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Froogleyboy
2009-06-04, 05:47 PM
Ok guys, I have a request. I am a 20th level Wizard and I know every wizard ever written. Tonight is my first session and all I know is we will be on a battlefield. Could some good soul write me a list of spells that would be handy to prepare for the first night? Please.

AslanCross
2009-06-04, 05:58 PM
Tsk tsk. Wizard player not doing his homework. j/k

If you're going to be fighting an entire army, there's incendiary cloud, cloudkill, stinking cloud, solid fog, freezing fog, field of icy razors, symbol of insanity, incite riot, and of course, fireball.

JellyPooga
2009-06-04, 06:00 PM
Level 1 Spells
Magic Missile x 4

Level 2 Spells
Enlarged Magic Missile x 4

Level 3 Spells
Empowered Magic Missile x 4

Level 4 Spells
Maximised Magic Missile x 4

Level 5 Spells
Quickened Magic Missile x 4

Level 6 Spells
Empowered Maximised Magic Missile x 4

Level 7 Spells
Empowered Quickened Magic Missile x 4

Level 8 Spells
Maximised Quickened Magic Missile x 4

Level 9 Spells
Enlarged Maximised Quickened Magic Missile x 4

This is not including your Bonus Spells for high ability score or for school specialisation and it assumes Core only. The list changes slightly when you add splat-books because there's some better metamagic that you can apply to Magic Missile :smallwink::smallbiggrin:

Trodon
2009-06-04, 06:02 PM
Tsk tsk. Wizard player not doing his homework. j/k

If you're going to be fighting an entire army, there's incendiary cloud, cloudkill, stinking cloud, solid fog, freezing fog, field of icy razors, symbol of insanity, incite riot, and of course, fireball.

Meteor swarm, Time stop, Mass hold monster, Gate, Greater planer binding, ect ect

of course i done know what kind of player you are bu these and some of my favorite spells

Froogleyboy
2009-06-04, 06:04 PM
any official 3.5 WOTC book is fine as long as you tell me where its from.

Froogleyboy
2009-06-04, 06:22 PM
Ok, I think I need to say this, I only have these metamagic feats: Maximize spell, Enlarge spell, Quicken Spell,

ericgrau
2009-06-04, 06:26 PM
Widened maximized fireball. 60 damage, 40 foot radius (16 inches of battle mat).

Greater Metamagic rod of widen. Widened meteor swarm. 80 foot radius each (2'8" of battle mat, the width of a small table), 6d6 damage (21 avg) x 4.

You may want some energy types besides fire as backup or get energy substitution. You may also want shape spell or get energy resistance and/or protection from energy for your allies. It'll help to find out if "battlefield" means against a low level army or if this is just vs. fewer higher level goons.

Standard spells also apply: buff allies before combat, spells to disable strategic target(s), etc. Standard gear also applies: stats, AC, metamagic rods, scrolls, wands, pearls of power, etc.

Tokiko Mima
2009-06-04, 06:35 PM
If you want to fight Xykon style, get several [possibly hundred] flasks of lantern oil, memorize Fabricate and as many Symbol spells (particularly Symbol of Insanity) as you can. You also want to think about how you intend to deliver your attack, so Teleport, Overland Flight or other spells could be handy.

Begin by Fabricating synthetic rubber bouncy balls from the oil. Then set Symbols on them so they go off whenever someone other than you looks at them. Store them all in a crate out of sight until you're ready to unleash destruction. If you have a few days or more to prepare before the battle, you can keep making more and more of these, as their duration doesn't start until they're triggered.

