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Cool Spell Combo's

I've always wanted to try out the following:

One high level Create Water, around or immediately above the target.

One high damage Cold area attack spell.

Do damage to the enemy and freeze him in place.
 

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Firebrand is a Sor/Wiz spell, 4th or 5th level (I don't recall ATM), in Magic of Faerun.

Damage cap is higher than fireball, at 15d6. And you get one 5-foot-radius burst PER LEVEL, however, getting creatures with more than one burst does nothing -- it's just a "MIRVed Fireball" effect (IOW, hit Bob with one burst or twenty, the damage will be the same -- 1d6 per level, capped at 15d6).

GREAT for clearing out large swaths of enemies ... or for filling large voluems of space with fire, hoping to get the invisible pixie who's been tormenting you ...
 

It's especially nasty, by the way, when cast by an Elder Fire Elemental with an artifact that makes all his [Fire] spells:

a/ increase Save DC by +6,
b/ ignore SR,
c/ ignore energy resistance/immunity,
and d/ increase damage cap by 5 dice.

-Hyp.
 


I lost a character to this recently in a PbP arena:
Quickened Haste
-and-
Prismatic Wall
-and-
Bigby's Forceful Hand.
Put the wall behind them (relative to you) ... and use the Hand to bull-rush them THROUGH it. Sucks to be THEM, heh. The saddest part is ... it's a one-round instakill

And Koras X'Metrian will never be the same after that...

I'd just like to add on that in that same PvP Arena, he used Reverse Gravity to "roll" his opponent into a Prismatic Wall. I'll let you figure that one out for yourselves.

Hmmm...spell comboes eh? How bout Vampiric Touch and Spectral Hand? Hehehe, just kidding.

Or how about Time Stop and Blade Barrier? LoL, gotcha! I know I know...

Now seriously. How about:

Maze + Prismatic Sphere + Permanancy

If the Maze keeps them away for 2 rounds, cast a permanent Prismatic Sphere around the area where the subject was before being "mazed". Expensive, but effective. It has its flaws, but against most opponents, they're effectively stuck in there.
 

Hypersmurf said:
Out of curiosity - what would you rule the effect of someone with those two spells running getting hit with a longsword for 8 damage would be?

Depends on the longsword... Normal/MW/Magical - No damage. Flaming, Acidic, etc. - No "normal" damage, but all flames/acid/etc.
 

Pax said:
Firebrand is a Sor/Wiz spell, 4th or 5th level (I don't recall ATM), in Magic of Faerun.

Damage cap is higher than fireball, at 15d6. And you get one 5-foot-radius burst PER LEVEL, however, getting creatures with more than one burst does nothing -- it's just a "MIRVed Fireball" effect (IOW, hit Bob with one burst or twenty, the damage will be the same -- 1d6 per level, capped at 15d6).

GREAT for clearing out large swaths of enemies ... or for filling large voluems of space with fire, hoping to get the invisible pixie who's been tormenting you ...

Sor/Wiz 5, medium range. One 5' burst/level where each burst does 1d6/level damage.

Overlaping bursts do not cause extra damage. If, however, you are fighting a very large creature, multiple busts can damage them without being overlaped. I would suggest DMs should house-rule this out.
 

LokiDR said:


Sor/Wiz 5, medium range. One 5' burst/level where each burst does 1d6/level damage.

Overlaping bursts do not cause extra damage. If, however, you are fighting a very large creature, multiple busts can damage them without being overlaped. I would suggest DMs should house-rule this out.

It's been Erratta'd / FAQ'q out anyway. MoF Errata v3012002:

p94, in firebrand:
Clarify firebrand so a creature can only be affected by one burst. Add to end of second paragraph, "... additional damage (a creature can only be affected by one burst)."
 

bret said:
Requires cooperation, but something like Solid Fog + Blade Barrier could be fun.

Why stop at Solid Fog?

Go for Acid Fog, throw the extra 2d6/round of damage in, just to add insult to injury. :D
 

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