What's the best direct-damage spell to use against a foe with uber saving throws?


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If you are limited to 7th level because that's the highest you can cast, I might suggest a scroll of Polar Ray. Sure, it's 8th level - and there's a small chance it might not work. But if it does, that's 20d6 - no save (but there is a Touch attack roll).


Even a Rogue maxed out in Use Magic Device could pull that off.
 



nameless said:
Telekinesis can do 15d6 with no save if you hurl a dense, heavy object, like a boulder. And unlike Scorching Ray, it allows no SR, no DR, and no energy resistances (which apply triple to Scorching Ray).

OK, that sounds good. Duly noted--although I should note that DR would be applicable against the bludgeoning damage of being hit by a boulder.

Acid Fog will do 2d6 acid damage (no save) per round, and Cloudkill will do 1d4 Con damage per round (Fort half). Put up a hemispherical wall of ice (creatures not adjacent to the wall aren't given a save) over it, and the bad guy is trapped in there with the damaging fog until the duration expires, or it breaks the wall.

Too elaborate and time-consuming for what I'm seeking. Again, I'm looking for a direct-damage whammy that will nail a creature on the spot.
 

Enkhidu said:
If you're talking a long combat, the spell you're looking for might actually be Mordy's Sword (or Mage's Sword in the SRD).

I'm actually looking for a short combat...as short as conceivably possible. Zap! Man down! :)
 

If you're fighting an evil foe, might I suggest Hammer of Righteousness (L3 Sanctified spell) from the Book of Exalted Deeds? As currently written it does 1d8/level force damage with no damage cap, but it allows a saving throw vs Fortitude for half. If you Maximize it, that's 4 x level force damage on a successful save or 8 x level force damage on the off chance of a failed save.

If fighting against an evil outsider, you can further Purify (+1 spell level, 1d8/level to 2d6/level) and Maximize it to deal 6 x level force damage on a successful save, 12 x level force damage on the off chance of a failed save.

You do have to suffer 1d3 Strength damage to cast the spell though.
 

SeRiAlExPeRiMeNtS said:
If the maximum spell level is 7 the best you can do is a maximized enpowered scorching ray, witch deals 72 + (12d6)/2 = 93 points of fire damage on average.

I just used this spell heavily in our game last night. Our DM ruled that since each ray is separate, I have to roll 3 to hits (all at the same bonus) and 3 rolls to break SR. (We felt the spell wasn't clear on how to handle this, but agreed on this method.) I found it to be a bonus since doing damage didn't depend on 1 roll. I had three chances to break SR rather than one. Did some pretty fair damage even without it maximized.

Also, don't overlook Dispel Magic. You may not do damage with it, but take down of the baddies prep spells and the rest of the party can.
 

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