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Just a general question of what are your favorite spells when you are not soloing or preparing for a specific fight. Any spell be it Wizard, Clerical, or a Druid specific spell.
Be sure to lable what type of spell it is. Combos that aren't well known are also welcome. For Wizards: Fireball,Lightning Bolt, Improved Invisibilty,(Stoneskin/Mirror Image(cast in that order) Clerical: The combo of Draw upon Holy Might and Righteous Magic is devastating. Druidic: Insect Plague,Dolorous Decay, [ 07-29-2004, 11:11 PM: Message edited by: Neo the Warrior Cat ] |
I really like skull trap. I don't use it as a trap, but rather just fire it at a group of enemies. I find that it can be devostating early on. Also a timestop can be devestating if you also have some blades, but you need ToB for that. I like using either dire charm or that other spell with the head and ( ) around the head, i forget the name of the spell. It is fun to use a saves lowering spell on a strong figher and then charm the fighter to take out his comrades. If it looks like the fighter is going to win the fight easily or the spell is about to ware off I usualy force the charmed guy to wield his weaker weapon. This is very fun and I love doing it!
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I love druidic spellcasting right now... even though druids pretty much got the shaft when it comes to spell selection, they do have ironskins, the ultimate in combat protection. Then there are the insect swarm/plague spells, crippling to enemy spellcasters. I'm having a lot of fun with Jahiera and my ranger/cleric right now.
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Mages - abi-dalzim's horrid wilting or maze (great for buying you some time)
Cleric - standard cleric buffs - DUHM, RM, armour of faith, blade barrier |
<span style="color: lightblue">Defensive:
Strength of One FIRST, then: Holy Power + Draw on Holy Might + Resist Fear + Armour of Faith Somewhere in there, the party Mage casts Haste. Offensive: Something area effect. Say, a fireball and three holy smites... Can you tell I'm playing a Cleric party at the moment? |
Defensive spells: DUHM, Chaotic Commands, Resist Fear, Holy Power, Stoneskin, Ironskin, PfMW, PfMA, Death Ward, Righteous Magic, Heal, Physical Mirror, Mirror Image, Shield of the Archons, Regeneration, Armor of Faith.
Offensive spells: Magic Missile, Chromatic Orb, Melf's Acid Arrow, Web, Skull Trap, Slow, Melf's Minute Meteors, Fireball, Greater Malison, Teleport Field, Breach, Cloudkill, Sunfire, ADHW, Time Stop, Meteor Swarm, Insect Plague, Fire Seeds, Harm, Creeping Doom, Firestorm, Nature`s Beauty. [ 07-30-2004, 08:27 AM: Message edited by: Xen ] |
I didn't know until recently that the strength bonuses from DUHM and Righteous Magic stacked. On my Half-Orc Cleric these bump his strength from 19 to 25.
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Chain contingency with 3 fireballs to come out when hit on caster, along with the normal contingency spell the same way! bwahahahahahahahaaaaaa BURN EVIL MAGE!Lawful evil...BUT EVIL NON-THELESS!
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Grease, able to slow most nastys for a little while, long enough to get fighter's to the front and mages to the back and so on..
Sleep, another level 1 spell, it don't alway's work but is usefull to when faced with a "you have been waylayed and....." can get you the chance to pull your mages out of the thick of them while they nap. as for combo's, death fog+PfAcid+PfElements.. |
The 4 project images shapeshifted to mind flayers [img]smile.gif[/img] --none stand a chance unless they have a true sight.
I like casting an incendiary cloud into a group of fighters with various fire resistant items and with resist fire. I just recently discovered (yesterday) the power of improved haste and belm/kundane/scarlet ninja-to, allowing one to have a greater whirlwind attack that lasts more than 10 rounds. Also, having all your sequencers and chain contingency contain spook, release em all on your chosen non immune to fear enemy. with that -6 to save, you're bound to make him miss a saving throw with 11 spooks. |
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