10th lvl Druid in the Underdark

DM_Matt said:


Are you sure that applies to wild shape? I was under the impression that it only applied to things where the actual effect was to increase your size, but not necessarily when you happen to take an entirely different shape that is a different size.
I'm not 100% sure, as I don't have the 3.5 books yet. However, I sure hope that wildshape's size increase won't stack with Animal Growth. Otherwise, there could be some seriously horrible things you could do with it. Unless there's something that directly opposes that rule, I'd play it real strict. So no polymorph/enlarge combos, wildshape/AG combos, or anything like that.


And to add to the thread at hand: Remember the Stone to Mud and Back Again combo. You can rain 8d6 damage down on your enemies, then lock them in solid stone the next round. You can also Stone to Mud then Dispel it (since you can automatically dispel your own spells).

Spider
 

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Wildshape is based on polymorph, which is based on alter self. Both are not spells which main effect is to increase your size. In 3.0 we always used polymorph/righteous might and polymorph/extension combo's to become huge. This should still work ... now even with polymorph/enlarge :D

Have to reread all this when I get home, just to be sure ...
 
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Stone to Mud

So if I cast Stone to Mud, and like 10 drow sink in a foot, I can then dispel my own spell and they all become trapped at the ankles?

How does this process get resolved.

Do they get Spell Resistance, a saving throw (reflexes) ??

What details so I can take this to my DM.

Thanks for all the ideas and help guys - really helped me out alot. If anything else comes to mind, lemme know!

Kristov
 

Re: Stone to Mud

kristov said:
So if I cast Stone to Mud, and like 10 drow sink in a foot, I can then dispel my own spell and they all become trapped at the ankles?

Sorry, no.

They sink up to their chests in mud; when you dispel it, they're trapped up to their chests, not up to their ankles.

Scary stuff, huh? :) There are ways for them to get out -- soften earth & stone, stone shape, disintegrate, teleport, etc. -- but they're not easy. The tactic is nonsucky.

I mentioned in another thread a new idea for druids: once you reach 7th level, you really shouldn't have to worry about preparing healing spells. After all, you can spontaneously cast Summon Nature's Ally IV, which can get you a unicorn, which can cast three CLW, one CMW, and one Neutralize Poison.

Daniel
 

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