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Community
General Tabletop Discussion
*Dungeons & Dragons
Absence of Low Level Summoning Spells
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<blockquote data-quote="discosoc" data-source="post: 6868827" data-attributes="member: 6801554"><p>It's been a while since we played with it, but I recall Tiamat having 3 divine words. What we did was have the druid cast Conjure Animals (Elk x 8+more for higher spell levels) which sometimes went that same turn, and others had to wait for the next turn (depending on how their initiative was rolled). If they went that same turn, it was a 25% chance to hit for each (+5 hit against AC 20), and damage was (3d6+3)/2 because of resistance. For a base level spell, that's only about 14 damage, but for a max level spell (we were using 3 level 18 characters) that's roughly 8 hits for about 42 damage. That's also 8 saves which, although unlikely to fail, can help burn away her 5 legendary saves if she botches a few.</p><p></p><p>Yes, a divine word basically destroys that, as does a good breath weapon or even a solid hit against the druid, but it forces tiamat to deal with the dozen or two elk running roughshod over her, while the paladin was smiting and the monk was wailing on her. Between the elk, the stunning fists, and possibly banishment and banishing smite (we did several fights, with tiamat at various "power levels"), she was usually out of or close to being out of legendary saves by turn 2, and often knocked prone or stunned by turn 3.</p><p></p><p>Granted, part of this is because of the way the tiamat fight is setup so that she only really gains use of all 5 heads after 5 turns (1 head per turn, if I remember), but still. The fights were much harder and always went well past turn 5 if the druid didn't use summon spells. And that was just a group with 3 characters.</p></blockquote><p></p>
[QUOTE="discosoc, post: 6868827, member: 6801554"] It's been a while since we played with it, but I recall Tiamat having 3 divine words. What we did was have the druid cast Conjure Animals (Elk x 8+more for higher spell levels) which sometimes went that same turn, and others had to wait for the next turn (depending on how their initiative was rolled). If they went that same turn, it was a 25% chance to hit for each (+5 hit against AC 20), and damage was (3d6+3)/2 because of resistance. For a base level spell, that's only about 14 damage, but for a max level spell (we were using 3 level 18 characters) that's roughly 8 hits for about 42 damage. That's also 8 saves which, although unlikely to fail, can help burn away her 5 legendary saves if she botches a few. Yes, a divine word basically destroys that, as does a good breath weapon or even a solid hit against the druid, but it forces tiamat to deal with the dozen or two elk running roughshod over her, while the paladin was smiting and the monk was wailing on her. Between the elk, the stunning fists, and possibly banishment and banishing smite (we did several fights, with tiamat at various "power levels"), she was usually out of or close to being out of legendary saves by turn 2, and often knocked prone or stunned by turn 3. Granted, part of this is because of the way the tiamat fight is setup so that she only really gains use of all 5 heads after 5 turns (1 head per turn, if I remember), but still. The fights were much harder and always went well past turn 5 if the druid didn't use summon spells. And that was just a group with 3 characters. [/QUOTE]
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Absence of Low Level Summoning Spells
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