| garvdart |
| 20 people marked this as a favorite. |
this is just too restart the thread with
cgdlanterns post too start...for the tried and true...
also too keep this thread going so many great jaw dropping thoughts....so let us continue.....
| FAQ | Reply
--------------------------------------------------------------------------- -----
9 people marked this as a favorite. +
Lady Evgenya Zunaida
Well here are the combos I read while we went through, that most people seemed to think would work.
Please, if you are just getting on the page, read the whole list, the descriptions of these combos really do them more justice than just reading them as a list.
Web/Cloudkill
Black Tentacles/Stinking Cloud
protection from arrows/ levitate
Haste + Rage
Maze + anything else
Cloudkill/Forcecage
Aqueas Orb + Hideous Laughter
Flaming Sphere + Pyrotechnics
Enemy Hammer + any Create Pit spell
Quickened Ill Omen / Hold Monster
Glitterdust + Fog Cloud
Pit spell + illusory wall = Nobody saw it coming
Blindness/Deafness (blind) + Blindness/Deafness (deafen) + bestow curse (make mute) = Poor sap
Silent Image/Create Pit
Spark + Pyrotechnic
Wall of Stone + Meld into Stone
What about flesh to stone followed up by a transmute rock to mud?
web + burning hands
Invisibility + Summon Monster
rainbow pattern + acid pit.
Create Pit + Hydraulic Push
Beast Shape I and Geas/Quest. = "A talking bird just told me that I'm the chosen one!"
Fear + Crushing Despair
Create pit + Summon swarm.
Use Gust of Wind to blow tiny critters into Blade Barrier
Use Telekinesis to toss enemies into Black Tentacles'
Irresistible Dance on a target within a greased area
Mage's Magnificent Mansion + Fabricate = Infinitely shapeable dungeon of doom in which to lure your enemies.
Shrink Item + Mage Hand
Shrink Item + Telekinesis
quicken Cloud kill placed on back wall where enemies are + wall of force to wall them in
Feeblemind + Ray of Stupidity
black tentacles followed by a quickened stinking cloud
Flesh to Stone + Stone Shape + Stone to Flesh
Moment of prescience already casted + prismatic wall + quickened telekinesis
Unseen Servent + Grease
Summon Monster VI to summon a succubus and suggestion to tell victim "She told me she wants you, go hit her so
hard her daughter is born pregnant."
Dimension Door, Feather Fall, and a nearby, unattended 250' rock
Mind blank + invisibility/greater invisibility
Web + Summon Swarm (spiders)
quickened cause fear + create pit
Grease + Blade Barrier
Black Tentacles on floor followed by Black Tentacles on roof ten feet above.
Any Wall spell coupled with Stinking Cloud, Cloudkill, Acid Fog or Incendiary Cloud.
Wall of Force + Acid Fog
Aqueous Orb coupled with Cone of Cold or another Cold-dealing spell to trap the target within the now-solid ice Aqueous Orb.
Telekinetic orb + implosion
Magic Jar + Binding (Minimus Containment),
Hypnotism + Ventriloquism
Continual Flame + Sepia Snake Sigil, preferably both cast as Shadow Conjuration/Evocation to keep the costs down
Animal Messenger + Delay Poison
True Strike + hydraulic push + Create Pit
Unseen Servant + Grease
Trap the soul + Tarrasque. Turn it into your phylactery when you become a lich. No one wants to kill you because it
would release the Tarrasque.
Reverse gravity + telekinesis
Flesh to Stone + Shatter
Running Enemy + Grease + any Pit spell.
Quickened True Strike + Telekinesis
Spectral Hand + Stone Shape that stone floor the BBEG was standing on? It's now his air-tight, not-allowing-for-
any-movement tomb. No save.
Charm Person + Modify Memory
Aqueous Orb + Freezing Sphere
Create Pit/Move Earth/Stone Shape (any earth-moving-type spell, really) + Cloudkill
Explosive ruins and Dispel magic
Explosive Ruins: 8th or 9th level illusion spell
Animal Messenger + Magic Mouth
Wild Shape/Elemental Shape into Large Air Elemental + Call Lightning.
2 Summon monsters I's for Stirge + Centipede
Darkness + summon monster for a dog (scent)
Illusion of wall of fire + Prismatic Wall
Dust of dryness + a barrel of holy water
now my own favorite
Aqueous orb + ball lightning.....aka the bug zapper....
| garvdart |
aqueous orb+ ball lightning.
flavor...or explanation....
its at a minimum 7 round combo, that lasts longer, after the first two rounds its fire and forget till a) target escapes
b) target is dead
step 1..cast ball lightning direct where you will minimum 2 of em and you just took up 2 5ft squares...pretty nifty squares...
step 2 cast aqueous orb, failed save straight into one of your orbs...
he is entangled,drowning (can you hold your breath while being electrocuted) and now being electrocuted if being metal armor is a neg 4 too your save , what is being emmersed inside a 10' ball of water........and you just took a baddie out of the fight, move action your ball lightning right into the aqueous orb......rinse and repeat as necessary....
| Blueluck |
A favorite combo of mine is Stinking Cloud + Acid Pit (or Hungry Pit).
