• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Most wanted (spells)

Spells:

Forcewave (and Grease, for those tough to smack opponents)
Burning hands
Aganazar's Scorcher
Bull Strength
Haste
Summon X (good=monster, while my acolyte of the skin likes summon undead 4)
Enervation (the acolyte really needs another 4th level spell...)
Web

And Stone Bones and Undead Torch, as our monk accidentally let himself become metabolically challenged. A hasted, torched monk is very, very scary.

Oh, and Obscuring Mist, although every time I use it, no matter how appropriate the circumstances, something always goes wrong. Like there's a secret passage around, so we get ambushed anyway (used it to prevent being targeted by spells/arrows), or the damn flying critters hunting by scent instead of sight (I can't figure that...), etc. I've stopped memorizing it, actually.

And the swiss army spell, prestidigitation. Something creative can always be done with that gem.
 

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Every single combat starts with every single player activating their "Boots/Bracers/Belt/Whaterver of Speed" to get Haste going.

Then the hasted partial action is a True Strike or Shield potion for about three quarters of the players.

As the party buffer, my most frequently cast spells are Magic Vestment and Greater Magic Weapon. Each player gets one of each, so that's 8-10 of my daily spells right there.
 

Into the Woods

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