I have read the FAQ. I must have overlooked this piece of errata. On which page can I find it?Simulacrum said:1. YOu cant counterspell dispel magic nor greater dispelling not even with a ring of counterspells. Read the DnD FAQ
I have read the FAQ. I must have overlooked this piece of errata. On which page can I find it?Simulacrum said:1. YOu cant counterspell dispel magic nor greater dispelling not even with a ring of counterspells. Read the DnD FAQ
Yeah, I know that you weren't just speaking about magic items.Elric said:Darkness- thanks for the thread. I didn't write this post with only magic items in mind- in fact, I was more concerned with the abundance of spells in the core rules than magic items. Crafting magic items seems to be more or a problem than the magic items themselves, since DMs can just avoid handing out certain magic items and not have to make any rules changes or major tactical modifications. The combination of buff spells and crafting magic items gets really powerful. A party of characters can also use buff spells even better than any single character- everyone gets +1, Keen, Flaming, Shock weapons and GMW, Boots of S&S, Polymorphed into Hags/Trolls/Giants, stat-enhancers, every sort of AC bonus...
Elric said:The primary reason why you use buff spells is that you can cast them well before combat. The secondary reason is that they provide very good benefits. The fact that those benefits come without taking up any of your precious actions during combat is the most important thing.
In a DND combat, the defensive side is at the disadvantage, mainly because they don't have their buffs prepared.
Elric said:Darkness- thanks for the thread. I didn't write this post with only magic items in mind- in fact, I was more concerned with the abundance of spells in the core rules than magic items. Crafting magic items seems to be more or a problem than the magic items themselves, since DMs can just avoid handing out certain magic items and not have to make any rules changes or major tactical modifications. The combination of buff spells and crafting magic items gets really powerful. A party of characters can also use buff spells even better than any single character- everyone gets +1, Keen, Flaming, Shock weapons and GMW, Boots of S&S, Polymorphed into Hags/Trolls/Giants, stat-enhancers, every sort of AC bonus...
Basilisk- that disintegrate in question will never hit a character with a decent amount of magical protection (touch AC= 28).
You need to be hasted and to have True Strike to hit. In addition, Tenser's Transformation is my example of one of the few buff spells strong enough to be cast in combat at high levels. Greater Spell Focus seems to be a weird feat- being restricted to one school of spells is bad, since you can usually only force enemies to make one type of save, but people who are weak against that save are definitely dead.
Can Slow really do what you say it can? I thought you still got a save to avoid its effects. If so, Boots of Speed (which I am pretty sure can't ever be negated with Slow) are a more attractive option for everyone.
I don't really think of D&D as a counterspelling game. I remember the last high level fight that featured counter-spelling: we countered a lot of things, but weren't high enough level to counter the Wail of the Banshee that killed my character.
Let me say it again:
The primary reason why you use buff spells is that you can cast them well before combat. The secondary reason is that they provide very good benefits. The fact that those benefits come without taking up any of your precious actions during combat is the most important thing.
Roand-[/B]
Originally posted by Elric Ok, I should point out that these observations are mostly made for big parties (6-8 people). A big party has more chances to complement each other's abilities with spells and items. A party with two powerful melee fighters, two divine casters, two arcane casters, a rogue and one more character (probably a Cleric- everyone loves Clerics) has a huge advantage in terms of buff spells. They can have a lot of different spellcaster types and still get the buff spells that they need cast.
Basilisk- you've now used an extra feat from Quicken. In addition, buff spells are effective without requiring any feats, although it is harder to have them on exactly when you want them. However, the Iconic Wizard can do all of my example as a 12th level caster. No magic items, or even non-PH feats and races.
Save or Die spells really are the best way to counter characters with buff spells, since the buff spells don't really help in avoiding them. Fighter-types, on the other hand, need buff spells to have any chance against buffed opponents. A lot of enemies with SR and high saves (for example, a Mature Adult Red Dragon with say, 50k well spent on items) are very hard to defeat with magic unless you use Greater Spell Focus/Penetration, (Spellcasting) Prodigy Grey Elven Archmage-Incantatrix-Red Wizard types. Thus, most casters are better off using buff spells to give people a chance in melee.
Forrester's thread (the one Darkness posted a link to) shows that effect quite clearly, with magic items instead of buff spells. Divine Power, the haste spells, Tenser's, Improved Invisibility/Displacement (depending on whether or not you're a rogue and what type of enemy you're facing) and Stoneskin (until the very high levels) are the only PH buff spells that I can really see being used proactively in combat most of the time. Dispels hurt a lot more when you use combat actions to cast those buff spells.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.