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Fantasy Arms Race, Round Two
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<blockquote data-quote="dglass" data-source="post: 754984" data-attributes="member: 5484"><p>I'm not good at writing so I will leave the actual battles up to you guys. I have thought up some more nasty tricks.</p><p></p><p>One Detect Scrying spell would go a long way to keeping troops alive. Rather then just standing around after you have been found you would know to either change location or set up an ambush for the impending attack. The Nondetection spell might see some limited use. I think it would be cast on leaders if an assasination attempt is suspected.</p><p></p><p>Spies who have infiltrated the camp could cast Invisibility then Detect Thoughts while standing outside the enemy commanders tent. If Bard, Sorcerer, or Wizard they can then Whispering Wind the intelligence to allies. I'm not sure what a Cleric could do.</p><p></p><p>Someone mentioned using Detect Magic to single out casters. Casting Nystul's Undetectable Aura would let you move about the battlefield a little easier. I see this as becoming more and more important in later rounds. Entire fields of specialty might arise from the need to identify and neutralize enemy casters while defending your own.</p><p></p><p>The Mount spell might provide a useful trick. It would appear as though your forces are too far away. They couldn't march fast enough to get to the battle in time. And even if they could they would be to tired to make a difference. Two hours later your forces ride over the hill. They leap from thier mounts which then disappear. I couldn't see it working often but maby once.</p><p></p><p>I think the Cressians are going to become adept at fighting in rough weather. The first time Call Lightning is used is going to be devastating. Another one is Ice Storm. It has a long range and a cylinder effect. The Control Winds spell might make any sort of aerial superiority moot. Griffons can still fight on the ground but I don't think they would want to.</p><p></p><p>Finally, the Cloudkill spell. This is most useful when you are trying to hold the high ground such as a tower on a hill. Just cast this and let it roll down into the enemy. If someone already has the fog of war going it becomes even more confusing to the attackers.</p></blockquote><p></p>
[QUOTE="dglass, post: 754984, member: 5484"] I'm not good at writing so I will leave the actual battles up to you guys. I have thought up some more nasty tricks. One Detect Scrying spell would go a long way to keeping troops alive. Rather then just standing around after you have been found you would know to either change location or set up an ambush for the impending attack. The Nondetection spell might see some limited use. I think it would be cast on leaders if an assasination attempt is suspected. Spies who have infiltrated the camp could cast Invisibility then Detect Thoughts while standing outside the enemy commanders tent. If Bard, Sorcerer, or Wizard they can then Whispering Wind the intelligence to allies. I'm not sure what a Cleric could do. Someone mentioned using Detect Magic to single out casters. Casting Nystul's Undetectable Aura would let you move about the battlefield a little easier. I see this as becoming more and more important in later rounds. Entire fields of specialty might arise from the need to identify and neutralize enemy casters while defending your own. The Mount spell might provide a useful trick. It would appear as though your forces are too far away. They couldn't march fast enough to get to the battle in time. And even if they could they would be to tired to make a difference. Two hours later your forces ride over the hill. They leap from thier mounts which then disappear. I couldn't see it working often but maby once. I think the Cressians are going to become adept at fighting in rough weather. The first time Call Lightning is used is going to be devastating. Another one is Ice Storm. It has a long range and a cylinder effect. The Control Winds spell might make any sort of aerial superiority moot. Griffons can still fight on the ground but I don't think they would want to. Finally, the Cloudkill spell. This is most useful when you are trying to hold the high ground such as a tower on a hill. Just cast this and let it roll down into the enemy. If someone already has the fog of war going it becomes even more confusing to the attackers. [/QUOTE]
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