Spell Selection (My Players Avoid, Please)

WizarDru

Adventurer
Let's say you had a creature like, say, this:

Shalthis who Serves; Advanced Anarchic Water naga Sor9: CR 22; ECL 45; Size H; HD 31d8+186 + 9d4+54; hp 408; Init +1; Spd 30 ft, swim 50 ft.; AC 23, touch 9, FF 22; BAB +27/+22/+17/+12/+7; Grapple +42; Atk: +32/+27/+22/+17/+12 melee (3d6 + 8 plus poison, Bite); SA Poison, spells, Smite Law; SQ Darkvision 60 ft., darkvision 60 ft, immunity to polymorphing and petrification, resistance to acid, cold, electricity, fire and sonic 5, Fast Healing 1; SV Fort +21, Ref +16, Will +27; AL CN; Str 24, Dex 13, Con 22, Int 10, Wis 18, Cha 32.
Languages spoken: Aquan and Common
Skills and Feats: Concentration +27, Hide +7, Listen +8, Spellcraft +13, Spot +41, Swim +24; Alertness, Blind-Fight, Combat Casting, Great Fortitude, Lightning Reflexes, Maximize Spell, Silent Spell, Simple Weapon Proficiency, Spell Focus, Spell Penetration, Eschew Materials, Greater Spell Penetration, Arcane Strike, Close-Quarters Fighting, Extra Smiting, Eyes in the Back of Your Head.
Sor Spells Per Day: 6/9/9/9/8/8/8/7/4.
Spells Known: Mage Armor and....
Possessions: 15 Gems (2000 gp, 0 lb), Ring of counterspells (4000 gp, 0 lb), Scarab of protection (38000 gp, 0 lb), Cloak of charisma +6 (36000 gp, 2 lb), Ring of force shield (8500 gp, 0 lb).

What spells would you pick for her?
 

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Telekinesis! Woohoo, I can move things. :)
Shapechange! Woohoo, I have hands! :D

Oops, only 8th level spells... then Polymorph Any Object will have to do, I guess. ;)

Bye
Thanee
 
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At 17th level Sor, you're looking at 9/5/5/4/4/4/3/3/2 spells known.

Starting from the top:

First 8th level spell should be Mind Blank, for obvious reasons. I think it's almost a requirement at high levels, especially for a solo monster. The second spell is a little more difficult to decide. From his AC, it looks like Shalthis is not very happy in melee range, even with several feats to help out. Perhaps Sunburst, to blind and deal unresistable damage at long range, or Horrid Wilting, to deal damage to multiple targets.

For 7th level, it's hard to pass up Greater Arcane Sight. Information is power, and taking Greater Teleport as well might allow him to observe their defenses and relocate quickly. And of course, you can't miss out on Waves of Exhaustion. No save means many exhausted opponents.

At 6th level, I consider Greater Dispel Magic a requirement, especially since it's such a good spell to put in his ring. Chain Lightning or Disintegrate would add some needed damage potential to his spells, so one or both may be a good pick. Repulsion isn't a bad idea either, for keeping opponents at bay.

At 5th level, Feeblemind is one of the best picks in a rather weak level. A case could be made for some of the fog and cloud spells, but that depends on the terrain to some degree.

At 4th level, Greater Invisibility and Enervation immediately come to mind. Stoneskin is good for more defense, and Evard's Black Tentacles is a solid spell to slow down the enemy.

At 3rd level, the standby is Haste. Displacement and Fly are often essential components of a buff suite, but let's face it: 3rd level is packed with excellent spells. Greater Magic Weapon might come in handy here, if Shalthis wants to use his Arcane Strike.

At 2nd level, Mirror Image and False Life can help defenses, especially when Empowered. Blur is good as well, and an Empowered Touch of Idiocy can really ruin a non-Mind Blanked caster's day. See Invisibility is required in some form, and Resist Energy can be very helpful if Shalthis thinks elemental spells will be used.

At 1st level, it never hurts to have Shield and Expeditious Retreat up. A True Strike can save the day sometimes, as well.

