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"sleeper" spells you didn't realize were so good

buzzard

First Post
kamosa said:
Why not cast it on the feather on the back of the arrow. This would allow the offending emanation to stick out of the target.

In addition, there is no evidence that an emanation would be held "inside" the body of the target, should it enter. After all, the arrow that just passed into the body would create a sufficient hole for the silence to emanate from. It could also leak out from the ears, mouth, pores, or other unmentionable holes in the body.
;)


Silence can be cast on an object the spell clearly states the the target can be creature, object or point in space.

As Elder-Basilisk mentioned emanation rules clearly state that if something is inside an enclosure, the spell doesn't get out. The wound channel of an arrow should be pretty tight methinks.

Now as for casting on the fletching, well that is a possibility, but I'd say a justification for the disintegrating arrow rule is that people break off most of an arrow shaft to prevent them being a hindrance (prior to removing the rather hindering part stuck in the body at a more convenient time). This is, of course a rationalization. In this case the rather odd nature of the rules calls for one.

buzzard
 

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Bibliophile

First Post
If you guys are going to argue over the rules interpretations of silence et all, wouldn't the D&D Rules forum be a bit more appropriate?

In any case, and back to the spirit of the thread, I nominate Ghost Sound :) Nothing quite like it for distractions. I have a sorcerror/rogue who absolutely loves this spell.
 

Flyspeck23

First Post
Bibliophile said:
In any case, and back to the spirit of the thread, I nominate Ghost Sound :) Nothing quite like it for distractions. I have a sorcerror/rogue who absolutely loves this spell.
Yes, Ghost Sound is great. I (as the GM) had a blast scaring a bunch of 1st level characters, while the only enemy around was a low-level kobold sorcerer/rogue out to steal their stuff :)
 

EricNoah

Adventurer
Bibliophile said:
If you guys are going to argue over the rules interpretations of silence et al, wouldn't the D&D Rules forum be a bit more appropriate?

Definitely. Please take your rules arguments to the rules-argument forum.

Also, Buzzard and Felon, please take your sniping at each other somewhere else too (e-mail's a good choice, that way the rest of us don't have to witness it). Thanks,
 

buzzard

First Post
OK I have a suggestion that begs a question.
What constitutes a 'sleeper' spell? Does it have to be something that doesn't have obvious utility or something which is relatively unknown?

If the latter counts, I'm going to have to suggest Wall of Thorns. That spell is seriously bad mojo. It makes the rest of the wall spells feel like something used by a building contractor. Maybe the fact that I don't know it has to do with not seeing a lot of high level druids in play.

I was in a LG game last weekend, and our party got hit by one of these spells. We only had one freedom of movement and so everyone else got stuck fast. It really is a brutal spell.

buzzard
 

Saeviomagy

Adventurer
buzzard said:
Doesn't really matter. Somebody pointed out that as an emanation, the silence won't work from the arrowhead as it is inside the body.

Wouldn't the silence emanation hit the target from the inside, thus subjecting him to the spell?

Oh well...


My candidate for sleeper spell is summon monster. Access to plenty of lower-level spells from a higher level slot, abilities you don't even get yet, and meat shields all in one. Far more effective now that you place full-round cast spells at the end of casting not at the beginning.

Yet people tend to dismiss them as ineffective. I don't get it.
 

Darthjaye

First Post
Need a hand anyone?

I nominate Spectral Hand for mine. It's great for staying away from combat while helping take care of highly armored yet low touch AC targets. Plenty of spells to go along with it too especially at low levels.
As for the current argument featuring silence, please take it to another forum. The spells out there, figure out how to use it and it's mechanics on your own or at the other forum.

Thank you :]
 

Hypersmurf

Moderatarrrrh...
Darthjaye said:
I nominate Spectral Hand for mine. It's great for staying away from combat while helping take care of highly armored yet low touch AC targets.

Especially good for Arcane Tricksters, since it's one of the few ways to sneak attack from more than 30 feet away... although since it can't flank, you need to use it against opponents denied their Dex bonus.

-Hyp.
 

Plane Sailing

Astral Admin - Mwahahaha!
Darthjaye said:
I nominate Spectral Hand for mine. It's great for staying away from combat while helping take care of highly armored yet low touch AC targets.

I was very surprised when a specialist necromancer in my campaign decided to spend time and xps crafting a wand of spectral hand. Four levels later and he has *never* used the darn thing!
 

Storm Raven

First Post
buzzard said:
I'll stack my materials knowledge against anyone on this board.

You have materials knowledge that relates to how matter interacts with magical force effects such as the mage armor or shield spell? How exactly did you come by such knowledge?
 

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