Arcane Spells for Mass Combat Scenarios

Post/Author/DateTimePost
#1

audioslave

Mar 19, 2008 12:34:42
Hey guys,

Our current game has come to the point where large scale combat is inevitable. I'm talking full-fledged national wars and probably 1,000's on the battlefield at a time, and while our little group of 5 people will probably get sectioned off to some degree, I can't help but feel underpowered for this type of scenario.

I'm leveling up to become an 18th level wizard and I am looking for a couple of spells that just plain rock a mass combat scale scenario. I'm allowed to use anything from WotC, and the Player's Handbook seems a bit lacking in regards to spells. I haven't bought a book in about a year (our player's rotate who will buy the next book) and I'm just not that well versed on the bigger spells and splatbooks.

Can I get a little advice or some clever ideas in regards to where I can go or what I can do. Spells, Feats, or any large scale combat tricks are welcome, and I surely appreciate any sagely advice from the experienced.

Cheers,
#2

womblehunter

Mar 19, 2008 12:37:38
Widened Sunburst
Widened Firestorm

These both have massive areas even without widen. A lot will depend on the battlefield, your opponents and their strategy too.
#3

davethemagicweasel

Mar 19, 2008 12:37:53
Firebrand (SC) gives you one square of flame per caster level. They can't overlap though, which normally limits it, but when there's lots of weak enemies it's nice.

Dolorous Motes (BoED) can Daze an enormous number of people.

Other than that, aything for auras (Battle Hymn, etc), buff spells (e.g. at high CL a single Haste can affect a lot of people), and well positioned walls, clouds, etc.

Widen Spell as well - and with War Wizard of Cormyr you can use it for free.
#4

womblehunter

Mar 19, 2008 12:39:07
Regarding clouds: Cloudkill will just flat-out destroy most mortal foot-troops, and if you're up-hill of them it'll plough right through their formation too.
#5

sinfire_titan

Mar 19, 2008 12:42:48
Freezing Sphere. 60ft radius is hard to beat.

Flaywind Burst (Sandstorm) for a 60ft Cone of awesome. Full-Round casting time bites though.

And when you absolutely have to kill every MoFo in sight (and then some): Locate City.
#6

osedox

Mar 19, 2008 12:51:40
Blackfire(SC) has a nasty tendency to spread from one foe to everyone near him. Deadly Sunstroke is a 9th level spell from Complete Mage which has a long range and effects one target per level which can't be more than 60 feet from each other.
#7

eldariel

Mar 19, 2008 12:53:17
You'll want rods of Widen Spell. Firewalls work well in my experience (as long as the fools aren't Fire Immune); the opponents will some run into them and it'll cut their momentum. Also great for segmenting their army.

Of course, permanent effects won't be very permanent with a large number of casters, but even shortterm Firewalls are fairly strong. Also, given the correct climate and time of the year, Control Weather. Make a tornado. Watch the army go away. Takes 10 minutes to cast, so start casting a bit before their host arrives. Make sure it's about ready, but not manifesting yet when they arrive and make sure they'll experience the tornado firsthand. The other times of the year offer nice alternatives too, but not quite as strong options.
#8

rhig

Mar 19, 2008 13:01:36
Use Frostfell (from Frostburn). If you have a party druid, let him cast it instead, since it's a level lower for him.
Also, +1 for Cloudkill. That spell is awesome for this kind of situation.
#9

hsien

Mar 19, 2008 13:18:44
Yea the massive area effect spells and field control become vital.
Some non-direct damage stuff...

Rock to Mud; protect yourself or archer groups from advancing troops.
Entangle, same reason
Wall of Force ...good start to funnel enemy troops since it's invis
Hallucinatory Terrain 30 ft cube/level
Confusion
Invis Sphere, for a small group of shock troopers
#10

Treantmonklvl20

Mar 19, 2008 14:34:33
As mentioned before - Cloudkill will kill a sickeningly large number of enemies.

Large Cone spells also would have a huge effect.

Rashemi Elemental Summoning mixed with Summon Elemental reserve feat means unlimited cones of cold

Illusions could theoretically affect entire armies - destroying morale and even causing a rout

Wall of fire can do moderate damage over huge areas (360' long for you) and will likely kill everything adjacent.
#11

maelore

Mar 19, 2008 14:43:11
Take the Leadership feat and get yourself a druid cohort. Have him fill all his 5th level and higher slots with Blizzard from Frostburn. Watch the opposing armies vanish under tons of snow.

I do find it amusing that one of the most potentially devastating area of effect spells is a 5th level druid only.
#12

audioslave

Mar 19, 2008 16:07:01
All good suggestions everyone, thank you.

Can I ask which book SC is? I had Cloudkill on my list already, but there are just other spells I'm unfamiliar with, and I don't know that acronym. And BoED is out for me....I'm the evil character.
#13

davethemagicweasel

Mar 19, 2008 16:10:01
Spell Compendium
#14

rhig

Mar 19, 2008 16:31:55
Control Weather might be good. Nothing says "I'm too lazy to deal with an entire army" like calling forth a torando to deal with the army for you.
#15

x-codes

Mar 19, 2008 16:45:45
My suggestion is to re-train for Widen Spell and Residual Magic and get a Runestaff with lots of nice Evocations.

