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Favorite Combo Spells? *Spoilers*

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Favorite Combo Spells? *Spoilers*

Post by arsiwash »

I have been playing around, trying to find good combo spells that work. I am avoiding things like contigency stoneskins and the like.

I found a Greater Malison cast by someone wearing the Robe of Vecna while the other person casts Chaos to work wonders...makes caster trip over themselves... thieves wont backstab... and no one uses up my FUTURE potions.

I used this with great effect fighting the NPC groups in the Sewers, Tavern and Slavers in the Temple District.
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Post by Stworca »

A volley of "Emotion" spells is by far my favourite combo. Possibly with a Greater Malision.

Mordenkeinen sword, improved haste, melf's minute meteors - creates a perfect tank (immune to physical damage) and turns you into a no-magic killing machine ('tis helped me to beat Nalmissra encounter as a low lvl mage. Let the sword tank, and nuke them with meteors)

A "BIG" one would be Time stop + Imprisonment :laugh: If not for bosses beign immune. In pen and paper its the "You're f***ed no matter what" boss fight killer
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Post by RPGguy »

Well, the ultimate spell combo is Time Stop + Improved Alacrity, then proceed to substantially empty out your spell book.

It's not sexy but I like to fill a spell sequencer with 1 Web, 1 Grease and 1 Spider Spawn (even greased, sword spiders move pretty fast and are immune to the web). Follow up with some Greater Malison from caster number 2. Just as the spiders are wearing off, pelt effected area with fireballs, cloudkill, horrid wilting etc.

Generally speaking I avoid save or else spells because I really hate when they make their saves. So my spellbooks tend to be full of illusion spells (mirror image, invisibility of various types, images/simulacrums etc) and abjuration spells/anti-magic spells. Not very offensive-combo friendly.
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Post by Pellinore »

Against someone with heavy armour a sequencer full of Ray of Enfeeblement can be fun but you can get the same effect with hold person. I usually just hold person then use triple Flame Arrow out of a sequencer... Sometimes I fill the sequencer with GMalison so the opponent won't make ANY saving throws :p

I have done the web + grease but only with the spider figurine and a party member with free action. Never thought to cast Spider Spawn...
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Post by arsiwash »

I have always liked web, stinking cloud and Skeletal Warriors... they are fun to watch go to town on wizards, they tend to waste alot of their dominations and Chaos on them...
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Post by Crenshinibon »

I have to say that my usual high-level spell (with a Cleric/Mage) combination is this:

Minor Sequencer with Mirror Image and Armor of Faith,
Spell Sequencer with Holy Power, Spirit Armor and Stoneskin,
Spell Trigger with Tensor's Transformation, Improved Haste and Righteous Magic,
Chain Contingency with Champion's Strength, Regeneration and Blur.

All this is activated after casting the Shapechange spell and transforming into a Greated Wolfwere.
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Post by RPGguy »

Crenshinibon wrote:I have to say that my usual high-level spell (with a Cleric/Mage) combination is this:

Minor Sequencer with Mirror Image and Armor of Faith,
Spell Sequencer with Holy Power, Spirit Armor and Stoneskin,
Spell Trigger with Tensor's Transformation, Improved Haste and Righteous Magic,
Chain Contingency with Champion's Strength, Regeneration and Blur.

All this is activated after casting the Shapechange spell and transforming into a Greated Wolfwere.
That's a great way to buff in no time but, just curious...how do you trigger your own contingencies (on your own terms and timing)??

I find contingencies are just a waste of spell slot. I only use them on the 'helpless' setting and they almost never go off. I chuck an improved invisibility/mislead/mirror image in there. I add the mirror image in case one of the enemies nearby has a True Sight going or has the ability to see through invisibility. It buys me some time to get over there and help the 'helpless' character
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Post by RPGguy »

Pellinore wrote:Against someone with heavy armour a sequencer full of Ray of Enfeeblement can be fun but you can get the same effect with hold person. I usually just hold person then use triple Flame Arrow out of a sequencer... Sometimes I fill the sequencer with GMalison so the opponent won't make ANY saving throws :p
Triple Flame Arrow is very effective as you can deliver it fast, sometimes before the enemy raises their spell protections. Great way to instantly eliminate a key enemy, as is triple Skull Trap provided you get it off before your foes close the distance. Triple Fireball is no good because it won't let you target the ground the way you can when you cast a Fireball normally.

