Best spells to destroy an army?


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I'm a big fan of Hallucinatory Terrain combined a nice cliff.


Doomed Hero wrote:

I'm a big fan of Hallucinatory Terrain combined a nice cliff.

Depends on if you classify the cliff as a structure. It's a natural structure, so it may count.


Avh wrote:
My Self wrote:
EvilMinion wrote:


15th level druid, using Control winds (a 5th level spell) (possibly with a rod of maximize spell or incense of meditation).

Note, that's a 600' radius tornado at that point. (or a diameter roughly the length of 4 football fields)

Give it an updraft, and anyone that does get ejected, gets sucked right back in.

Won't be much of an army left after that, typically.

Depends on the base wind level. There are 7 wind strengths: Light, Moderate, Strong, Severe, Windstorm, Hurricane, and Tornado. To get a tornado from light winds, you'll need CL 20 - probably 20th level casting and a CL booster.

Except not.

It's 3 caster levels per wind strength.

If you start at light wind (less than 10 mph), you need to be CL 18 or more to make a tornado.
If you start at moderate wind (less than 20 mph), you need to be CL 15 or more to make a tornado.

And moderate wind is not that rare. You can even probably trigger such wind with other spells (such as Control Weather).

And if you are fighting armies, you can likely afford a Bead of Karma.

Boomerang Nebula wrote:
I see a lot of ninth level spells being suggested, the opening post specifically asked for non-Druid spells that are lower level than Cloudkill.

Cloudkill was only given as an example of tactical crowd control being less effective at strategic crowd control.

In general I was looking for stuff the same (but on a different list)/lower level than Control Winds. 5th/6th level spells are OK. All the published modules I'm aware of that pit the PCs against armies take till at least 10th level to do that.


A Metamagic Rod of Widen Spell (generally the lesser or normal versions) may be useful as well, to expand the area of various spells mentioned above.

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