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  1. - Top - End - #1
    Barbarian in the Playground
     
    BlueKnightGuy

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    Default Spell combos that make your enemies go WTF!!!

    Whether your using Quicken Spell, Belt of Battle, Time Stop, Factotums Surge, or God knows what else to break the action economy (or at least slap it around a few times), what kind of combinations of spells have you guys used that were...
    1. Powerfull
    2. Visually cool
    3. Unique
    4. Anything along those lines.
    I've got this gestalt Wiz/Fact in a campaign that hasn't been run in a while and soon we get back together for that campaign. And I've been itching to try out some of the following...(With a belt of battle, fatotums surge and quicken spell I figure I can get around 4-5 spells in one round.)

    A) 1st round...Stone to Flesh, rock to mud
    following round(s)...Mud ro rock, flesh to stone.
    B) Firestride Exhalation into a group of enemies, Fireburst(or anything else to mop up the survivors), lighting stride into another group of enemies, top it off with something spectacular like earthquake.
    C) Mass slow/haste, wave of exhaustion, mass enlarge person.
    D) Field of Icy Razors+Dimension hop them just above them.
    E) Forcecage+prismatic mist/cloudkill
    F) Invisible prismatic wall+magical bullrush into it.

    So, anyone want to add anything.

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    Titan in the Playground
     
    Tyndmyr's Avatar

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    Default Re: Spell combos that make your enemies go WTF!!!

    At first level, fell drained magic missiles. It's pretty much an instant win against any level appropriate opponent.

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    Barbarian in the Playground
     
    BlueKnightGuy

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by Tyndmyr View Post
    At first level, fell drained magic missiles. It's pretty much an instant win against any level appropriate opponent.
    Whats fell drained?

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    GreenSorcererElf

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    Default Re: Spell combos that make your enemies go WTF!!!

    Familiar spell and dual spell during every round of a time stop.

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    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by Korivan View Post
    Whats fell drained?
    +2 metamagic that gives a negative level. You get a metamagic reducer and then apply it to one of the cantrips, not to magic missile, as off the top of my head the first reducer you can get before level 6 is Metamagic School Focus.
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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by lsfreak View Post
    +2 metamagic that gives a negative level. You get a metamagic reducer and then apply it to one of the cantrips, not to magic missile, as off the top of my head the first reducer you can get before level 6 is Metamagic School Focus.
    Versatile spells would let you cast fell draining magic missile at level 1.

    I like born of the three thunders sonic substituted acid fog. Its like a frozen lightning bolt!

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    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by quick_comment View Post
    Versatile spells would let you cast fell draining magic missile at level 1.

    I like born of the three thunders sonic substituted acid fog. Its like a frozen lightning bolt!
    You correct me, I correct you

    Born of Three Thunders Sonic Substituted Freezing Fog. Save or prone, then save or stunned. And if you made the first but not the second, save or prone again. If you manage to be standing at some point, you still need a balance check to move anywhere, and if you spend your full round you still only get 10 feet through the 40-foot-wide mass of fog.
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  8. - Top - End - #8
    Troll in the Playground
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    Default Re: Spell combos that make your enemies go WTF!!!

    1st round...Stone to Flesh, rock to mud
    following round(s)...Mud ro rock, flesh to stone.
    That is exactly what I was thinking (before seeing this thread) :)
    I do not have a superman complex; for I am God, not Superman!

    the glass is always 100% full. Approximately 50% of its volume is full of dihydrogen monoxide and some dissolved solutes, and approx 50% a mixture of gasses known as "air" which contains roughly (by volume) 78.08% nitrogen, 20.95% oxygen, 0.93% argon, 0.038% carbon dioxide, and trace amounts of other gases.

  9. - Top - End - #9
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by taltamir View Post
    That is exactly what I was thinking (before seeing this thread) :)
    Another fun one is Flesh to Stone -> Rock to Mud -> Purify Water (shamelessly stolen from someone in another thread). They aren't dead so they can't be resurrected, but at the same time good luck trying to find them.
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  10. - Top - End - #10
    Barbarian in the Playground
     
    BlueKnightGuy

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by lsfreak View Post
    Another fun one is Flesh to Stone -> Rock to Mud -> Purify Water (shamelessly stolen from someone in another thread). They aren't dead so they can't be resurrected, but at the same time good luck trying to find them.
    YES!!! Love it.

