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Girallon's Blessing and Fuse Arms

UltimaGabe

First Post
Hey, everyone. Could someone possibly be able to tell me what level these two spells are, and whether there are any costly material components needed to cast them?

Also, could that same person check the beginning of the Spells Section in Savage Species and tell me how much XP each of these takes to make Permanent?

I don't have my Savage Species handy, and I was hoping to make these two spells permanent on my character's cohort- and I can't seem to remember how much they were. If I'm not mistaken, they're both 3rd-level Sorcerer/Wizard spells, without any costly material components, and (I think) they both take 1,500 xp to make permanent.

Is this correct?
 

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UltimaGabe said:
Hey, everyone. Could someone possibly be able to tell me what level these two spells are, and whether there are any costly material components needed to cast them?

Also, could that same person check the beginning of the Spells Section in Savage Species and tell me how much XP each of these takes to make Permanent?

I don't have my Savage Species handy, and I was hoping to make these two spells permanent on my character's cohort- and I can't seem to remember how much they were. If I'm not mistaken, they're both 3rd-level Sorcerer/Wizard spells, without any costly material components, and (I think) they both take 1,500 xp to make permanent.

Is this correct?


I have never seen a more telegraphed combo in DnD product before. The two spells are on the same page for heaven's sake. I'm suprised they don't have a footnote that indicates the trademark from Kraft foods, Velveeta division. These spells were banned on sight in the campaign's I play in (though I have had fun messing with them in smackdown builds).

Sorry, I hate to respond to your thread without answering the question, but I don't have my SS in front of me either. More power to you if you can arrange these spells for your cohort.
 

Korak said:
I have never seen a more telegraphed combo in DnD product before. The two spells are on the same page for heaven's sake. I'm suprised they don't have a footnote that indicates the trademark from Kraft foods, Velveeta division.

.....huh?
 

He's saying it's a cheesy combo. I don't think it's all that bad myself - you use 2 3rd level spells to grant the target an untyped +4 to STR for 10 min/lvl. Making them permanent costs a significant amount of XP and can still be dispelled.

Both spells are Cleric/Sorc/Wiz 3, and to make them permanent a caster needs to be 13th level and spend 1,500 xp (each).
 
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Oh! I didn't even realize they were Cleric spells as well. Alright. Thanks. I guess that means I have to wait one more level before I can do it (as I'm a 10th-level Cleric/2nd-level Loremaster at the moment- I was expecting to have to buy a couple scrolls of it and make use of my Use Magic Device to cast it). Thanks!
 

Spatula said:
He's saying it's a cheesy combo.

... to the tune of ECL20 character (19 class levels) casting at 17th caster level (9th level divine spells) with 4 iterative attacks + a natural attack at a primary bonus of +64 to hit doing 3d8+81 damage while threatening from 15-30' and also at 0-15' with natural attacks. This was an early build. I'm sure it could be made much worse... and it doesn't even get into the subsequent smacks involving hulking hurler and the really throw anything ability. Granted, the two spells in question weren't the only factors, but the extra stackable strength can get very gross.
 

Just about anything can be abused given proper circumstances. If everything in the campaign you are in is made of paper then fireball and alchemist fires will be horribly broken as well ;)

in campaigns where most characters are medium size or smaller base you are looking at quite a few spells piled onto one character to get a benefit, and a single, targeted dispel is likely to end at least one of the spells, which will cascade into the rest.

it is definately powerful, but overly powerful especially compared to every other combo out there? doubtful.

They are 2 third level spells though. Plus a few other higher level ones to really get things going with it. Combined with a medium/short duration (10min/level usually means for me I'll have to memorize at least 3 per day to really get anything done with them, or burn a higher level slot twice) makes them very good for awhile, but then not so much. A single, well placed attack spell can actually still do more combined good strangely.

But it is a lot of fun to watch! ;) 'Hey boss, how come when you cast your spell on that guy he grew extra arms!!, that isnt good for us!' lol
 

Over at Exodus we simply added a house rule that the spells counter and dispel one another. You've still got one useful spell (Girallon's Blessing) and one slightly less useful spell (Fuse Arms). But you lose the ouch factor involved in combining this with Persistent Righteous Might, Shapechange, etc.
 

Sounds like the real problems are the other spells for the most part there ;)

Apart you have two fairly worthless spells, together you have a combo that can be pretty strong, but is very risky (takes two seperate 3rd level spells to start, along with at least one other spell to actually make the target of a bigger size, plus you have to make a dc19 will save whenever in a stressful situation or take a -2 to pretty much everything there is). Seems all right, the only time I can really see it causing problems is in incredibly odd circumstances, such as in an arena where you are given tons of time to prep but have a very short battle. Is disjuction also banned? If not it solves the whole problem in a flash, of course it is a major problem itself. Way more than these two spells could ever hope to be.
 

With Time Stop and prep rounds, needing 4 spells to get a +10 to strength (not including what the +20 or more that Righteous Might and Shapechange will give) isn't that big of a deal. And a DC 19 Will save will only be faile on a 1.

Two fairly worthless spells? Girallon's Blessing lets you carry items and still wield your weapon. It lets you carry a shield and still use a three-handed weapon. It lets you do all sort of interesting things. It combines ith Spell Flower to let you carry lots of touch spells at once.

Fuse Arms is useful because it can combine with Shapechange to give high strength boosts, or can dispel your foe's Girallon's Blessing. I've got an epic caster that memorizes a Fuse Arms for just such an ocasion. Why risk a caster level check when you can just say "lose those arms" and watch your foe's Spellblades and Rod of Absorbsion drop next to a lava pit for easy disposal. :)

Disjunction is not banned, but it is severely nerfed. It is now just a Greater Dispel Magic with no maximum bonus limit.
 

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