I love Ray of Enfeeblement because for a 2nd level spell, it can be devastating. But I would never load that into a sequencer because it's only worth casting at certain 'bosses'. But you better believe I always have one ready in my spellbook.

Triple Cloudkill is no laughing matter either. Make sure your enemies are engaged with Skeleton Warriors first
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Post by Crenshinibon »

As you can see, I only have one contingency spell, which I'll actually set to "see enemy". I mean honestly, the spells I put in there are a luxury and I could live without them, so I'll use it for a boss fight or when I want to do a "speed run" of a level. Without the contingency, just using the sequencers and triggers, I believe that the character regenerates sixteen hitpoints per second (without including the Ring of Gaxx). Having the regeneration spell would boost it to around twenty two hitpoints a second. So technically I could also go without any armor spells since the rate of regeneration is so ridiculous. It's just personal preference.
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Post by RPGguy »

:eek: It never occurred to me that you can accelerate regen. rates :eek:

Thanks for the idea.
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Post by Crenshinibon »

Well, the Greater Wolfewere form comes with eight life per second regeneration rate and the Regeneration spell provides you with three life a second. Improved Haste doubles those effects.
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Post by RPGguy »

You know, I gotta give a shout out to good ol' Gr. Malison + Death. I always keep a death spell handy to dispatch enemy summons, but I just walked into a certain building in Saradush and got flooded with 20-30 low level melee guys.

All of them closed in so I mislead Jan and Edwin and skooted them to the other side other room. They were all bunched nicely around my PC so I had Jan cast the Gr. Malison at the 'glob' and Edwin followed up with the Death spell. They all dropped except like 1-2 of them.

Gave me the chills. Remembered this thread. :)
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Post by Stworca »

RPGguy wrote:You know, I gotta give a shout out to good ol' Gr. Malison + Death. I always keep a death spell handy to dispatch enemy summons, but I just walked into a certain building in Saradush and got flooded with 20-30 low level melee guys.
Wait.. Death Spell does not allow save, why use Malison
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Post by QuenGalad »

My favourite spell tactics is to scout the area first, then cast a web or two - they overlap - and a couple of cloudkills while staying out of enemies' sight. I know it's cowardly, but mages are fragile elegant girls, they wouldn't risk getting their legs bruised ;) Lowering their saves, maybe emotion if they're having free action, and finish the immobilized guys with melf's meteors. Sometimes all you have to do is stand there and listen to them die... Mwahaha!
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Post by Crenshinibon »

I completely forgot about Mislead. It's a pretty powerful spell, which I would actually consider "cheese". After all, it allows the caster to perform ANY action for the duration (or until the image is destroyed or dispelled). That DOES include unlimited backstabs for thieves.
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Post by Pellinore »

That DOES include unlimited backstabs for thieves.
Hmm... bad thoughts, bad thoughts...
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Post by RPGguy »

Stworca wrote:Wait.. Death Spell does not allow save, why use Malison
I don't know. I just assumed Death was save or else because of the way it works (either it kills something or it doesn't). It doesn't do any point damage if it doesn't outright kill.

Again, I just use Death for getting rid of Efreeti's summoned by liches (quickly) as those fireshield: red's are a pain to remove sometimes. And creatures who fireball themselves are quite irritating. So I am not an expert o the use of that spell by any means.

If it kills up to certain HP, that doesn't make sense either because I was getting swarmed by only 2 types of enemies: normal orcs (650 XP per) and normal humans (also 650 XP). If it wasn't 'save or else' why would a few be left standing? They all have the same HP profiles right?
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Post by Crenshinibon »

Pellinore wrote:Hmm... bad thoughts, bad thoughts...
If I didn't know any better, I'd think that you were battling the urge to abuse this tidbit. :laugh:
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Post by Pellinore »

If I didn't know any better, I'd think that you were battling the urge to abuse this tidbit.
....just once.:mischief:
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Post by arsiwash »

Time Stop, Greater Malison, Wail of the Banshee

I tried that in ToB and it was just too sick. I generally have Aerie throw a doom, and someone else do a greater Malison, by the time those finish, my time stop goes off... and wail generally kills 60% - 70% of the foes easily.
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