    How about...Evard's Black Tenticles, with cloudkill right over it, with air elementals (they are incomporial right? Immune to poison too?) as back up to keep them boxed in the tenticles and cloud.
    Also, in the first post, I meant Dimension hop the person above the field, let them fall in.
    or this one that I liked in 2nd edition
    Fly, haste, enlarge person, iron body.....fall on people (improved invisibility for added surprise)

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by lsfreak View Post
    +2 metamagic that gives a negative level. You get a metamagic reducer and then apply it to one of the cantrips, not to magic missile, as off the top of my head the first reducer you can get before level 6 is Metamagic School Focus.
    Right, so far as I know, you still need to use Precocious apprentice to get a Lvl 2 slot, since I can't think of any way to get MM reduced repeatedly at level 1(though if someone has a way, I'd love to know it)

    Using a cantrip is probably easier, but MM is preferable of course.

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    Dwarf in the Playground
     
    Kobold

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    Default Re: Spell combos that make your enemies go WTF!!!

    Summon Nature's Ally II
    Choose a Hippogriff (grapple +11, fly speed of 100ft)
    Have it grapple an enemy and just fly up... and up... and up (since it has average mobility, it will climb at a rate of 50ft per turn).
    Last edited by Radiun; 2009-09-20 at 09:00 PM.

  13. - Top - End - #13
    Dwarf in the Playground
     
    GreenSorcererElf

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    Default Re: Spell combos that make your enemies go WTF!!!

    Another one I like that involves epic spells:

    Transform seed (transform enemy into small orb)
    Permanent conjure seed (solid block around orb, made of adamantine or something stronger)
    Conjure seed (verge staff, wondrous item)

    The target cannot move, cast spells, talk, etc. due to being an inanimate object. They cannot be broken out of the adamantine block easily, and the verge staff makes the ground around the block count as a demiplane. Even if the target casts a spell, it will not leave the area. If the verge staff is disturbed, the plane collapses on itself and destroys everything inside it.

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    Titan in the Playground
     
    Starbuck_II's Avatar

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by Tyndmyr View Post
    At first level, fell drained magic missiles. It's pretty much an instant win against any level appropriate opponent.
    That only affects one opponent per casting/missile (not all same one), although making all enemies have as negative level can be useful.

    At level 9, that is 5 enemies with -1 level.

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    Ettin in the Playground
     
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    Default Re: Spell combos that make your enemies go WTF!!!

    1. Energy Substitution (electricity)
    1H/F. Cooperative Spell
    3. Born of Three Thunders
    B5. Twin Spell
    6. Arcane Thesis (Fireball)

    Minimum Level: 7, for 4th level spells. For best results, have twice as many Fireballs prepared as Celerities.

    What you do:

    1. Ready an action to cast Fireball Cooperatively, with all metamagic attached.
    2. Cast Celerity for a standard action.
    3. Use the standard action to cast another Fireball.

    Technically doesn't work, but rule of cool should make a case.

  16. - Top - End - #16
    Troll in the Playground
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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by Masaioh View Post
    Another one I like that involves epic spells:

    Transform seed (transform enemy into small orb)
    Permanent conjure seed (solid block around orb, made of adamantine or something stronger)
    Conjure seed (verge staff, wondrous item)

    The target cannot move, cast spells, talk, etc. due to being an inanimate object. They cannot be broken out of the adamantine block easily, and the verge staff makes the ground around the block count as a demiplane. Even if the target casts a spell, it will not leave the area. If the verge staff is disturbed, the plane collapses on itself and destroys everything inside it.
    still spell + silent spell + eschew materials (or a spell with no material components).

    teleport
    http://www.d20srd.org/srd/spells/Teleport.htm
    has only verbal component so they only need to be able to cast 6th level spells to be able to teleport out while being an orb.
    I do not have a superman complex; for I am God, not Superman!

    the glass is always 100% full. Approximately 50% of its volume is full of dihydrogen monoxide and some dissolved solutes, and approx 50% a mixture of gasses known as "air" which contains roughly (by volume) 78.08% nitrogen, 20.95% oxygen, 0.93% argon, 0.038% carbon dioxide, and trace amounts of other gases.

  17. - Top - End - #17
    Ogre in the Playground
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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by Masaioh View Post
    Another one I like that involves epic spells:

    Transform seed (transform enemy into small orb)
    Permanent conjure seed (solid block around orb, made of adamantine or something stronger)
    Conjure seed (verge staff, wondrous item)

    The target cannot move, cast spells, talk, etc. due to being an inanimate object. They cannot be broken out of the adamantine block easily, and the verge staff makes the ground around the block count as a demiplane. Even if the target casts a spell, it will not leave the area. If the verge staff is disturbed, the plane collapses on itself and destroys everything inside it.
    What is that verge staff as I can not recall seeing such a term I would like to know if it is a thing and if it is where one would find such a thing.

