Thread: powerful spells
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Old 01-01-2005, 11:40 PM   #4
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
Quote:
Originally posted by Bozos of Bones:
~~ Next comes the Skull Trap as it has the same radius as a fireball, but almost nobody in the game has FFFFFF">slashing resistance over 5%, while fire resistance is very often found.
That should be Magic Damage Resistance.

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And it doesn't have a maximum danage, as opposed to the Fireball's 10d6.
It does. 20d6.

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Summons are rarely usefull for anything but drawing fire, and I almost never invest in those.
Hmm... this is subjective. In some cases, summons can actually do all the work for you. The Skeleton Warrior for example, is an excellent summon against foes that only use unenchanted weapons( and this is often the case in SoA), lasts for over 8 hours, has many immunities and extremely high Magic Resistance.

The Mordenkanein Sword has a maximum duration of 2 turns, but during those 2 turns, 95% of your enemies will be hardpressed to even scratch it. Illithids will be sliced sushi if you unleash some hasted MSwords on them.

Early in the game, the Spawn Spider + Web combo is gold.

Come ToB, we have the Planetar. Immunity to unenchanted and +1 weapons, an impressive spell-list, a vorpal weapon, etc... ...

Finally, we have the most powerful summon of them all.
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The Bunny Nuke combo. Assuming only 20 bunnies( it can be much, much more), you can deal at least 480-3840 Magic Damage in a targeted area, with assorted 20-160 Magic Damage around the map in AREAXXXX. Cast this spell ONLY if you want everybody to die in AREAXXXX.

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Also mind that this is only the arcane list of spells, the divine also has some nicities. Not as near as mages, but some are nice(like the amazing no-save Implosion).
Just a note that Magic Resistance is a Divine spell then, as you mentioned it above.
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