Also, don't count out Enlarge Spell. Archers can be shooting at you from nearly 1000ft away, so you'll need a compliment of either long-range spells or some Enlarged medium-range ones. Short-range spells should be ignored.
#16

andyjames

Mar 19, 2008 17:02:35
Ice Storm has got a fairly large area.

Any of the Cloud spells would be effective. Inceandiary Cloud, Acid Fog, Freezing Fog, etc.
#17

shadowmind_

Mar 20, 2008 1:09:05
Powerful summoning spells like gate or Summon Monster 7-9 would also be of a lot of use, seeing as the monsters will stay around for quite some time, and the monsters off those lists can generally wreak a lot of havoc on their own.
#18

tshern

Mar 20, 2008 5:35:22
Powerful summoning spells like gate or Summon Monster 7-9 would also be of a lot of use, seeing as the monsters will stay around for quite some time, and the monsters off those lists can generally wreak a lot of havoc on their own.

Am I the only who thinks divination spells come out as the best spells for this scenario? "Excuse, but where's the nearest city?"

Anyway, summoning air elementals can be nasty with their whirlwind form.
#19

jameswilliamogle

Mar 20, 2008 7:18:41
Am I the only who thinks divination spells come out as the best spells for this scenario? "Excuse, but where's the nearest city?"

Sinfire Metioned it.

Move Earth, lots of Walls of Stone. Force the enemy into trenches, THEN cloudkill.

Shrink Item: Ballista, Catapult, Trebuchet, Huge Bonfires, Corpse of a Colossal Red Dragon, and deploy them as necessary on the battlefield. You cast Animate Dead on the Dragon corpse, of course.

Mass Enlarge Person works wonders, too, and has pretty killer duration.

A Master Specialist in Abjuration has this capstone L10 ability that lets you cast Antimagic Fields on others... It would be freakin' great in this scenario, to cast on a Rogue who just hides next to enemy casters, who can't figure out why their spells don't work.
#20

supatalka

Mar 20, 2008 12:15:03
Am I the only one that thought of Horrid Wilting? No cap on the number of effected targets so long as you're within the 60ft limitation that you can bump up with metamagic and the like.
#21

CantripN

Mar 20, 2008 13:15:10
Boreal Wind (Frostburn) is scary against many foes and has a huge AoE.
#22

hogarth

Mar 20, 2008 13:33:50
Summon Undead V can be used to summon a mummy with the power to paralyse an unlimited number of enemies with range = line of sight.

Any creature with a high speed and a fear aura (like a dragon) can be useful, too.
#23

skydragonknight

Mar 20, 2008 14:00:34
Mass Fire Shield.

A lot of Illusions cover a large area.

What season? But everyone in the army a potion of Endure Elements and cast Control Weather. Hailstorm is nice for summer. Or Torrential heat.

It's tricky use, because it takes 10 minutes to cast and 10 minutes to effect the battle, but it effects the ENTIRE battlefield. Also the duration is 4d12 hours, so as long as you cast it a couple hours before the battle and start the weather change 5-10 minutes before the beginning of battle(so it happens when the enemy is engaged and can't withdraw easily) you can cause some serious penalties to the enemy.

Edit: It'll be boring until the change occurs, but when the 2-mile radius hailstorm comes a calling, then you can swing the entire battle in your favor.
#24

carnivore

Feb 19, 2010 5:47:39
bump to save

Laughing
#25

pluisjen

Feb 19, 2010 6:16:35
How about Symbol of Insanity? Affects everything within 60ft, has no HP limit, and renders everyone completely insane. It's also active for at least a few hours.

You might even be able to place it on a mobile object and move it around the battlefield. 

Also, don't forget Mass Invisibility for when you want to spring an ambush, it affects everyone within 180ft (although they cannot attack)

If you're near a river, try Raise Water to drown your enemies in 30ft of water (it can affect an area of caster level x 10 by caster level x 10 ft) 
#26

surgeonforge

Feb 19, 2010 23:17:49
You could always use Summon Monster IX to summon 1d4+1 greater elementals. They would wade through lines of soldiers like it was a fishing trip. You could alternatively use the same spell to summon 1d4+1 Celestial Triceratops, which deal automatic trample damage(2d12+5) with overrun checks. So, those are 60ft lines of death, good for breaking formations and charges.

Try using spells such as Wall of Fire to herd enemies into tight formation, and then blast them with AoE, such as Widened Sunburst, or Widened Lightning Bolt.

Also, furthering Pluisjen's train of thought, use Move Earth to lower the elevation of the ground next to a river, and then use Control Water to sweep away large amounts of armies. Preferably sweeping them into another trap, such waiting water elementals(vortex to drown them all).

And for personal defense, windwall will keep any number of ranged attacks from you, and Symbol of Death will kill anything that comes near you.

If you could get a hold of it, earthquake could work wonders. Effectively, 25% of the soldiers in the AoE(if cast on open ground) would fall into fissures and be crushed to death.