Looking for high-level badass spell combos

gfunk

First Post
So let's say you are a sorcerer. You can pick one 9th level spell and one 8th level spell. You want to make a nasty combo where the spells can complement each other, yet still have considerable utility on their own.

What do you choose?

Sources allowed: PHB and all WOTC splatbooks (including T&B)

Banned choices:

1. Polymorph Any Object
2. Hide Life

Thanks for your creative input!

<edit>
Oh yeah, no FR or OA stuff either.
 
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this is Bauglir's idea, posted elsewhere.

Round 1:
Haste (& wait)
Round 2:
Delayed Fireball (5)
Round 3:
Delayed Fireball (4)
Round 4:
Delayed Fireball (3)
Round 5:
Delayed Fireball (2)
Round 6:
Delayed Fireball (1)
Round 7:
2 x Fireball (70d6 damage kicks in at this point)
Round 8:
Pick up loot
 
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One of my favorites is Prismatic Wall and Telekinesis.

I mean, nobody's gonna be stupid enough to run into a Prismatic Wall, but if your throwing them through it, then they'll have to make all those fun saving throws against elemental damage, poison, insanity, turned to stone, planeshifted and so on.

Prismatic Wall can be used for divide and conquer tactics, or readied to be cast right in front of a charging enemy. Telekinesis is useful for moving things in hard to reach places, and anywhere where you're fighting near something unpleasent. If you have a gullible DM, you can use the 'barrel of shuriken' trick to deal massive damage.

Also surprisingly good are the Bigby's Hand spells. The Clenched Fist deals respectable damage (1d8+12) with an insane attack bonus (level+attribute+12) and it's Save or Stun on a successful attack. Bigby's Grasping Hand is pretty similar but it grapples. Now put the two together and you have an immobile, stunned, enemy who's getting beat on by the Hands for several rounds.
 

Telekinesis gets a will save. Might as well just Phantasmal Killer them if they are not immune. Then again, that is not nearly as cool.
 

Maze
no save no SR, gone for multile rounds and possibly minutes
too sweet


Force cage, too sweet

Here is the spell list for one of my BBEGs

1 MM, True Strike, Feather Fall, Cause fear
2 Darkness, Shatter, detect thoughts, see invis
3 Fire Ball, Lightning bolt, Wind Wall, Vampiric Touch
4 Minor Globe, Stoneskin fire shield, ice storm, mass darkvision (T&B)
5 Bigby’s interposing hand, dismissal, teleport, rary’s telepathing bond
6 Greater Dispelling, Repulsion, Chain lightning, Contingency
7 Force Cage, Spell turning, finger of death, prismatic spray
8 Otilukes telekenitc sphere, clone, horrid wilting, Prismatic wall
9 Pris Sphere, meteor swarm, Teleportation Circle, Temporal stasis
 

You want a pair of 8th- and 9th-level spells that work well together?

I like Prismatic Wall and Bigby's Crushing Hand. Either one is very useful on its own. To use them together, you set up the wall, and have the hand bullrush an opponent into it.

In general, you should tend to avoid spells with expensive material components, like Forcecage or Temporal Stasis. The price quickly becomes prohibitive, since a sorcerer should be casting his best spells multiple times per adventure.
 
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Saepiroth said:
this is Bauglir's idea, posted elsewhere.

Round 1:
Haste (& wait)
Round 2:
Delayed Fireball (5)
Round 3:
Delayed Fireball (4)
Round 4:
Delayed Fireball (3)
Round 5:
Delayed Fireball (2)
Round 6:
Delayed Fireball (1)
Round 7:
2 x Fireball (70d6 damage kicks in at this point)
Round 8:
Pick up loot

Again I have to counter with haste and two delayed blast fireballs per round.
They cap at 20d6, and you don't have to increase casting time cause it's no metamagic! So you'll end up with 10 delayed blast fireball spells or 240 d6 at 20th-level (for an average 840 damage). Now consider throwing in time stop for some more delayed blast fireball spells.....
 

And by what means are you casting all those DBFB in that few rounds? How many spell slots do you have? You're talking about 10 of them? 2 each round of delay for 5 rounds!
 
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when we're talking the 20th-level sorcerer here, there is no problem turning up 10 or more slots of 7th level or higher. Even a 17th-level sorcerer has 6 7th-level slots and 4 8th-level, and with high enough charisma, he might manage it a level earlier (with bonus spells).
 

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