Spell Combos

Zakter

First Post
Hi,

Being a new player to DND I would like to hear about some of the best way to combine spells for fantastic outcomes. I plan on playing A Mystic Theurge so Divine and Arcane spell combos are most welcome!


Thanks,

Zakter
 

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I'm not quite sure if it's what you're looking for (in fact, I'm sure it's not), but I'm gonna tell you about one of the recent adventures my character was in. (He's a Cleric, but a variant Cleric that gains one arcane spell every level instead of domain spells.) Anyway, we were in an adventure from an old Dungeon Magazine (it had something to do with all of these half-machine monsters in this volcano or something). One of the bad guys was this big Salamander guy, and he put up a good fight when we first encountered him. But when he decided to try and flee, he first set up a little distraction- by summoning a Huge Fire Elemental to hold us off. Having recently acquired a new level of spells, I decided to try out a spell I had never tried before:

Once my turn came around, I whipped my Waterskin out of my Heward's Handy Haversack (free action). I poured some of it out into my hand (move-equivalent action) and shouted to my Sorcerer friend "Freeze this!" (free action). I then held my standard action (to cast Banishment) until my friend's turn went.

My friend's turn came not a moment too soon, and he cast Ray of Frost at the water in my hand. Once I was holding the water, I immediately cast Banishment on the elemental. As I was holding the ice (something that a Fire Elemental almost definitely wouldn't like) I gained a +2 to the save DC of the Banishment spell (as the spell description). The Fire Elemental was no more.

Later on in the same adventure, we met up with that Salamander guy. The DM had described him as seeming incredibly strong- so I had hatched a plan in the meantime. Once my turn came around, I went ahead (we were using the 3e haste, by the way):

I first activated my Boots of Speed (free action). Then, as I assumed the Salamander to be pretty strong, I cast Ray of Enfeeblement on it (one of the spells granted by my class, standard action). Using my free Partial from the Boots of Speed, I whipped out a set of Iron Bands of Bilarro we had gotten in a previous adventure, and tossed them at the now-enfeebled Salamander (partial action). The enemy was thus stuck bound unless he could make a DC 30 Strength check, which I knew to be impossible after my Ray of Enfeelblement. It turned out the Ray of Enfeeblement wasn't necessary, as his Strength wouldn't have been high enough to break the bands to begin with, but I didn't know that. It was a pretty good combo either way.
 

Well as a Mystic Theurge you get access to some nice effects. Spell Immunity (fireball) and setting one off ground zero work pretty well. Or Spell Immunity (Silence) and just about anything else and go after the enemy spellcasters. Acid Fog and Evards Black Tentacles are pretty brutal when used together. If the enemies are grappled and not immune to acid they take 1d6+4 physical and 2d6 acid in a round.
 

Here's a couple fairly easy lower level combos which are pretty obvious...

Invisibility or Sanctuary + Summon Monster type spells. Since you aren't personally attacking, the invisibility or Sanctuary spell doesn't end prematurely. You get to keep summoning monsters and have them attack the enemy while staying out of sight and out of harm.

Levitate or Fly + Protection from Arrows. Keeps you out of melee range, and unless the enemy has magic ranged weapons or their own means of flying, they can't hit you.
 

Urbanmech said:
Acid Fog and Evards Black Tentacles are pretty brutal when used together. If the enemies are grappled and not immune to acid they take 1d6+4 physical and 2d6 acid in a round.

Just to add to this combo. If you lead off with a chained (metamagic feat) reduce person (first level spell) the chances of your targets getting out become quite slim. It requires 2 fourth level arcane spells (chained reduce person, and evards black tentacles) and a sixth level arcane spell (acid fog). But it's worth it...

-Eraslin
 

Urbanmech said:
Spell Immunity (fireball) and setting one off ground zero work pretty well. Or Spell Immunity (Silence) and just about anything else and go after the enemy spellcasters.

I'm afraid neither of those would work. If I'm not mistaken, Spell Immunity must be a Targetted spell, of which neither of those are.
 

UltimaGabe said:
I'm afraid neither of those would work. If I'm not mistaken, Spell Immunity must be a Targetted spell, of which neither of those are.

No. It just has to be a spell that is vulnerable to spell resistance. Spell Immunity effectively gives you infinite spell resistance against a particular spell.
 

The combo won´t work with Silence, though.

Since many cleric attack spells are touch range, and as a MT you´ll want not to be in the front lines, Spectral Hand is invaluable. Recently we had a huge battle (a big party, and a small army of dwarves VS a lot of giants) Thanks to spectral hand and Fly I could heal everyone in the battlefield.

You could also try Freedom of movement and spells like Web, Black Tentacles and Solid Fog.
 

Falling Icicle said:
No. It just has to be a spell that is vulnerable to spell resistance. Spell Immunity effectively gives you infinite spell resistance against a particular spell.
Won't work anyway, because:
srd said:
A creature’s spell resistance never interferes with its own spells, items, or abilities.
 

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