  18. - Top - End - #18
    Dwarf in the Playground
     
    GreenSorcererElf

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by taltamir View Post
    still spell + silent spell + eschew materials (or a spell with no material components).

    teleport
    http://www.d20srd.org/srd/spells/Teleport.htm
    has only verbal component so they only need to be able to cast 6th level spells to be able to teleport out while being an orb.
    They would need plane shift, due to being in another plane. And that spell needs a focus. That would be a 9th level spell with both metamagics applied to it.

    As for the verge staff, I need to ask my DM. I'm not sure what book it's from.
    Last edited by Masaioh; 2009-09-20 at 09:28 PM.

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    Titan in the Playground
     
    Tyndmyr's Avatar

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by Starbuck_II View Post
    That only affects one opponent per casting/missile (not all same one), although making all enemies have as negative level can be useful.

    At level 9, that is 5 enemies with -1 level.
    True. But at first level, half or better of your opponents are 1hd. Instant, unavoidable death. Even those who are a bit tougher...it hurts them pretty solidly. If you can't kill something with a pair of those at level 1, it frankly isn't the slightest bit level appropriate.

    It won't remain an I-win button forever, but magic missile remains a solid choice for beating down annoying mobs for a long, long time, and has the advantage of a very low spell slot.

    Stacking on other metamagics can add to the fun later. The other various fell effects are a good place to start, since they're also not dependant on the damage. Of course, even spamming it via quicken is good. At level 9, as you said, it'd be -1 to five targets. You've got enough spell slots to do it....a lot.

    Of course, if your reducer was Metamagic School Focus, it so happens that orbs share a school with magic missile. Ah, good times for all.

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    Ogre in the Playground
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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by Masaioh View Post
    They would need plane shift, due to being in another plane. And that spell needs a focus.

    As for the verge staff, I need to ask my DM. I'm not sure what book it's from.
    Ah well. Perhaps I will stumble upon it some day.

    Edit: Is magic missile not evocation.
    Last edited by olentu; 2009-09-20 at 09:31 PM.

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    Troll in the Playground
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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by Masaioh View Post
    They would need plane shift, due to being in another plane. And that spell needs a focus. That would be a 9th level spell with both metamagics applied to it.

    As for the verge staff, I need to ask my DM. I'm not sure what book it's from.
    step 1: teleport out of the block while still within the range of the "demiplane"
    step 2: shapeshift, levitate, etc.

    Also, how are you getting the whole thing set up without them getting a turn to cast teleport before you are finished? If you are under time stop, you cannot polymorph them into a sphere... or rather, polymorph them into a sphere and they get another turn to encase them in adamantium and then another round to plonk the rod there...
    I do not have a superman complex; for I am God, not Superman!

    the glass is always 100% full. Approximately 50% of its volume is full of dihydrogen monoxide and some dissolved solutes, and approx 50% a mixture of gasses known as "air" which contains roughly (by volume) 78.08% nitrogen, 20.95% oxygen, 0.93% argon, 0.038% carbon dioxide, and trace amounts of other gases.

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by olentu View Post
    Ah well. Perhaps I will stumble upon it some day.

    Edit: Is magic missile not evocation.
    Yup...ah, I see the mixup. I was thinking of the Tome and Blood orbs, which are evocation, wheras the good orbs, from spell copend, are conj. Got the identically named spells confused a bit.

  23. - Top - End - #23
    Barbarian in the Playground
     
    BardGuy

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    Default Re: Spell combos that make your enemies go WTF!!!

    Summon Monstrous Scorpion, + Magnify Vermin - both first level spells.
    Magnify vermin makes that you increase the size of the scorpion (as well as HD, BAB ect. accordingly)by 1 per caster level - max of colossal.

    So 1 feat, inner reserves of strength - you can voluntarily increase your CL by 3 and take 3d8 non lethal damage, but you've got a Gargantuan Fiendish Monstrous Scorpion - CR - 10. At 1st level FTW.

    I know there's a feat that let's you summon a creature with another spell already affecting it, which would turn this into a 1 round thing, but at this point, who's being picky?
    Last edited by DueceEsMachine; 2009-09-20 at 10:09 PM.
    What D&D Character would I be?
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    Lawful/Good Human Wizard/Sorcerer (2/2)
    Str - 14
    Dex - 17
    Con - 15
    Int - 16
    Wis - 15
    Cha - 18
    Hmmm.. Not too shabby. I think I'd do pretty well. Who knows?

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    Titan in the Playground
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    Default Re: Spell combos that make your enemies go WTF!!!

