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Mass area spells

milo

First Post
In the campaign I am playing in we are going to be attempting to raid a large encampment of slavers in the upcoming week. We have a druid and a cleric both 9th level with no meta magic feats and no chance to restock for higher level scrolls or items. I have been scouring the books and about the best cleric spell I have found is blistering radiance from spell compendium, 50' radius, 1 rd/level, 2D6 damage per round, fort for half. Boreal Winds from Frostburn is another good spell, 20' x 20' out to 760', it would last 5 rounds and be doing 9D4 damage, fort negates.

For a druid call avalanche would cover a 90' radius, dealing 8D6 and buries creatures that fail reflex saves. The druid also has entangle and briar web available.

Any mass CC or damage spells would be great, I am planning on using Righteous Wrath of the faithful and Recitation when we reach what appears to be the main battle. Our party has 2 rogues, a crusader, a swordsage, a druid, and my cleric. We have been able to enlist about 9-10 freedom fighters in the local area and we will be fighting about 200 enemies that I am hoping are fairly weak, but it is hard to tell sometimes. Any ideas or other helpful large area spells would be appreciated.
 
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Blizzard may not be a bad idea either if I can get the druid to go for it, 900' radius, lasts for 9 rounds and leaves 9' of snow. I can cast fly on myself and fly around after the blizzard is done casting blood snow covering 9 20' squares of snow with each casting of the spell, causes D2 points of con drain every failed save. The druid could wild shape into a bird and use similar tactics.
 

For Druids, I always liked Spike Growth and/or Spike Stones. Large area (one 20 ft square per CL), undetectable (except by mid/high level rogues), automatic damage, and a save or have speed halved (Spike Stones also just plain halves movement in it). That's a pretty good army killer right there. Medium range instead of Long, but that's still 190 ft, just Wildshape into something innocuous and get close enough to lay it down.

Spike Growth
Spike Stones
 

Hmm

Are there any slaves in this camp? Won't all these area spells kill them?

I sure wouldn't want to be shackled to a wall in a building when an earthquake hit, or when it caught on fire.

Ken
 

Are there any slaves in this camp? Won't all these area spells kill them?

I sure wouldn't want to be shackled to a wall in a building when an earthquake hit, or when it caught on fire.

Ken

Another good reason to use Spike Stones or Spike Growth. As long as you don't move, the spell won't hurt you. Not to mention that you'd probably want to make a semi-circle ring or similar shape out of it around the exterior of the camp anyway.
 

Conveniently enough the slaves are trapped in a wall of force effect, so they should be fine. I also don't think that the DM is thinking that we are going to go full assault on the encampment rather than trying to go with the stealth method.
 
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