When the battle arrives, be sure you have the high ground. Use whatever delivery system you prefer (catapulting them enmasse wrapped in a burning sheath of paper is good, or you could just teleport above the enemy army and open the box and let gravity take care of things.) Be sure you don't let your forces charge into the enemy, you want to give the symbols time to do their nasty work. This is also a good tactic to break a siege or stop a pursuit.

lsfreak
2009-06-04, 06:39 PM
Off the top of my head, here's some that may or may not be useful:
2nd - Glitterdust! (PHB)
4th - Assay Spell Resistance (Spell Compendium)
4th - Enervation (PHB)
4th - Orb of Force (Spell Compendium)
4th - Wall of Stone (PHB)
5th - Solid Fog (PHB)
5th - Necrotic Skull Bomb (Champions of Ruin)
5th - Cloudkill (PHB)
5th - Wall of Magma (Sandstorm)
6th - Freezing Fog (Spell Compendium)
9th - Meteor Swarm (PHB)
9th - Deadly Sunstroke (Complete Mage)
9th - Time Stop (PHB)
9th - Plague of Undead (Heroes of Horror/Libris Mortis)

Goatman_Ted
2009-06-04, 06:41 PM
The day of the battle and the day before:

Levels 1-2 Spells: Whatever. Unseen Servants are usually good for something.
Level 3 Spells: A bunch of Magic Circles Against X
Level 4 Spells: Scrying*, a bunch of Magic Circles Against X
Level 5 Spells: A bunch of Lesser Planar Bindings
Level 6 Spells: A bunch of Planar Bindings
Level 7 Spells: Magnificent Mansion, a bunch of Planar Bindings
Level 8 Spells: A bunch of Greater Planar Bindings
Level 9 Spells: A bunch of Gates

You didn't become a high-level caster to do stuff yourself.

*...But where's the fun if you don't get to watch?

Quellian-dyrae
2009-06-04, 07:49 PM
Spiritwall (SpC) and Sunburst are always the foremost spells in my mind for dealing with armies. Spiritwall is lower level, a bit more versatile in targeting, and provides battlefield control. Sunburst is better able to deal direct damage. Both can massively wreck coordination (short-duration fear and permanent blindness, respectively) in a huge area.

Of course, you can always blind them with the Sunburst, and then Quicken a Spiritwall for them to blunder into.

To maximize confusion, toss on some Persistent Images and sprinkle with actual Confusion to taste.

Eldariel
2009-06-04, 08:07 PM
Longlasting callings (Gate to contract, Planar Bindings, etc.) are fcking awesome because most soldiers in an army can't hurt high DR outsiders meaning they'll draw insane amounts of fire and deal constant damage while at it. And even the ones that can will take a long while to take them down. And those outsiders tend to have destructive spell-likes that make your life much easier. Incorporeals in particular can be awesome as they can just attack in the ranks of opponent's soldiers to create chaos and panic while being completely invulnerable to the rowman's weapons.

Other than that, spells with biggest area; walls are great, as they can be used to force opponents into choke points. Provided the opposition isn't naturally poison-immune, Cloudkill (metamagicked or not; it'll float around eating people) is absolutely incredible. Control Weather to raise a hurricane can easily wreck the entire army. Limited Wish mimicking Control Winds is also incredible; does the above but much, much faster. Wall of Fire + Hurricane-force directed Control Winds = lots of barbecued soldiers.


Of course, as magic is so effective in large combat, you might want to use/act as a shock trooper against opposing spellcasters. Nothing ruins your day like a Tornado ravaging through your army. Locate, Teleport, kill, get out. Even better, Locate, summon few strong outsiders, have them teleport in there and kill the bad guy while you go about your business.

Also, counteracting opposing magical effects of such scale is a huge part of the combat; if opponent sends tornados to ravage your army, you might be best off dissipating them. If there are some meteor swarms or such coming down, it might be best to counter them (or to create protection effects) rather than watch hundreds die. Widened Battlemagic Perception could certainly help; 200' area might already cover some Big Bad Enemy Casters and countering that key spell can be the key to victory.

Chronos
2009-06-04, 09:20 PM
Am I the only one who loves Wall of Fire vs. large armies? Far larger area than Fireball while still doing enough damage to kill low-level foes, and if you're running low on spell slots, you can keep one up indefinitely by concentrating on it.

Another good one is Illusory Script: Put it on a huge banner that can be read from a great distance, and you can put a Suggestion on the entire enemy army.

And Summon Monster IV is enough to get you a Yeth Hound, which can panic a 300-foot radius worth of the enemy, every round.

