| Post/Author/DateTime | Post |
|---|---|
| Shorty05-27-04, 11:02 PM | Another spell I'm thinking about adding to my lvl 4-5 Sorc and I would like help with coming up with effective tactics. If it matters, my SORC has a Charisma of 22 (+6). I've got a 20 do to racial bonas, and another +2 for a Cloak of Charisma. So my save is WIS DC 18 What I am looking for is some help with target priorities. Thanks all... |
| J. Grenemyer05-28-04, 03:23 AM | Originally posted by Shorty Another spell I'm thinking about adding to my lvl 4-5 Sorc and I would like help with coming up with effective tactics. You'll want to target spellcasters whenever and wherever possible. Just watch out for Spell Turning when you get to higher levels. Beyond that, I'd hit the most vicious looking melee monsters if no spell hurlers are present. :D |
| flyingmoose05-28-04, 04:42 AM | It's a Fort save. Use it on enemy casters and rogue/bard types, people with Fort as a bad save. Optimally, you want to have at least one spell per save of each level, and a spell here and there with no save (i.e. magic missle). Knowing on whom to use what takes a lot of the stress out of trying to get your DCs up. |
| Seeker9505-28-04, 08:20 AM | Because it is a one-target-at-a-time spell, you might accomplish a bit more with darkness until you can use walls of X to cut forces in half. |
| CaoSlayer05-28-04, 11:20 AM | casters without a doubt are the first target, followed by sneak attacking rogues, bards, archers and finally melee guys... there is a simple rule: if a caster cant see you, cant target you with their spells. another thing, blindness it is way more useful that deafness... I would say just use deafness casted in silence from sneaking a guard and things like that. |
| tiercel05-28-04, 10:01 PM | Blindness is, first and foremost, a mage-killer. A blind mage is a mage who can't target any spells, has to guess where to drop area-effect spells, and can't physically run away very fast. Obviously, anyone/anything else with a poor Fort save (rogues in particular) is a good target. As an added bonus, blindness only has a verbal component. Nice. The permanent (ouch!) duration is gravy - and its dispellable nature is very nice for roleplaying - if you blind a foe and capture him, you have an instant bargaining chip without having a cleric having to blow a spell. If you find yourself fighting lots of warrior types, or classic bruiser monsters (both of which generally have good Fort and poor Will saves), consider glitterdust. Despite its name, it is one of the most powerful 2nd level spells - it is area of effect blindness. Granted, it doesn't have the duration of blindness, but it is long enough for a single combat, especially once you get into the mid-levels. As an added bonus, it is also a invisibility-buster and a hiding-creature-buster (with no save - you only get a saving throw against the blinding effect). And, at higher levels, glitterdust has another valuable bonus: Spell Resistance: No. Tasty! |
| Shorty05-28-04, 10:28 PM | Thanks guys. I consitered Glitter Dust. Infact, that was my secound choice. What I saw as a problem was the Area of Effect. In most of the modules I have played the peaple that I wanted to blind where in Melee with party members. Casting the spell would have done more harm than good. Also, with 5 lvl 2 Spells per day (Thanks to way high Charisma), the advantage of an AOE is mitigated by my ability to "Fire for Effect". Also the shorter duration would not last the whole fight at my level. So the idea of taking someone out of the whole fight wouldn't work for me at lvls 4-5. Lvl 10 maybe, but not now. Don't get me wrong, Glitter Dust wouldn't be a bad choice. It is a good spell. But when I only get one Known spell.... As for the FORT save. I didn't pick up on that when doing the comparison. Pleasent surprize. I thought it was WILL just like Glitterdust. So, lobbing a FORT Save DC 18 at a caster is certain to mess up his day at my APL. :-) Thanks for all the other help... |