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  1. - Top - End - #1
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Jun 2020

    Question Wack-a-mole removing debuffs

    I'm starting to go crazy with all of the different condition effects my DM is throwing out. As my party's Cleric I end up having to ties up a significant amount of my spell slots with spells just to keep the team moving. Cure Disease, remove paralysis, Healing Lorecall, etc. Just hit level 6, but I know at 7 I have to start prepping Panacea as well. How can I weaponize my spells when I'm always holding them in reserve for what if senarios? Heck at the end of the day I may still have slots, but they're filled useless debuff spells he didn't hit us with this time... Thanks for the ideas.

  2. - Top - End - #2
    Ogre in the Playground
     
    BardGuy

    Join Date
    Oct 2014
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    Sub-Prime Material Plane
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    Male

    Default Re: Wack-a-mole removing debuffs

    It's expensive, but Spell Mastery + Uncanny Forethought can help you resolve this if you have 17 INT.

    If your DM will let you qualify for Versatile Spellcaster using your spontaneous conversion to cure spells, you can use that to lighten the burden.
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  3. - Top - End - #3
    Ogre in the Playground
     
    Uncle Pine's Avatar

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    May 2012
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    Default Re: Wack-a-mole removing debuffs

    Have the group pool in resources to buy wands of such buff removal spells. Alternatively, consider taking up the Craft Wand feat (since you just leveled up to 6th, you might even have a chance to just switch whatever feat you chose for Craft Wand). If the idea of xp costs of crafting magic items worries you, depending on your alignment you could look into Distilled Joy/ambrosia or dark craft xp, from the Book of Exalted Deeds and Book of Vile Darkness respectively. Even with those options out of the picture, since you would be doing everyone a huge favour by crafting such wands, rules exist to allow even your non-caster friends to split xp costs with you and it is far from unreasonable to ask the other party members to do so.
    Last edited by Uncle Pine; 2021-02-02 at 11:45 AM.
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  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Aug 2012
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    Vacation in Nyalotha

    Default Re: Wack-a-mole removing debuffs

    Could you elaborate more on what a typical day’s breakdown is? Remove disease is generally a morning after (or right before you rest for clerics that get spells at dusk) spell that you can afford some delay on. Other things are typically infrequent enough to be covered by consumables but it sounds like that might not be the case for you.
    If all rules are suggestions what happens when I pass the save?

  5. - Top - End - #5
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Jun 2018
    Location
    Nottingham, England
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    Default Re: Wack-a-mole removing debuffs

    I'd say have a look at which ones you use the least and buy scrolls of them, a scroll may cost more per use than a wand but it's only one-thirtieth of the total cost so it's more practical if it's something you won't use all that often. And as others have said, make sure the rest of the team pay their share, there's no reason you should be solely responsible for the cost of healing magic.

  6. - Top - End - #6
    Titan in the Playground
     
    Troacctid's Avatar

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    Jan 2014
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    California
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    Default Re: Wack-a-mole removing debuffs

    If you get a wand of resurgence, it can pull a lot of weight for its price tag.

  7. - Top - End - #7
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
    Oct 2013

    Default Re: Wack-a-mole removing debuffs

    Quote Originally Posted by Biggus View Post
    I'd say have a look at which ones you use the least and buy scrolls of them
    This.

    And the party should be throwing in. Same with CLW/Vigor wands.

    Groups I play in often run an extra share or two of treasure for consumables . So for my current 7 players, they split the treasure 9 ways. 2 spare shares go into a pool to buy cure wands, status-removing scrolls (including Status:Dead), and some basic rare-but-essential buff items (water breathing potions, etc). Plus other party-wide supplies. At low levels, that might be the cost of the inn and a mule. At mid levels, maybe a few teleport scrolls or a Staff of Passage. High levels? I dunno. Miracle scrolls? Mirror of Mental Prowess?

  8. - Top - End - #8
    Ettin in the Playground
     
    GreenSorcererElf

    Join Date
    Jun 2006
    Location
    Oregon
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    Default Re: Wack-a-mole removing debuffs

    Sounds like the DM is doing their job, though maybe a little overzealously- the Cleric is supposed to be protecting against and removing bad statuses (and if there's no status, it's probably raw damage that wants more hit point recovery).

    • Remove Disease- Morning after, keep one on a scroll in case there's an obscure effect that will kill you today without it. You can also pre-buff with Delay Disease, 1st level 24 hours, and just chain that until you've got 3rds to spare.
    • Remove Paralysis- There are very few monsters with paralysis that lasts long enough to require curing, so morning after. Unless you need it just to survive the fight, in which case you should probably fight in a way that results in less paralysis.
    • Healing Lorecall- So you're being hit with long-term daze, fatigue, and nausea as well? Again, there are surprisingly few effects that actually inflict these for longer than the fight, or an hour. Must be fighting Hags, or stuff with Stinking Cloud spam? Prevent at the source if you can.
    • Panacea- includes disease, so you won't need Remove Disease any more.

    I'd be more concerned about poison or negative level spam myself, as those require 4th level countermeasures (or 2nd if you just delay the poison). Of course, all bets are off if the DM is using optimized PC-classed NPCs, which can throw anything at you as much as they want. Or forcing monster-closet ambushes you can't avoid, which should be giving more xp.
    Last edited by Fizban; 2021-02-02 at 11:17 PM.
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