| Post/Author/DateTime | Post |
|---|---|
| Denihilist01-03-07, 07:47 PM | I was just curious what spells were your favorites? Is there a good story why a particular spell is your favorite? I personally have always been a fan of Magic missile. Sure, it's not stupendous at higher levels, but I was playing in a game with a fairly arrogant guy who was the fighter. He started bragging about how little I could do to him until I finally called for a duel. Turns out, grease and a couple Magic Missile spells later, the player had to roll up a new PC because no one would stabilize/heal the fighter. |
| TheChilliGod01-03-07, 07:54 PM | Well, I've only played two spellcasters throughout my playing experience. One a wizard, one a druid. I have to say, one of the druid's spells gets me thinking back to fond memories. Call Lightning. Ain't no better way to be kickass than "I'm a ferocious bear raining lightning bolts down on people!" Bandits, dinosaurs, hydras... Call Lightning wastes them all. |
| Shiikeras01-03-07, 08:18 PM | I have a few. Greater Call Lightning, Quickened. According to our DM, you CAN call a bolt down as a free action. Otiluke's Freezing Sphere. Dunno why. A cool spell. Handy when the BBEG tries to get away in an Apparatus of Kwalish. Mirage Arcana. Cool name, very very very amusing uses. I also really like Reverse Gravity. I designed a dungeon where it was a 3d maze, on the ceiling and flood. A druid kept using Reverse Gravity every time they got close to the finish. It also works when you have a spiky ceiling, or out in the open. |
| GSonic701-03-07, 08:24 PM | I always like teleport spells. DM: "Okay, the soldiers tell you that you have a day of rest in the camp before the big battle tomorrow." ME: "I teleport the party to the nearest city for a day of shopping!" DM: ... Also, during a battle, one of our rangers contracted a highly contagious constitution disease from a spell, and I went to stay back with him in case he needed healing, not that I could do much. So: Round 1: Teleport us both out, contracting the disease through touch; Arrive in cleric hospital in nearest town, which we've visited before. Round 2: Ranger drops to 50ish max HP, I drop to 70ish max HP; Find head of the hospital, the strongest cleric there, by screaming about how we are about to die Round 3: Ranger drops to 20ish, I drop to 50ish; Head Cleric comes, diagnoses our disease, tells us how much it will cost Round 4: Ranger at <10, I drop to the 30s; Cleric heals Ranger fully Round 5: I drop to 20s; Cleric heals me Round 6: Teleport back to the battlefield while Cleric heals himself, after paying him. Round 7: Ranger back in battle, which is almost over, while I remain hidden since I have under 100 max HP, and the Sorceror we are facing has Power Word Die :weep: |
| lint trap01-03-07, 09:00 PM | Kelpstrand (SC 128) - No save, no SR. Just a touch attack and really high grapple checks. Works great for neutralizing spellcasters or capturing targets alive. Hell, it works great on anyone. Ray of Stupidity (SC 167) - Again, no save. My Sorcerer was at 5th level, and a T-Rex started playing Godzilla in a small village. Took it down with a single 2nd level spell. Damn near killed the DM, too. And finally, because I've always liked direct damage, Firebrand (SC 89). There's nothing like placing a dozen explosions exactly where you need them. |
| Mock2601-03-07, 10:00 PM | Explosive Runes. As a DM this is my favorite spell because I love to every once in a while hand out a letter or a document for the group to read and it would look something like this: Four score and seven years ago our fathers brought forth on this continent, a new nation, conceived in Liberty, and dedicated to the proposition that all men are created equal. Now we are engaged in a great civil war, testing whether that nation, or any nation so conceived and so dedicated, can long endure. We are met on a great battle-field of that war with explosive runes. We have come to dedicate a portion of that field, as a final resting place for those who here gave their lives that that nation might live. It is altogether fitting and proper that we should do this. But, in a larger sense, we can not dedicate -- we can not consecrate -- we can not hallow -- this ground. The brave men, living and dead, who struggled here, have consecrated it, far above our poor power to add or detract. The world will little note, nor long remember what we say here, but it can never forget what they did here. It is for us the living, rather, to be dedicated here to the unfinished work which they who fought here have thus far so nobly advanced. It is rather for us to be here dedicated to the great task remaining before us -- that from these honored dead we take increased devotion to that cause for which they gave the last full measure of devotion -- that we here highly resolve that these dead shall not have died in vain -- that this nation, under God, shall have a new birth of freedom -- and that government of the people, by the people, for the people, shall not perish from the earth. The look on the face of the person reading it is priceless when they get to the two words that let them know that something just went boom! |
| syrinth01-03-07, 10:18 PM | Mordenkainen's Magnificent Mansion (instant getaway and safehouse) Forcecage (Just too useful) Telekinesis (Too many fun uses) Celerity (Teleport away just before you're about to get destroyed) |
