One Stinky Ball of Ice

Not such a good idea vs Flying...

The hemisphere, even if cast like a Net over the flying mage, is not immune to gravity. The thing will fall to earth, and take falling damage.

Your probably better off simply casting Stinking Cloud & Wall of Ice on the rest of the party (the ones not flying) .

If you really want to be mean, cast Grease and Stinking Cloud in the same area. This will force those in the area to spend most of their actions just getting to their feet.

If you want to get the flyer out of the sky, there is possibly a better option, if the terrain is co-operative. Ready an action to cast Web as the caster flys through a certain area. This should be enough to put the flyer out of action. After all, spiders use webs to catch fly's all the time.

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Re: Not such a good idea vs Flying...

Lord Zardoz said:
The hemisphere, even if cast like a Net over the flying mage, is not immune to gravity. The thing will fall to earth, and take falling damage.

Your probably better off simply casting Stinking Cloud & Wall of Ice on the rest of the party (the ones not flying) .

If you really want to be mean, cast Grease and Stinking Cloud in the same area. This will force those in the area to spend most of their actions just getting to their feet.

If you want to get the flyer out of the sky, there is possibly a better option, if the terrain is co-operative. Ready an action to cast Web as the caster flys through a certain area. This should be enough to put the flyer out of action. After all, spiders use webs to catch fly's all the time.

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That's... Simply evil. I had thought that the PCs in the shell would be trying to claw their ways out. But then they would depend on the party mage. And then the Wizard could focus on the party mage, singularly. Bwhaha. :)
 


However, on second thought, the one wiht the worst Fort save is the Mage (Naturally). The otherse will likely save, and thus bust through in no time.
 

Well, if you want to torture your PCs, just cast a Transmute Rock to Mud spell under the land-bound PCs, assuming you're in a cavern or outside where there's natural rock.

They sink to chest level, and then you hit them with Dispel Magic or Transmute Mud to Rock. Quickened even, if you're really sadistic. They stay held in rock until you get rid of the pesky flying mage.

Andargor
 


Ok, unfortunate. It's one of my favorite combinations :)

What's wrong with a Stinking Cloud on the land-bound PCs and a hemispherical Wall of Force to seal it off?

Andargor
 


Xarlen said:
However, on second thought, the one wiht the worst Fort save is the Mage (Naturally). The otherse will likely save, and thus bust through in no time.

Since this is starting to become as much a strategy advice thread as a rules question, some more information on the fight could be very useful. All I know is that it is likely outside since your worried about Fly and there is Dirt involved.

If you want to impair everyone, you could use the Grease + Stinking Cloud + Wall of Ice combination. But that is 3 spells that would need to be case in rapid succession. Four if you want to use the Web trick to catch the flyer. So I must ask two questions...

1) Is your villain a Mage or Sorcerer?
2) Does he have any apprentices?

A Mage (or a Sorcerer with Scribe Scroll) with 2 or 3 3rd or 4th level apprentices can cast all of these spells in one round if the apprentices use scrolls scribed by the villian. It gets worse if the villian can choose the time and place of the confrontation with the players.

All you need to do is have the apprentices use Invisibility spells and prepare readied actions to cast from the scrolls at the right moment. Have the villian hold his action until after the apprentices cast Grease and Stinking Cloud, and finally encase the land locked opponents in the Ice Hemisphere. Grease is a Reflex save and Stinking Cloud is Fort, so only a Monk is likely to escape both spells. If they start to break through, have someone cast a Web through the new opening inside the hemisphere, which should slow them down even more.

Then all you need to do is have one of the apprentices prepare a readied action to nail the flying mage with a Web when he gets into position, and have the other use a readied action to cause damage and force concentration checks on the flyer while the Villian unloads on him.

Or have the villian do a focused dispel to kill the fly spell and have an apprentice cast the Web under him to catch him.

The apprentices will likely die to the first fireball, but the appropriate protectoin from elements can keep them around a bit longer. Besides, you only really need them for the suprise value of the first casting.

Otilukes resilient sphere is also a nice spell with which to nail your mage opponent.

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Okay, here is the situation. The PCs are dealing with a Blight Magic user. He is, at the moment, trying to inact a ritual which will exchange the souls of three Fey, and allow him to free an Unseelie (a very nasty fey), in exchage for the Fey to heal him, body and mind, from the corruption of Blight Magic.

He DID have a whole group. However, they have been killed through other skermishes (The whole dang FOREST, and this is the High Forest I add, is after these guys); the PCs have one of his 'party' apprehinded, an Insane druid.

He will be there alone. He will be in the Fey Mounds; an open 'field', a small hilly area, where the bridge between the Fairy Courts are able to be bypassed.

He's a 14th level wizard. He knows nothing of the adversaries he'll be fighting, and expects a fight with ANYTHING.

I would note that I have access to the BoEM I and II, BoVD, T&B, MagoF, N:BtG, and R&R.

You'd be amazed how hard it is to shuffle through all these to pick spells.
 
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