Need help selecting one spell.


log in or register to remove this ad

If Transmute Rock to Mud is too chancy (worked stone, etc), then go with Wall of Stone.

Splitting them up is perfect, and allows your guys to concentrate their attacks. Sure, the Bbns can break through, but that takes time. My PCs always have at least 1 Wall of Stone spell handy. Heck: get scrolls of it.
 

Darmanicus said:
Thanks to the guy who posted Mind Fog. I've had a look at it and it's really crying out to me. It's AoE and more likely to effect these guys.

If I even get one of them with it then I have 2nd level spells which will take it out for about 8 rounds :D

So thanks and wish me luck ;)

You are most welcome. It's a wonderfully tactical spell from either side of the table (I've used it as the GM, and my players have used it against my monsters - both to great effect), so long as you aare outfitted to take advantage of Will save based spells and effects. (Particularly nice when running an advanced Naga, or Illithid Sorcerer). Good luck. You guys need to keep surviving as I'm enjoying the Story Hour write-ups.

Nail said:
If Transmute Rock to Mud is too chancy (worked stone, etc), then go with Wall of Stone.

As noted previously, while a great spell, the circumstances can't guarantee them stone in the area with which to meld it (which is required by the spell). The floor of the stadium and the walls aren't guaranteed to be stone, which is why I only suggested it as a "PS" with the caveat of needing supportive stone.
 

Hmm.. has to be a necromancy spell, eh. Let's see here.

Well, first things first - do you already have Bestow Curse? I know it's only a 4th level, but it's truly the gift that keeps on giving. Oh, and Enervation. Gotta have that one too.

PHB: Waves of Fatigue isn't bad. No save, and helps deal with some of that barbariany goodness that you've got coming your way. Symbol of Pain, while a nice effect, is costly, slow, and allows a fort save - bugger that. Magic Jar's potentially fun, but useless in an arena situation. WoF is the winner if we're strictly PHB.

SC: Wrack's good. Takes someone out of a fight quite well. But it's single target and a fort save. May not be the best option. Summon Undead V would be awesome - shadows or wraiths will make quick work of that fight - but it's a Conjuration spell, annoyingly enough. Spiritwall may be good for area control. It's a will save, fears, deals damage, and can give negative levels. Just make sure to place it carefully. Night's Caress isn't bad.. damage and fort save or take con dmg, but again it's single target and fort is your opponents' strong suit.


Really to come out ahead in this fight you're going to have to do two things: control your enemy's mobility and play on their weaknesses. With that in mind, and given the options available, I'd go with Spiritwall for your 5th lvl necromancy spell.


Edit: God damn my lack of reading skills. You already have the necro spell covered. Bah. Feh. Nevermind this whole post then.
 



... but there are better options than Hound Archon, it turns out:

Formian Taskmaster: Why settle for dominate person once when you can have dominate monster (as a Supernatural ability) at will, up to four slaves at a time?

Bralani Eladrin: (check it out here) -- new celestial, often overlooked, kicks much butt! Check out those at-will SLAs. "Oh, and the whole party is blur'd, again, too." It's an archer, it's a whirlwind (for the Druid's benefit, if you have one), wind wall can shut down an archery team, mirror image means it will probably survive all the combats -- it's a great choice for a celestial servitor.

Cheers, -- N
 

Sejs said:
Magic Jar's potentially fun, but useless in an arena situation.
Magic Jar is very useful... if you can convince your DM you can have your familiar be the possessor while you continue to zap, zap, zap away from your normal body
 

Sejs said:
Edit: God damn my lack of reading skills. You already have the necro spell covered. Bah. Feh. Nevermind this whole post then.

Nps mate, thanx for the input. I also should have mentioned core only spells unless we specifically ask for non-core well in advance.

Where are the Summon Undead spells btw?
 

Nifft said:
... but there are better options than Hound Archon, it turns out:

Formian Taskmaster: Why settle for dominate person once when you can have dominate monster (as a Supernatural ability) at will, up to four slaves at a time?

Bralani Eladrin: (check it out here) -- new celestial, often overlooked, kicks much butt! Check out those at-will SLAs. "Oh, and the whole party is blur'd, again, too." It's an archer, it's a whirlwind (for the Druid's benefit, if you have one), wind wall can shut down an archery team, mirror image means it will probably survive all the combats -- it's a great choice for a celestial servitor.

Cheers, -- N

Planar Binding spells are out of the question due to lack of funds and the fact that Morrus doesn't like them very much.

I'll definitely be considering Summons at some point; in fact I really should have bought some different stuff before this began ie. scrolls to transcribe into me book.

I'm still going with Mind Fog though I think. I've never used it before and hopefully it'll be a bit of fun.
 

Remove ads

Top