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Help my 12 hp wizard (lvl 4)
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<blockquote data-quote="Gaiden" data-source="post: 1632783" data-attributes="member: 103"><p>Regarding shield other - be very careful with the 20' range cap on the spell.</p><p></p><p>I am currenlty playing a cleric of Pelor in RttToEE (which is nearly reaching its conclusion - we just beat Hedrack). I regurlarly used this spell at lower levels on the warriors so that they could survive the beatings. In fact, I typically cast it on both front liners (we had two tanks - one AC, one HP's). My DM joked that my character was a masochist and believe me, those AoE spells really REALLY hurt - well, me anyway <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>However, the 20' range cap was extremely limiting. We would have to move, and then ready an action to move when the counterpart moved 20' away again. Also, it sucked for AoE spells because we would always all be caught in them. And all of this I am telling you about was occurring in your classic dungeon setting, i.e. in confined spaces. In an open area the spell would be almost useless being trumped by tactical movement before the first combat was finished (it does have an incredibly long duration).</p><p></p><p>If you are thinking of this spell, my recommendation is to enlarge it. I know 3.5 nixed the stacking of metamagic feats so perhaps you could instead get a rod of minor enlargement (that sounds ..., well n/m). I'd say to be on the safe side it needs to be enlarged 3x to 80'. That makes the spell much more versatile and works at higher level when aerial combat has been introduced and greater rates of movement.</p></blockquote><p></p>
[QUOTE="Gaiden, post: 1632783, member: 103"] Regarding shield other - be very careful with the 20' range cap on the spell. I am currenlty playing a cleric of Pelor in RttToEE (which is nearly reaching its conclusion - we just beat Hedrack). I regurlarly used this spell at lower levels on the warriors so that they could survive the beatings. In fact, I typically cast it on both front liners (we had two tanks - one AC, one HP's). My DM joked that my character was a masochist and believe me, those AoE spells really REALLY hurt - well, me anyway :). However, the 20' range cap was extremely limiting. We would have to move, and then ready an action to move when the counterpart moved 20' away again. Also, it sucked for AoE spells because we would always all be caught in them. And all of this I am telling you about was occurring in your classic dungeon setting, i.e. in confined spaces. In an open area the spell would be almost useless being trumped by tactical movement before the first combat was finished (it does have an incredibly long duration). If you are thinking of this spell, my recommendation is to enlarge it. I know 3.5 nixed the stacking of metamagic feats so perhaps you could instead get a rod of minor enlargement (that sounds ..., well n/m). I'd say to be on the safe side it needs to be enlarged 3x to 80'. That makes the spell much more versatile and works at higher level when aerial combat has been introduced and greater rates of movement. [/QUOTE]
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Help my 12 hp wizard (lvl 4)
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