| Undrhil01-04-07, 04:08 AM | I like the idea behind Mordenkainen's Magnificent Mansion but I haven't been playing D&D long enough to have ever seen it in use. I think Wish could be very interesting but possibly bad, since some wishes can be interpreted by the DM in different ways. :) I have to say, my favorite spell is Fireball. Lots of damage. When you announce it, most sentient beings know to get out of the way or try to kill you before you can cast it. A quickened fireball ... well, there goes those two options. :) |
| blackjackg01-04-07, 02:55 PM | Back in 2e, my favorites were Grease and Web. Nothing beats a well-placed Grease spell for pure fun. Since the transition to 3.5, my only spellcasting character is a Cleric and most of his spells wind up being ho-hum buffers. Although the Spiritual Weapon spell is mighty neat. |
| Asciiman01-04-07, 03:15 PM | In the Spell Compendium, Slime Wave. Aww I love this spell. I was DMing Return to the Temple of Elemental Evil and one of the BBEG clerics set up an illusionary double of himself, the group jumped on it, and fought through its defenses certain that they had the bad guy dead in less then a round when BAM!! I drop this and three of the group at the same time. The sheer look of horror when I read the spells effects were priceless, they were so screwed and couldn't do anything about it. Man I love this spell. |
| Sarrazon01-04-07, 03:19 PM | Explosive Ruins. Isn't it Explosive Runes? |
| FntsyWlkr01-04-07, 03:32 PM | I'm really drawn to stick, mage hand, magic mouth, wall of force, reverse gravity, dispell, ... and in the old game I used to really enjoy the usefulness of light spell. How you could even use it in battle. I like trying to find the creative ways to use things ... Direct damage? Borring. Ability drain? Cooooooool ... |
| Oswald Krato01-04-07, 04:04 PM | hee... Rope Trick. Too many uses to mention. Haste: I'm your speed, baby. Scorching Ray: ranged touch, no save...and more than anything else, it's a perfectly legal anachronism: a laser in medieval. Illusion spells in general--your mind is the limit. Great Thunderclap from SC. It's "statusball", requiring a save in all three categories to avoid being deafened, proned, or stunned--deafen working on fort, prone on ref, and stun on will. It's actually a lot better than would be expected--deafen on low fort means you'll give the arcanists spell failure, prone on low ref means the low dex crowd (fighters/clerics/paladins) have to lose one of their actions...and stun on will means that all those weak will saves (rangers, barbarians, etc.) become sneak-attack targets. |
| Mock2601-04-07, 04:31 PM | Isn't it Explosive Runes? Ever seen the after-effects of this spell? It leaves behind a bunch of ruins! I hate when I make stupid typos like that, especially when I repeat the stupid mistake!!!!! D'oh! |
| Cyan Wisp01-04-07, 04:38 PM | I am quite partial to the humble Ghoul Touch. 1st round:Touch AC hit for no save paralysis... 2nd round:CDG. Tidy. :dancin: Combine with Spectral Hand if worried about getting too close. |
| Denihilist01-04-07, 09:23 PM | I'm also a big fan of Mage Hand, used appropriately, it's silence is a godsend to rogues like the one I am playing that used it to deliver a nasty surprise of acid, achelmist's fire, and caltops to an unsuspecting victim whose head I dropped it on. Fun. |
| Novabomb01-04-07, 10:52 PM | Favorite spells: Bans of steal (CA): If you succeed on the save your only entangled... Defenestrating sphere (CA): Just a really funny name. For use when you just cant find a window. Prismatic sphere: bc death by pretty colors is awesome. |
| CryoSilver01-04-07, 10:54 PM | Polymorph any Object, hands down, my favorite spell for doing just about everything. |
| Morgotho01-04-07, 11:40 PM | I'm a fan of Divine Insight (SC). It grants such a large one shot skill bonus that I've made some pretty insane skill checks. Haste is also fun, but I play with such a large group that the DM tends to give me a dirty look when I cast that spell. Animate Objects is likely going to keep me happy for a while. Last game, I used it to animate a high power explosive and had it roll its way right under the big baddies' feet before going off. Finally, I think I'm averaging a Stone Shape or Greater Stone Shape (SC) once every other game. Surprisingly versatile spells, provided you've got the stone to work with. Need to dig your way out of a trap? Need to seal something away and fast? Want to create a pit under the baddie? How about a half wall or a bridge to span that chasm? |
| Firestar2701-04-07, 11:53 PM | Channelled Pyroburst. You decide how powerful it is as you are casting it. You at first want it to hold it for 2 rounds (1d10 damage per level) but at the end of the 1st round, an opponent moves closer to you, obvious going to attack you next turn. So you decide to release it next turn. Since you only held it for 1 round, it is 1d8 damage per level. Instead of losing the spell or being unable to release it (like other spells), you can just release it earlier and still deal damage. (you can also hold it for a standard or even swift for even less damage). Fireball. It's just so fun. Flaming Sphere. Mini-fireball that lasts longer and you get to move. Magic Missile. Always hits! |
| Lakaniss01-05-07, 12:43 AM | I am surprised everyone forgot the good old Melfs Acid Arrow. Whit my friends its always a big hit! Nice damage, no spell resitance and really good spell to use metagamic feat on (extend and others work well to) |
