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<blockquote data-quote="Iron Sheep" data-source="post: 1421237" data-attributes="member: 4965"><p>I'm looking forward to seeing how this all works out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p></p><p></p><p>There's <em>diminsh plants</em> which is a druid spell which doesn't kill the plants, but can reduce them to 1/3 normal size and tidies them up. That could get rid of annoying cover from the copse. But it doesn't have the shock-value of the visual of (for instance) all the trees withering and rotting away leaving bare ground.</p><p></p><p></p><p></p><p>There's <em>negative energy burst</em> from Tome and Blood, which is a 3rd level spell which does 1d8 + 1/level (max +10) in a 20 ft. radius burst (Will half).</p><p></p><p>The various <em>mass inflict wounds</em> spells aren't area of effect, but their effect could be split to heal undead allies and harm opponents.</p><p></p><p>I don't recall any negative energy-based metamagic feats, but how about (created off the top of my head, with the other energy substitution feats in mind):</p><p></p><p><strong>Negative Energy Substitutition [Metamagic]</strong></p><p></p><p>You can take a spell which deals energy damage, and have it deal negative energy damage instead.</p><p></p><p><em>Benefit:</em> You can modify any spell with an acid, cold, electricity, fire or sonic energy descriptor to use negative energy instead. A substituted spell works normally in all respects, except that the damage dealt by the type of energy in the descriptor is replaced by negative energy. A negative energy substituted spell uses a spell slot one level higher than the unmodified spell.</p><p></p><p>For example a negative energy substituted <em>fireball</em> uses a 4th level spell slot, and if cast by an 8th level caster deals 8d6 points of negative energy damage.</p><p></p><p> </p><p></p><p></p><p>The mounts should probably have good barding. Magical chain shirt barding shouldn't be too expensive, and shouldn't mess with their flight capabilities.</p><p></p><p>Oooh! What about inclement weather? A good storm would mess with the archer in a major way, and could add flavour to the battle, particularly if it seems somehow linked to the appearance of these monsters.</p><p></p><p>Unfortunately, <em>control weather</em> is probably too high level for the orc casters to have. But bad weather could just be coincidence, right?</p><p> </p><p></p><p></p><p>If you want to protect against summoning, <em>magic circle against good</em> (or law) might be an option: non-evil (or non-chaotic) summoned creatures are hedged out, and it can be cast well in advance of combat. It doesn't protect against ranged attacks or spell-like abilities of the summoned creature, though.</p><p></p><p>Summon monster spells take a long time to cast, so you have a good chance of interrupting them.</p><p></p><p>There isn't much you can do about <em>disintegrate</em>, although tough, templated undead tend to have better Fort saves than regular undead.</p><p></p><p>Corran</p><p>(Back to creating levelled yuan-ti to torment my players with...)</p></blockquote><p></p>
[QUOTE="Iron Sheep, post: 1421237, member: 4965"] I'm looking forward to seeing how this all works out. :) There's [I]diminsh plants[/I] which is a druid spell which doesn't kill the plants, but can reduce them to 1/3 normal size and tidies them up. That could get rid of annoying cover from the copse. But it doesn't have the shock-value of the visual of (for instance) all the trees withering and rotting away leaving bare ground. There's [I]negative energy burst[/I] from Tome and Blood, which is a 3rd level spell which does 1d8 + 1/level (max +10) in a 20 ft. radius burst (Will half). The various [I]mass inflict wounds[/I] spells aren't area of effect, but their effect could be split to heal undead allies and harm opponents. I don't recall any negative energy-based metamagic feats, but how about (created off the top of my head, with the other energy substitution feats in mind): [B]Negative Energy Substitutition [Metamagic][/B] You can take a spell which deals energy damage, and have it deal negative energy damage instead. [I]Benefit:[/I] You can modify any spell with an acid, cold, electricity, fire or sonic energy descriptor to use negative energy instead. A substituted spell works normally in all respects, except that the damage dealt by the type of energy in the descriptor is replaced by negative energy. A negative energy substituted spell uses a spell slot one level higher than the unmodified spell. For example a negative energy substituted [I]fireball[/I] uses a 4th level spell slot, and if cast by an 8th level caster deals 8d6 points of negative energy damage. The mounts should probably have good barding. Magical chain shirt barding shouldn't be too expensive, and shouldn't mess with their flight capabilities. Oooh! What about inclement weather? A good storm would mess with the archer in a major way, and could add flavour to the battle, particularly if it seems somehow linked to the appearance of these monsters. Unfortunately, [I]control weather[/I] is probably too high level for the orc casters to have. But bad weather could just be coincidence, right? If you want to protect against summoning, [I]magic circle against good[/I] (or law) might be an option: non-evil (or non-chaotic) summoned creatures are hedged out, and it can be cast well in advance of combat. It doesn't protect against ranged attacks or spell-like abilities of the summoned creature, though. Summon monster spells take a long time to cast, so you have a good chance of interrupting them. There isn't much you can do about [I]disintegrate[/I], although tough, templated undead tend to have better Fort saves than regular undead. Corran (Back to creating levelled yuan-ti to torment my players with...) [/QUOTE]
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