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Reach Spell. +Two Spell Lvls??

Xarlen said:
As to the bit about Necromancers, look in three books: Tomb and Blood, Magic of Fearun, and Necromancy: Beyond the Grave, by Mongoose Publishings.

You'll find a Buttload of spells for your necromancer:

Spiritworm- Con damage, every round.
Spiritwall- Negative Energy wall, does damage, Fear effect.
Bone Wall- Wall of bones that can attack, absorbs some damage.
Undead Conduit- Cast spells through a corpse (like a spell window)
Animate Dead Animal- Need I say more?
Summon Undead- Not Necromantic, but still.
Whispers of Death's Voice- Speak through undead.
Sensory Link- Link with an undead's senses (an animated rat with this makes a perfect scout).

More, and More, and More.

Not to mention Necromancy: Beyond the Grave has necromancer feats, not to mention cool effects (end up looking like a living corpse, grow talons for hands, slowly turn undead). Just, Good Stuff.

Necromany: Beyond the Grave is a fantastic book. But I think he was refering to the core rules.
 

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melkoriii said:


So 1d8+5 HP for a 3rd lvl will make or brake his situation.

I see a Summons III has a better chance of helping him.

Lets see, to cast a Summon III it takes a full round before the creature comes into play. So the fighter is hurting badly and surrounded by the creatures in the pit. He yells for a heal and the cleric responds sorry but I think a Summoned creature will be more helpful to you and begins to cast. Creatures all get their attacks before the next round and the fighter is down and dying if not outright dead. Summoned creature comes into existance and the Cleric looks in the pit and now his summoned creature is being mauled by the creatures in the pit. It is possible that the Reach enhanced Cure might have been enough to help him get through the fight. Now, it is also possible that it might not have helped but one would never know if the cleric did not have it. Is it the end-all, be-all of Clerical metamagic feats? No but it does have its uses and as stated by others, making it only +1 level really throws out of whack other casters who might be using it for touch spells. It is not a Cleric/Paladin or Divine only feat, but a feat that is useable by all casting classes and should stay that way.
 

Its funny how most are all awed by Harm and how a reach harm is so powerful.

I feel sorry for those that have a save on harm because at lvl 7 clerics get Destruction.

25'+5/2 lvls range

Fort save for partial

Die or save for 10d6 damage.

I you die only True res or wish and other spells can bring you back.

So Harm with a 30' for lvl 7 is SOOOOO differant. I mean it dosnt kill you. If you die from other damage you can be brought back by normal means.

Also as said before. This is only one spell. Have you looked at the other spells a cleric can use with this? Most will have DC save that the mobs you would be useing it agenst at the lvl would laugh at.


Looks like I have one person useing it (Druid) and no one else that has posted. Seems to me that this is better than say Empower Spell. You dont see meny Wiz/Sor/Clerics with that feat.
 

What is so powerful about 30'? As thats what this feat gives you. ALL other effets of the spells are the same. Touch attack, Saves (or lack there of) and effect are all the same.

30' is two spell slots more?

I dont think so.

How meny who played 2ed (god the horror) had cleric with Cure spells one lvl higher but with reach?

I did.
 

melkoriii said:
What is so powerful about 30'? As thats what this feat gives you. ALL other effets of the spells are the same. Touch attack, Saves (or lack there of) and effect are all the same.

30' is two spell slots more?

I dont think so.

How meny who played 2ed (god the horror) had cleric with Cure spells one lvl higher but with reach?

I did.

30 feet can mean alot. Wear heavy armor and you can't move 30ft and still cast the spell. Have an enemy that's behind a shield wall other other obstical that you can't get by? Or perhaps the target is 30ft below you, or even 30ft above? Perhaps you have a lousy strenth, but a great dex so your ranged touch attacks are easier then your reguliar touch attacks.
 


Darkness said:
Care to start a thread about them / e-mail them to me? I'm dying (pun intended!:D) to see more cool ideas for necromancer spells. :)

- Darkness

I'm slowly going through things and posting them in the House Rules. However, I'm doing Prestige Classes first. Perhaps one day I'll get to spells, but prestige classes are more important to me.
 


First of all, metamagic spell are often weaker than a spell of equivalent level. Usually, you use them because you need to.

With the exception of quicken spell, most metamagic help you out of a bing. Can't speak? Silent spell. Got to cast in armor? Still spell. Need the punch of an Acid storm or a cone of cold but don't have one on hand? An empowered lightning bolt or fireball could be a substitute.

None of these options are as powerful as a spell of equivalent level but often they are the only solution.

Secondly, these feats are most useful for people who can cast on the fly. The cleric is in that category even though it applies only to his cure or inflict wound spells.

With this in mind, yes, I think reach spell is worth +2, especially if you have the ability to cast on the fly. There are many situation where this could become a life saver.

How so?

Simply because you can easily be down to this last option to win a fight.

No later than last game the PCs where fighting an half-dragon stone giant with a bonus to hit of +22 and damages of 2D6+19! At the rate the fighter and the giants are slugging at each other the next round will see the death of one of them. A little cure would tip the balance in favor of the fighter. That giant has reach and it's hard to manage to go to your buddy fighter and cure him when you move only 20 feet, are down to 17 HP and are facing an opponent that will probably kill you with an AoO if you try to run a straight line.

In that situation, the PC cleric would have killed for a reach cure serious wound. He'll possibly consider it for his next feat, I don't know.

Some of you will smirk and name me dozens of spells he could have used instead of curing the fighter. Well, here's the catch; he didn't have them anymore.

Slay living? Spent. Command? No more. Doom? Spent. Flame strike? Not prepared today. Prayer? Already cast and in effect. Divine favor and divine might to personnaly bust the ass of the giant? Gone and not prepared, in that order.

It had been a long day with more than one fight and the option list had been almost exhausted. There was this true seeing spell that could have been converted into a reach cure serious wound, though.

That's what this feat is for.
 

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