| Toloran01-05-07, 01:00 AM | It isn't my favorite but one of my friends favorite spell is Dalmar's Lightning Lance (From the Dragonlance Campaign setting book I believe). With this spell you basically throw several lances made of force and lightning at your opponents. Quite fun (for a lightning obsessed freak anyway). =P My favorite is Incinidary Grease. All the fun of grease, but flammable! Programmed amnesia is also fun (CA). |
| Salla01-05-07, 02:41 AM | Ray of Enfeeblement is a big one for me. Nothin' says 'screw you, tank fighter' like a 10 point strength penalty. Wraithstrike is also a favorite for my warrior-mage sorts. For my clerics, Divine Power. For my druids ... I hate druids. No entry. :) |
| LeannaMoonbody01-05-07, 03:08 AM | Hmmm... I would have to say my favorite spell ( for my bard) would have to be the one she constantly uses... greater heroism. I have a tendency to buff my entire party for the entire fight. Although my character never picks up a weapon, I tried to add as much help to my party as possible. |
| OravennasBrother01-05-07, 05:18 PM | There are two choices for my top pick Comprehend Language and Tongues Noting beats being able to travel and STILL Communicate with the natives. |
| LivingShadow01-05-07, 05:45 PM | I'm sure many can agree with me on this: Prestidgitation |
| Valthonis01-05-07, 11:40 PM | My fav. A combo with hold person and blade barrier. They can' t move and get sliced and diced. |
| RevIron01-06-07, 11:02 AM | I like really versitile spells such as Prestidigitaion and Wishes (including Limited Wish, Miracle and Wish) |
| High Octane01-06-07, 01:17 PM | True strike is pretty good. Turn a chance into a guarantee. Telekinesis.... Nothing says dont mess with me like waving your hand and the 300 pounds of fighter go flying out the window, or suddenly becomes your unwilling soft cover. Dimension door. BYE! *bamf* |
| Stormbrand01-06-07, 02:56 PM | True Strike, Power Attack. Nuff said. V only spells - Blur or Displacement, Suggestion, Shout, Dimension Door. I have an Abjurant Champion who uses them creatively, and scares the DM more than any blaster. Geas is fun. Binding NPCs to your will gives ou so many more options. Shadow Walk, the planar travel can create a Deathwalker feel. Read the First Chronicles of Druss the Legend. Any major divination spell. Legend Lore, Divination etc. Can be so interesting. Sending. Makes influence count. Allies come in handy more often. Soul Link, controlling someone through a scrying. Nasty. My personal favourite, Message. Paladin/sorcerer commanding troops and keeping tabs on multiple units. Isn't it Explosive Runes? Only until triggered. |
| WarColonel01-06-07, 05:54 PM | Of course, Explosive Runes. But one of the funniest combinations was used on an intoxicated alcoholic halfling. Prestidigitation, Dancing Lights, and Ghost Sound. I created an angel and a devil on his shoulders and precided to havew them talk to him as he stumbled down the road backto camp. He swore off drinking then and there. |
| Dragonwriter01-06-07, 09:33 PM | My "favorite" spells are my favorites not so much for their usefulness as for their role-playing factor. That being said, I can think of only really 1 off the top of my head: Deific Vengeance (CD 161). Firstly, it's magic missile for clerics (albeit more costly, but also more damaging). Secondly, there's just something insanely fun about having your deity b**** slap your opponent. |
| V1zharan01-06-07, 10:09 PM | Haha, great story behind my choice. Black Karma Curse. For those of you unfamilar with it, if the target fails their save, they attack themself with the most damaging attack they have available, and its only a level 2 spell for wizards/sorcerers. My group was fighting a Dire Badger, and I had just gotten Black Karma Curse and wanted to test it out. I used it on the Dire Badger and wow did it turn out well. My DM has a VERY active imagination, so the Dire Badger started chewing on it's paw, then found out that it is very tasty. So the badger ate off all four of its legs, then decided it needed to clean an unmentionable area. Well, my DM being as creative as she is, had the badger remember it is very tasty so the badger...well...let's just say it feasted on a long piece of meat. Enlarge Person Funny story behind this as well, same DM, same campaign, cept a little earlier. We had to go up against a 100 ft zombie, and it stepped on our barbarian. I used enlarge person on the barbarian, our DM didn't feel like going by the actual effect of enlarge person, and made the barbarian 100 ft tall. So the barbarian grew to 100 ft tall underneath the zombie's foot, sending it flying onto it's back. At the same time, our cleric blessed water, tied the bottle of holy water to an arrow, gave the arrow to our ranger, enlarged our ranger while the ranger had the arrow drawn, and the 100 ft ranger let the arrow/holy water flying into the zombie's eye. You can imagine how that felt for the zombie. Oh, and right before the arrow was let loose, our barbarian tried to jump on the zombie's head, missed, jumped with both feet into the zombie's stomach, got stuck in the zombie goo, THEN once the arrow struck the zombie got up and ran around before falling over dead, but, it was running around while our barbarian was still stuck inside it's middle. Oh the wonders an imaginative DM can create. ~V1zharan~ |