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More killer spell combos
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<blockquote data-quote="Saeviomagy" data-source="post: 1781014" data-attributes="member: 5890"><p>Which does what precisely? As far as I can tell, the blade barrier has no additional effect whatsoever.</p><p></p><p></p><p>Ooooh, scary. Two rounds of cloudkill. Remember people - cloudkill MOVES away from the caster at a minimum of 10 feet per round.</p><p></p><p>The interaction of the point of origin of a spell and a force effect is undefined. I daresay most DMs would not have a cloudkill "hit" a wall and stay there - they'd have it "hit" the wall and then cease operation.</p><p></p><p>Well, that one certainly does nothing.</p><p></p><p>IF you've got a first level darkness spell. Won't work on fog.</p><p></p><p>Now that one's pretty sweet.</p><p></p><p>Note that by the RAW, it only causes flat-footedness when the target tries to move. For some reason despite needing repeated reflex saves to stay standing, the target is considered just hunky dory if he stands and fights...</p><p>Shame that sleet storm blocks vision really...</p><p></p><p>Reverse gravity seems a bit heavy-handed (heh - get it?). Why not go with a telekinesis instead? If the target is light, violent thrust, otherwise use the "move the grapple" option on the combat maneuver entry.</p><p></p><p>And if you feel real lucky, you can even go with bullrushing the target.</p><p></p><p>Shatter is a great and very overlooked spell.</p><p></p><p>This isn't really much of a combo at all - after 'flesh to stone' the target is basically already dead. After that, you should really just find a way to hide the statue forever (to prevent resurrection). Shame you can't permanence 'sequester'.</p><p></p><p>The rest of the steps are... fairly pointless. Beyond the fact that you could just use stoneshape instead of the middle three spells.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1781014, member: 5890"] Which does what precisely? As far as I can tell, the blade barrier has no additional effect whatsoever. Ooooh, scary. Two rounds of cloudkill. Remember people - cloudkill MOVES away from the caster at a minimum of 10 feet per round. The interaction of the point of origin of a spell and a force effect is undefined. I daresay most DMs would not have a cloudkill "hit" a wall and stay there - they'd have it "hit" the wall and then cease operation. Well, that one certainly does nothing. IF you've got a first level darkness spell. Won't work on fog. Now that one's pretty sweet. Note that by the RAW, it only causes flat-footedness when the target tries to move. For some reason despite needing repeated reflex saves to stay standing, the target is considered just hunky dory if he stands and fights... Shame that sleet storm blocks vision really... Reverse gravity seems a bit heavy-handed (heh - get it?). Why not go with a telekinesis instead? If the target is light, violent thrust, otherwise use the "move the grapple" option on the combat maneuver entry. And if you feel real lucky, you can even go with bullrushing the target. Shatter is a great and very overlooked spell. This isn't really much of a combo at all - after 'flesh to stone' the target is basically already dead. After that, you should really just find a way to hide the statue forever (to prevent resurrection). Shame you can't permanence 'sequester'. The rest of the steps are... fairly pointless. Beyond the fact that you could just use stoneshape instead of the middle three spells. [/QUOTE]
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