Wizard versus the Drow!!! (help)

GamerGeek

First Post
My DM is about to start us in City of the Spider Queen.

I am currently a 7th level Wizard/2nd level Loremaster with an effective Intelligence of 30.

But Drow have Spell Resistance.

Ive got the Spell Penetration feat. Im getting Greater Spell Penetration next level.

I am very interested in hearing from you guys as to what spells you would pack for use against these bastards if you were me. Offensive-wise as well as support-wise.

I am also intersted in hearing what magic items you think would be effective against these punks.

I just made a Ring of the Darkhidden (permanent invisibilty vs darkvision) and a Cloak of Arachnia (immune to webs and increased save vs spider posion) for a start.

So help a brother out. Tell me what you would do if you were a wizard going up against the drow.
 

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First of all, teamwork is important. Delay poison spells are a great idea when confrontations with drow are expected. With a low fort save, wizards can be especially vulnerable to drow sleep poison darts.

Evard's Black Tentacles is a great spell against drow. It has no save and no SR. Unlike many monsters, drow are medium size so the tentacles have an extra +4 against them. Also, drow often seem to be spellcasters or rogueish types. Most of them won't have full base attack. So most of them won't be very good at grappling.
 

Evard's Black Tenticles.
Lightning Bolt ceilings and support columns to cause cave-ins (sonic energy substitution or researching a sonic bolt is recommended, or likewise research an area of effect form of shatter). Knowledge (stone working) recommended.

EDIT: Thanks to Aura Seer reminding me that you had the possibility of Transmute Rock to Mud - this spell is a great way to take out thoes pesky cealings. 8d6 damage no SR allowed, over an area equal to up to 18 10x10 squares (and makes a nice pool of mud 5' deep).
 
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The most straightforward tactic is to concentrate on buffing your allies with spells like Haste, bull's strength, and endurance. You're not casting on the drow, so their SR never comes into play.

One of the problems with drow is that their darkvision extends 120', while most PC races can only see 60'. That means you'll be at a disadvantage in any large, open areas, where the enemy can stay at range and snipe toward you. To help against that tactic, you can use spells that modify the battlefield, like wall of force, wall of stone, and to a lesser extend stone shape. Hampering their movement with transmute rock to mud would also help.

Even though you won't be carrying a light source, keep one or two daylight spells handy, to counter magical darkness. Dispel magic is good when facing those nasty spellcasters and their summoned demons.
 


Thanks for the ideas. Im relieved that they suport things I was thinking, too.

Evard's is a great spell except for the fast that the tentacles dont attack until your next action. So those smart-ass drow will most likely just prance on out of the area if nothing is stopping them. Ive considered a hasted combo of Evard's - Wall, but thats a lot of juice just to make one spell stick.

Rock to mud is good, too. I am considering a hasted combo of Rock to mud - Mud to Rock. No SR, save DC 25, 8D6 and probably trapped for good. Nice, but big spell slots and a huge frickin area - probably too huge most of the time. But the idea of crumbling their buildings by turning their foundations to muck is appealing, also.

Ill always have some Daylights mem'd, but the bad thing is for Wizards it is only a 2nd level spell so a follow-up Darkness will overwrite it. Our Cleric will be running with Daylight, too, and his is 3rd level so it'll stick.

Dispel Magics. Of course.

Im leaning toward AuraSeer's standpoint of taking a tactical support role, but damn, that can get boring. I want to directly kill these MoFos, not just sit back and watch my buddies do it. Must...roll...dice.

I think, for sure, one thing I am gonna do is Planar Binding on a couple of Earth Elementals and make them my bitches. Have them follow me around down there and rip up some drow. Maybe my DM will let me roll the dice for them.

Planar Binding = Cheater.

Spell Resistance = Lame.

Thanks for the ideas, guys. Im interested in hearing more. Lets look at effective items, too.
 

It says that the tentacles attack on your turn. After you cast the spell, it can still be your turn. Hence they attack. It doesn't say they attack on your NEXT turn.
 

GamerGeek said:

Rock to mud is good, too. I am considering a hasted combo of Rock to mud - Mud to Rock. No SR, save DC 25, 8D6 and probably trapped for good. Nice, but big spell slots and a huge frickin area - probably too huge most of the time. But the idea of crumbling their buildings by turning their foundations to muck is appealing, also.

You don't need to burn 2 slots for Transmute Rock to Mud and Transmute Mud to Rock. Just Dispel Magic instead to give them rock shoes.

And remember that it only works on natural, unworked rock. Unless they haven't prepared the foundations under their buildings, it will not work.

Andargor
 



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