Eldariel
2009-06-04, 09:33 PM
Am I the only one who loves Wall of Fire vs. large armies? Far larger area than Fireball while still doing enough damage to kill low-level foes, and if you're running low on spell slots, you can keep one up indefinitely by concentrating on it.


Wall of Fire + Hurricane-force directed Control Winds = lots of barbecued soldiers.

Nnnope. It's a beautiful sight. Even without the winds.

Claudius Maximus
2009-06-04, 09:40 PM
For spells with huge areas, I find that I like Earth Reaver (Savage Species) and Whirlwind of Teeth (BoVD) best. Earth Reaver has a radius of 10' plus 10' per level, which would mean 210', or 420 widened (that's seven real world feet). It also knocks prone all who fail their saves. Whirlwind of Teeth is half that, but it lasts 1 round/level, so you'll get more uses out of it.

You could also use Blackfire (CArc). Nasty spell, that. It spreads from one victim to another, so use it on formations.

Yahzi
2009-06-04, 10:20 PM
Ok guys, I have a request. I am a 20th level Wizard and I know every wizard ever written. Tonight is my first session and all I know is we will be on a battlefield. Could some good soul write me a list of spells that would be handy to prepare for the first night? Please.
Write down on your spell-list:

1. Contact Other Planes.

Then, for the rest of the night, whenever you need to cast a spell, just pick it out of the book. When your DM asks if you memorized that particular spell in advance, explain that your INT 24+ super-genius wizard contacted a supernatural entity that could see the future, and told you what to memorize.

To give your DM a break, tell him you'll make a DC 25 spell-craft check each time to see if you actually memorized the right spell. heck, make it DC 30.

:smallcool:

Devils_Advocate
2009-06-04, 11:59 PM
Contact Other Plane has a chance of giving you a wrong answer. And a chance of resetting your Intelligence and Charisma to 8. I wouldn't recommend it. I certainly wouldn't, as a DM, let a player decree that he got a right answer earlier with no ill effect.

But I'm guessing that maybe you're just joking.

Animefunkmaster
2009-06-05, 12:48 AM
I will go SRD only, but one particular spell to look at is Celerity in Spell Compendium. Also are you specialist wizard? Perhaps a focused conjurer? Any special feats that would help with metamagic?


Assuming massive combat. You can put multiples as you see fit.

1st level
Protection from X (great even just for immunity to mind affecting effects)
Mage Armor
Shield

2nd Level
Web (I would think of multiples of this)
Glitterdust (if not web than glitterdust, also useful against rogue/invisible enemies)

3rd Level
Sleet Storm (read as Super Grease)
Wind wall
Haste
Fireball

4th Level
Animate Dead
Sleet Storm
Enlarge Person Mass (if you have lots of mooks, otherwise forget it)
Greater Invisibility
Note: I too enjoy wall of fire, but at level 20 and a duration of concentration +1 it seems like you could have better things to do with your spells.

5th Level
Teleport (Good strategists always plan for an exit)
Overland Flight (Fly all day long)
Wall of Force

6th Level
Greater Dispel Magic
Acid Fog
Symbol of Fear (Will or panicked is good on a mobile target)


7th Level
Force Cage
Delayed Blast Fireball
Invisibility Mass
Symbol of Weakness

8th Level
Prismatic Wall
Incendiary Cloud
Polymorph any object


9th Level
Time Stop*
Shape Change*
Gate (Or Summon Monster)
Mages Disjunction or Wail of the Banshee (Overkill on a counterspell).

BobVosh
2009-06-05, 12:59 AM
While usually not that great of a spell (takes forever for them to appear), if you are ready for it Summon Elemental Swarm is fun.

Dominate X + Teleport to get leaders. (While flying, blinking, invisible, protection from arrows, etc)

Always have at least one dismissal.

Don't forget the Tippy Buff Wagon Train! Each wagon has a selfreseting trap of various spells that the army runs through before combat. First one is bears endurance, then bulls strenght, then cats grace, then haste, then heriosm (greater), etc (Need to be able to make magical traps, have days to make the wagons, and make sure your army has time to get through in one run action)

Anyway, are you specialized? If so in what, and what schools do you lose?

Froogleyboy
2009-06-05, 01:05 AM
I didn't specialize