0 level spells aren't too important, although Ghost Sound or Dancing Lights can be handy in setting up an ambush.

Spells may influence or be influenced by feats as well. If he's going to use his spells as fodder for Arcane Strike, it doesn't matter too much what is chosen. If he wants to keep them at range, spells like Repulsion and possibly even Dimensional Lock become valuable. What I've listed here are my top few generic favorite spells in each level.
 

Thanee said:
BTW, Spell Focus: Concentration is better than Combat Casting. ;)

Bye
Thanee
Yeah, well tell the Monster Manual. It's a racial ability. ;)

Thanks for the advice Justinian. She's a 16th level sorceror, not 17th, unless I've messed up. Casts as a 7th level, plus 9 levels. In other words, no 8th level spells. :)
 
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Ah, hehe. :)

@Justinian: 5th level is a rather weak level!? Even in the PHB there are plenty most excellent spells in that level!

Ok, here are some spells, I'd probably consider (PHB only), building up on the standard Water Naga list...

0—acid splash, daze, detect magic, light, mage hand, open/close, read magic, ghost sound, arcane mark;
1st—expeditious retreat, magic missile, obscuring mist, shield, true strike;
2nd—invisibility, acid arrow, mirror image, see invisibility, web;
3rd—protection from energy, suggestion, gaseous form, slow;
4th—dimensional anchor, Eward's black tentacles, dimension door, enervation;
5th—dominate person, wall of force, overland flight, telekinesis;
6th—greater dispel magic, true seeing, disintegrate;
7th—spell turning, limited wish;
8th—polymorph any object.

For feats, Heighten Spell would be good.
Quicken Spell and Arcane Preparation wouldn't hurt either.

Bye
Thanee
 
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WizarDru said:
Yeah, well tell the Monster Manual. It's a racial ability. ;)

Only racial bonus feats are "racial abilities". All other feats are "typical" feats of the monster type, but individuals can vary (and they should - if only to keep know-it-all metagaming players on their toes...).

Cheers, Al'Kelhar
 

Yeah. Feeblemind vs. arcane casters and fighterdudes, Quickened Fireball (Arcane Prep) and Cone of Cold or something similar at once vs. the boring cleric dudes. I like to start with the damage spells, hoping that the clerics cast Shield Other on the mages :D
 

WizarDru said:
Possessions: 15 Gems (2000 gp, 0 lb), Ring of counterspells (4000 gp, 0 lb), Scarab of protection (38000 gp, 0 lb), Cloak of charisma +6 (36000 gp, 2 lb), Ring of force shield (8500 gp, 0 lb).
One little request... please change the cloak and those rings into something feasible. :D

Dunno, earrings and a headband maybe? ;)

Ring of forceshield is not great, if the naga has the shield spell, that's better, anyways, and doesn't stack.

Bye
Thanee
 

I'd consider Prismatic Ray as a 7th level choice.

Or possibly even Prismatic Wall as an 8th level.

Although there's definitely better spells at both levels, it would seem to fit the anarchic nature of the beastie well... Also don't get a lot of use in my experience and they can be quite nasty?


Cold spells in general for the water theme.

Cone of cold might be worth considering. Highest level spell that can make use of the maximise feat? 90 points of cold related fun?

Freezing Sphere might be worth a look? Damage is same as cone of cold but the water freeze ability could be put to good use in the right sort of lair?

Control Water could be taken with this to allow it some control over the environment, but IMO isn't very strong for a 6th level spell. Only 4th level as a cleric so could use limited wish if needed?

Likewise one or more fog spells. I'm sure most players can escape a Solid or Acid Fog, but if not, then it'll really ruin their day?


If it likes to turtle up in a lair:

1 or more symbols? Pain is only 5th level after all... though these are expensive.

If it is rather sedentary, rather than Mind Blank to protect against scrying I'd consider False Vision, I'm sure it could have some fun with that?


And finally, Reverse Gravity always has amused me. Especially if you like decorating your ceilings with spikes or land mines. :)
 
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