire 20' wider than the last one. |
| FourtySeven09-11-03, 07:06 AM | Originally posted by CaoSlayer The mage who beaten the fighter in melee combo: having acess to level 9 spells, tome and blood and magic of faerun. before the battle: cast chain contigency condition: if someone casts blac edge of disastre spells stored: stone skin, fire shield, tenser´s transformation. battle starts: casts black edge of disastre you get same bab of a fighter, similar hp and a weapon that does 2d10 damage + int or charisma mod and it is vorpal. From the PHB (paraphrase): You can only have one contingency spell in effect at any time. |
| SkyDrake09-11-03, 07:13 AM | Originally posted by FourtySeven From the PHB (paraphrase): You can only have one contingency spell in effect at any time. CaoSlayer does only have one contingency in effect. Have a look at the Chain contingency spell in tome and blood. |
| Finarin Panjoro09-11-03, 10:40 AM | druid: flame sphere and call lightning: 5d6 damage each round for 5 rounds at 5th level. |
| youspoonybard09-11-03, 10:48 AM | Re: Wild Shape and Magical Items: In your game, you can do as you wish, but Druid Roxors pretty much summed up the intent. "As a DM, I'd adjucate this as liberally as possible. If there's the slightest possibility of the new form wearing the item, I'd allow it." - Andy Collins, off his message boards. And magical items, except for arms/armor, DO resize. |
| Varthalon10-30-03, 05:56 AM | Evard's Black Tenticles and Stinking or Acid Cloud. With the Cloud you must save: Fail: can't do anything but sit and retch. Succed: can't do anything but try to leave the cloud... but wait, how can you do that when your grappled by multiple tenticles... worse, if you failed your save you can't even fight the grapple, the tenticles get to grind you to mush for free. Maybe throw a web spell in there to slow movements down incase someone gets a round of really lucky rolls and to give you time to get the tenticles and cloud both up without a quicken spell or 3.0 haste. |
| Varthalon10-30-03, 06:07 AM | Spectral Hand and Major Image Hide somewhere, create an image of... oh say a typical monk (actually just about any character class or creature will do), place the spectral hands where the images hands are and have your 'Monk' deliver touch attack spells. Through the course of battle occasionally let the opponent occasionally hit your image (correcting the image with wounds, blood, etc.) then reach over and vampiric touch the enemy through the spectral hands and let them see the monk's 'wounds' heal themselves as they get drained (but your the one the really gets the hps). Disbelieving the 'monk' is extra hard because it is doing very real damage to you. Are you a really high level mage? Try this combo with a Bigby's Grasphing, Clenched, or Crushing Hand and the Major Image of a Titan or something simular. |
| Wyvernspur10-30-03, 06:35 AM | There's always the evil thirsty wizard's combo: Flesh to stone the enemy, Transmute rock to mud, Purify water (cleric spell, I guess), Drink the water. |
| Perpetual Wizard10-30-03, 01:59 PM | To deprive the BBEG of his weapon or magic item, cast a targeted Dispel Magic on the item or weapon, then the Shatter spell. No more weapon and you didn't even have to get near him. Sure it destroys a perfectly good magic item, but better to be poor than dead. |
| Faenlan10-30-03, 05:44 PM | Extended Ice Storm + Fireball: The BBEG wizard casts an extended ice storm on the surprise round (he flies somewhere 500 feet up there invisible), then on the 1st round while the ice storm still doing damage casts fireball (or any area effect spell). surprise round : 5d6 ice storm (3d6 impact + 2d6 cold, no save) 1st round : 5d6 ice storm (3d6 impact + 2d6 cold, no save) + 9d6 fireball if the wizard have luck on the init it may be a TPK for a 7th level group (Partial Party Kill at least) Requirements: 3.5, wizard 9th, extend spell feat |
| TIMESPIRALXXX10-31-03, 08:43 AM | heres one for you wall of fire [ring] surounded by a wall of stone !!! if underground you can seal them in and suffucate them ! if above ground drop fire subtype creatures in with them to keep them from escaping! |
| He Who Shall Not Be Named10-31-03, 09:03 AM | Animate dead a skeleton. Make a box that has multiple compartments, we'll say 15. Give each compartment a lid, and the entire box one big lid. Connect with string each of the inner lids to the inside of the outer lid, and put the lid on. Fire trap each compartment, as well as one on the box as a whole. Put the box in the skeleton's ribcage. Have the skeleton run up to the BBEG and pull off the lid of the box... what's that? Sixteen fire traps? I don't know, you calculate the damage on that one... :nonono: PS I can't take credit for this one... Trost aka the kid in my sig aka the master of comical D&D abuse birthed this brainchild. |
| PeggeyandScott10-31-03, 10:49 AM | How about a Web followed by an Energy Substituted Wall of Fire. Similar to the Solid Fog or Evard's Black Tentacles idea (i.e. trap the victim in a small area, then burn them with the no-save Wall of Fire effect), but uses a lower level spell. Just make sure you Energy Substitute the Wall, or it will burn the webs away. |
| Pathanus10-31-03, 04:24 PM | Arcane: Otto's Irresistable Dance (PHB) Crushing Fist of Spite (BoVD) Powerword: Stun might work instead of Otto's as well. Lots of force damage. Divine (might not work): Energy Drain (PHB) Holy Word (PHB) If negative levels are considered as negative hit-dice, this would make the creature more susceptable to death or other effects. Path |
| EricMender10-31-03, 04:35 PM | Here is an idea for a old Dungeon. Bird Bombs requirements: 9th Lvl Wiz/Sor Access to Fire Trap(4th Lvl) and Animate Dead(5th Lvl) Collect a lot of feathers and skeletons of birds, place any explosive substance inside the body of the bird, animate them, cover them in feathers, then fire trap their beak. Send out your flock of destrustion and command them to dive toward enemies, buildings, etc. and command them to open their beaks upon impact. Given a bird has one hit dice, at ninth level you'll have 18 pre-modern missles. |
| SkyDaemon11-01-03, 06:01 AM | Dragon bothering you? This one requires some premade specialty items but it's only one spell. I'd do it just for the roleplaying shock value, set it up in secret with your dm. Special items. 16ft long arrows or ballistae (whichever you decide would work best in your campaign with your dm) Cast Shrink Item. Hand to archer. "You got 8 days to kill something with this." Equates to hand-held rapid shot ballistae (for those with the feat). I'd make a case that since you're firing it at the speed of a regular arrow, and it transmutes back on impact or command word that the momentum would be a lot greater than a normal ballistae. But then, a rapid fire ballistae is pretty good too. Now you just gotta hit the AC. "Fear not! For I have brought my giant bat slaying bow!" |