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clever tactics for spellcasters

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Silencher
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clever tactics for spellcasters

Post by Silencher »

hey,

I am making a level 9 wizard with an int score of 20. I have picked out a rough outline for the spells I want him to have, but then I got to thinking maybe I should act about tactics and using spells cleverly. My character is a halfling with a str of 7 and only 32 hp, so I really have to make every spell count. Plus, because of his intelligence, I really want to do more then just fireball things, although that is definitely going to be one of his spells he knows as well.

Let me know about any clever tactics/strategies that might benefit him?
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Aegis
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Post by Aegis »

While I am unable to give specific strategies, I have definitely seen some clever uses of oft used spells. Things like Mage Hand, Enlarge/Shrink Items and the such. For instance, one mage in a game I was playing used mage hand to undo the straps an enemy fighter's armour. While not delicate enough to cause the armour to fall off, the idea was that it created a type of encumbrance, giving a -1 to all physical rolls. Granted, much of the more clever ideas will probably be within DM prerogative, it is definitely something to think about.

So, my advice, essentially, is look at those overlooked spells, and let your imagine run wild.
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Silencher
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Post by Silencher »

Hey,

That's actually not bad at all. I was thinking of using invisibility, greater on myself, then fly, and then flying up into the air to hopefully avoid any attacks until they wear off as one thing. unfortunately I'm a little lost as to the other spells but I'll take another look. If anyone else has any suggestions though I'd still like to hear about it. I have access to spells up to 5th level, if that helps?

Also this is unrelated but I'm already kind of clogging the board with posts.
If you use permenancy(sp) on detect magic on yourself, does that mean it's always active? Or does it mean you can use it as a spell-like ability? If it's always active, does that mean the information you gain after 1, 2 and a 3rd round automatically happen.. or...?

also, with the haste spell, it doesn't specifically say it in the description as far as I can see from the system reference document, but does it, in fact, give you the ability to cast two standard action spells per round for the duration of the haste spell?
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themaelstorm
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Post by themaelstorm »

before all, im not good with rules actually. i keep forgetting and confusing stuff :p

about haste, I think it gives a partial action, so you can't cast two spells in the same round.

about permanency, afaik, it's perma-active. however, it's like you just cast the spell. if you don't concentrate, you don't get info.

if you want survivability, mirror image, invisibility and fly are good choices. dont forget shield/mage armor. you can also do interesting combinations, like webbing enemies and burning them with fireball (thus burning the web and prolly wasting it. but you had fun!).

Uhm, okay, im not much help. I mean. I actually had a wizard w/o dispel magic (and we were heading to underdark). It was my first and last time to play a wizard :p
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Silencher
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Post by Silencher »

I'm not so good with the rules either, but... I was wondering. If I did mirror image, then cast invis greater on myself... well, can you ready a spell? Like if I ready invis, greater to cast on myself when say, an opponent strikes me so it looks like I just winked out like one of my mirror images, would that work?
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themaelstorm
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Post by themaelstorm »

not sure. but afaik a random image is hit, so instead of waiting with a readied spell you could just fireball his ass :p
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TismeVader
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Post by TismeVader »

mirror image and greater invis are great when cast together.

to hit your character, you hast overcome the miss% and then see if you get hit or if one of the mirror images get hit. using this i managed to disarm a lot of crossbow traps with ease.
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GawainBS
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Post by GawainBS »

TismeVader wrote:mirror image and greater invis are great when cast together.

to hit your character, you hast overcome the miss% and then see if you get hit or if one of the mirror images get hit. using this i managed to disarm a lot of crossbow traps with ease.
Some strange traps, that are affected by illusions. :-p

Anyway, some great spells are:
Lvl 1: Sleep.
Lvl 2: Web, Glitterdust, Ray of Enfeeblement.
Lvl 3: Solid Fog, Haste for your melee/archer party members.
Lvl 4: Everard's Black Tentacles, Greater Invisibility.
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Rob-hin
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Post by Rob-hin »

If you plan to fly a lot, it could be worth looking into wearing a ring of feather fall.
Otherwise if you drop unconsious, you'd fall to death.
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Kheros
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Post by Kheros »

Rob-hin wrote:If you plan to fly a lot, it could be worth looking into wearing a ring of feather fall.
Otherwise if you drop unconsious, you'd fall to death.
The fly spell actually puts you down to the ground at a gentle pace (like feather fall.) and that effect cannot be dispelled.
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Kheros
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Post by Kheros »

Silencher wrote:Hey,

That's actually not bad at all. I was thinking of using invisibility, greater on myself, then fly, and then flying up into the air to hopefully avoid any attacks until they wear off as one thing. unfortunately I'm a little lost as to the other spells but I'll take another look. If anyone else has any suggestions though I'd still like to hear about it. I have access to spells up to 5th level, if that helps?

also, with the haste spell, it doesn't specifically say it in the description as far as I can see from the system reference document, but does it, in fact, give you the ability to cast two standard action spells per round for the duration of the haste spell?
Ok for the first part: If you dont' hide when yer invis, they can spot that you are invis with a DC 20 spot check (though you still have a 50% miss chance due to invisibility but they can target where you are.)

Second thing: Are you playing 3.0 or 3.5? If 3.0 then yes, you can cast 2 spells with haste (A partial action lets you attack once or move. Just like a standard action vs move action.) If it is 3.5 then you cant, no more partial actions in 3.5
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