    A) Rock to mud, mud to rock: Cool, but baddies get a reflex save and even then they end up in sandstone. High strength baddies can break it. Soften earth and stone (druid 2) is almost as good and only takes 1 round.
    E) Cloudkill + forcecage: Forcecage breaks spell line of effect. So you gotta cloudkill 1st and then hope the baddy doesn't leave within 1 round... and has 6 HD or less... and yet it's worth a 7th level spell and 1500 gp.
    F) Invisible prismatic wall + magical bullrush: IIRC a mundane bullrush is much stronger. But that's a cool way to use your meatshield. The invisibility seems optional.

    I should also add that most combats are over in 2-5 rounds anyway, so anything that kills in a couple rounds isn't overly powerful. Could be cool though.

    Hmmm... what to add:
    1) 2 casters, 2 simultaneous walls of force make a triangle trapping just about anyone you want almost no matter where he is. No save.

    Maybe I'll think of more later.
    Last edited by ericgrau; 2009-09-20 at 10:13 PM.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)

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    Barbarian in the Playground
     
    BlueKnightGuy

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by ericgrau View Post
    A) Cool, but baddies get a reflex save and even then they end up in sandstone. High strength baddies can break it.
    E) Forcecage breaks spell line of effect. So you gotta cloudkill 1st and then hope the baddy doesn't leave within 1 round... and has 6 HD or less.
    F) IIRC a mundane bullrush is much stronger. But that's a cool way to use your meatshield. The invisibility seems optional.

    I should also add that most combats are over in 2-5 rounds anyway, so anything that kills in a couple rounds isn't overly powerful. Could be cool though.

    Hmmm... what to add:
    1) 2 casters, 2 simultaneous walls of force make a triangle trapping just about anyone you want almost no matter where he is. No save.

    Maybe I'll think of more later.
    True, but [email protected]$$ combos arn't allways about efficiency...sometimes its about the style. But ya, invisibility is an option, a barbarion is better at bullrush. It really depends on what the DM throws at the players though for it to be a 2-5 round thing. Ive seen much much longer. But thats no biggie, in this scenario, I can pop off quite a few spells in one round.

  26. - Top - End - #26
    Titan in the Playground
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    Default Re: Spell combos that make your enemies go WTF!!!

    Oh yeah, cool is great fun. I'm gonna subscribe to this thread and take notes.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)

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    GreenSorcererElf

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    Default Re: Spell combos that make your enemies go WTF!!!

    Quote Originally Posted by taltamir View Post
    step 1: teleport out of the block while still within the range of the "demiplane"
    step 2: shapeshift, levitate, etc.

    Also, how are you getting the whole thing set up without them getting a turn to cast teleport before you are finished? If you are under time stop, you cannot polymorph them into a sphere... or rather, polymorph them into a sphere and they get another turn to encase them in adamantium and then another round to plonk the rod there...
    Make it into one spell.

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    AssassinGuy

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    Default Re: Spell combos that make your enemies go WTF!!!

    For Style PointsTM:
    Sorcerer with Greater Arcane Fusion, Arcane Fusion, Arcane Spellsurge, Metamagic Specialist, Imbue Familiar with Spell Ability, Incanatrix10, and Arcane Thesis (Chain Missile).

    Opening Round:
    Swift action: Greater Arcane Fusion -> EnergySub[Fire] EnergyAdmixture[Fire] Empowered Maximized Twinned Chain Missiles + Arcane Fusion -> EnergySub[Fire] Empowered Maximized Chain Missile + EnergySub[Fire] Magic Missile
    Standard Action: EnergySub[Fire] EnergyAdmixture[Fire] Empowered Maximized Twinned Chain Missile
    Familiar Swift Action: Arcane Fusion -> EnergySub[Fire] Empowered Maximized Chain Missile + EnergySub[Fire] Magic Missile
    Familiar Standard Action: EnergySub[Fire] EnergyAdmixture[Fire] Empowered Maximized Chain Missile

    That's up to 80 fiery missiles in one round. Congratulations, you are now your own personal missile battery.
    (I think I got all that right, at least)
    Proudly without a signature for 5 years. Wait... crap.

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    Default Re: Spell combos that make your enemies go WTF!!!

    Prismatic Sphere + Fly + Reverse Gravity

    While under the effects of Prismatic Sphere and Fly, hover over the head of a particularly hard to kill foe, hopefully out of their reach. Cast Reverse Gravity, centered on them. They'll fly up, hit the sphere, have to make seven saves then -fall- because Prismatic Sphere blocks magical line of effect. Second that they leave the sphere, they hit the reverse-d gravity zone and fly up again, into the sphere. Another seven saves. Fall, rise, seven saves, fall, rise, seven saves. There is no way they're surviving, and it looks hillarious too.
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    Quote Originally Posted by The Extinguisher View Post
    I don't read the first post. Or the title of the thread. Or anything in the thread to be honest. I just post random words and hope it all makes potato.

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