Need help selecting one spell.

Darmanicus

I'm Ray...of Enfeeblement
I can do this myself however I'm interested in ENWorlders opinions so here goes......

I've just hit 9th level as a Necro specialist and have got the Necro spell covered however I'd be interested in what you think would be a good choice for my other spell and why given the following factors:

1. Necro specialist with barred: Illusion and Evocation.
2. Current situation: Just got through to the second round of a gladiator match.
3. Cannot leave the gladitorium until either we win the event or lose therefore this spell could be the only one I have access to for the entire tournament.
4. Our next opponents are 4 Dwarven Barbarians :heh:

So let's have it then........
 

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You do realise your DM posted in General Discussion asking for ways to spice up the arena, yes...?

Man, these Chinese Walls are made of rice paper.

Anyway: grease (if they can't get to you, they can't hit you); fly (ditto); haste (buffing the party always works)
 

hong said:
You do realise your DM posted in General Discussion asking for ways to spice up the arena, yes...?

Man, these Chinese Walls are made of rice paper.

Anyway: grease (if they can't get to you, they can't hit you); fly (ditto); haste (buffing the party always works)

No, I haven't seen that particular thread yet :heh:

Haste I have already and tbh I really don't want to waste a 5th level spell opportunity on anything less than a 5th level spell. I should have maybe made that point.

So just 5th lv spell suggestions please folks.
 




Ok, 1 spell, 5th level, not Illusion or Evocation:

Cloudkill - great against living mooks, good against everybody else, because Con damage just hurts.

Transmute Rock to Mud - Only good if the area is known to be made of "natural, uncut or unworked rock".

Telekinesis - Will save to avoid being grabbed - nothing ruins a fighter or barbarian's day like being picked up used as a bludgeon on his fellow party members. Also is simply darn useful, and can be used creatively.

Hold Monster - Can hold most any living thing. Then you just cut them down where they stand. Make sure someone can get close enough to them fast enough to do the killing before they make a successful save.

Dominate Person - Sure, they get a second save at +2 if you tell them to kill their lifelong friends, but if they don't, you have the joy of knowning that they will be doing their darndest to carry out your wishes, Master.

Personally, from a multi-use standpoint, I'd go with Telekinesis, can be offensive or useful at the time of casting. From a "I command the forces of the world" standpoint, Dominate Person. From the viewpoint of Dead Enemies are the Only Enemies I Like Conversing With - Hold Person or Cloudkill, depending on the make-up of your party. Good at bull rush/trip - Cloudkill. Good at running/coup-de-grace/dwarf tossing for crowd amusement - Hold Person.

PS: Wall of Stone is cool, but given your locale, it may be hard to meet the requirements, i.e., "however, it must merge with and be solidly supported by existing stone".
 


I would definitely take either Summon Monster V or Telekinesis. Summon V will let you send any number of beasties to attack your dwarven opponents...aid in flanking...etc. Telekinesis will allow you to disarm, bullrush, grapple or trip your opponent from a distance...or even use the violent thrust to damage the opponents as well.
 

hong said:
IMO anything with a Fort or Will save is a losing proposition against a raging dwarf barb....

Perhaps. The dwarven bonus is against all spells, and the raging bonus vs. Will isn't extreme (unless they are much higher level), so that really sounds like they'll have a competent Will save, not excessive. Fort saves are a lost cause from a magical effect against them while raging, which will limit most Necromancy, and without Evocation, the one possible weak save of Reflex just isn't in his likely complement.

So that leaves things with Will saves or no saves, and I don't see many that would be relevant in the Core of that level.

Summon Monster does have some merit, as it removes the dwarf's benefits from the equation of what spell to cast.

Another issue would be, does the necromancer in question have other Enchantment or Will save based spells? If so, Mind Fog. You massively reduce their Will Saves, and can use less powerful Will based magic to better effect (if you already have it).
 

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