Much like your combo with Black Tentacles, all the spells involved are of the Conjuration school, so they all benefit from Spell Focus Conjuration for + to save DC, and none allow SR. The Acid/Hungry Pit stops enemies from moving out of the Stinking Cloud and deals damage every round. The Stinking Cloud keeps the enemy nauseated, or at least unable to see. Since Stinking Cloud is 3rd level, it can be enhanced with a Lesser Metamagic Rod, which is the kind I like to have around for Quicken Spell & Dazing Spell as soon as I can afford them.
| garvdart |
Hostile Juxtaposition+ Contagious Flame
target first round with contagious flame all rays
then hostile juxtaposition ...contagious flame towards you.
Swap places as the rays mow down your opponent.
first attack
4d6 points of fire damage x3 or 4d6/4d6/4d6 (can you say maximized later on)
Hostile juxtaposition "pop" as your contagious flame comes back at you aka first ray. hitting it again with another 4d6/4d6/4d6
3rd round as a conjuration specialist either cast another hostile jux, or let it radiate outward...great for use when nearly surrounded.
| garvdart |
how too kidnap someone, hostile juxtaposition + spectral hand.....
Or of course hostile jux + a cantrip. even prestigation...
Hostile juztaposition You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to you, you can spend an immediate action to cause yourself and the target creature to teleport and switch places.
Spectral hand A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends
If you can light a pipe with prestigation you can do damage via a spell too yourself,
other ways...blood money which is ironic....
| Ravingdork |
You missed Tar Pool + Sirocco.
Sirocco knocks flying creatures out of the air, deals relatively significant ongoing damage, automatically debuffs everyone with fatigue (and then exhaustion on round 2), and can knock people prone...in the tar...the tar that keeps them from escaping the area, deals ongoing damage, and also debuffs everyone with entanglement. In short, the two spells have GREAT synergy and ensure that victims will be caught in and suffer the full effects of both spells for their entire durations.
| Ravingdork |
Not every spellcaster who flies invests in Fly ranks. It's also great on especially clumsy creatures (like certain dragons). It's also pretty much free, so it makes the spell better, even if only marginally so.
| andreww |
Not every spellcaster who flies invests in Fly ranks. It's also great on especially clumsy creatures (like certain dragons). It's also pretty much free, so it makes the spell better, even if only marginally so.
Skimming briefly through the Bestiary 1 suggests that most dragons have invested ranks in Fly and casters flying with spells get a significant boost to their Fly checks. Both are likely to pass DC15 pretty trivially.
Tar Pool would have been a great spell at lower levels when enemies who don't Fly or Teleport are much more common but by level 11 it is distinctly lacklustre.
My suggestion is Emergency Force Sphere. You don't need to add anything to it although it does keep you safe while you summon monsters (provided they can fit in there with you, Lantern Archons are a good idea).
For Wizards consider combining it with Preferred Spell for amazing defensive options.
| Tels |
A telekinetic charge + quickened telekinetic charge is a great method of launching two martials into flanking position. Each martial gets to make a free attack (as an immediate action) upon landing, and then, on their turn, they get to make their full attacks. A standard + swift that could potentially end fights vs many enemies.
| PathlessBeth |
=> Disintegrate + Gust of Wind, let's see you bring that back to life without True Resurrection.
Pfft, you don't need to wait until 11th level to eliminate the possibility of a non-true resurrection,
just put the body in a bag of holding, and fill it up overcapacity (or destroy it). There, no more body.| Ipslore the Red |
You missed Tar Pool + Sirocco.
Sirocco knocks flying creatures out of the air, deals relatively significant ongoing damage, automatically debuffs everyone with fatigue (and then exhaustion on round 2), and can knock people prone...in the tar...the tar that keeps them from escaping the area, deals ongoing damage, and also debuffs everyone with entanglement. In short, the two spells have GREAT synergy and ensure that victims will be caught in and suffer the full effects of both spells for their entire durations.
There's the additional issue that they both deal fire damage. Fire resistance/immunity is annoyingly common.
| Tels |
Azten wrote:Blood Money + Ray of Enfeeblement on yourself.Because ray of enfeeblement means your Strength score can't drop below 1?
I don't think it works the way you think.
I would even hazard a guess that once you get to Strength Score 1, you can't use Blood Money anymore because 'creatures who are immune to strength damage can't use this spell'. Not RAW, of course, but if someone wanted to try that at my table, that's how I'd run it. I'm perfectly fine with letting people use Blood Money, because they are willingly weakening themselves for power. Having a Cleric use up his slots to heal you just makes all things better.
| JiCi |
Thread necro... because I can :)
Jotun's Grip (Deep Magic; 3rd) + Storm of Blades (People of the Sands; Paizo) = the ability to enlarge a Medium Greatsword to Colossal size, dealing 8d6 points of damage initially, followed by the ability to fling that size sword plus 4 duplicates into a hapless victim. The result? 8d6 x 5 = 40d6 of slashing damage.
If you want ammunition of this combo, take a bunch of Greatswords, shrink down to, say, Tiny, or dagger-sized, for easy carrying. If you cast Jotun's Grip, the shrunken Greatsword still goes to Colossal size, so...
Why carrying? Because Storm of Blades' drawback is the fact that it consumes the weapon after casting. If you used a +2 adamantine flaming burst greatsword... it gets vaporized right after. Yeah... a Masterwork Greatsword is relatively cheap, at the very least.
| RegUS PatOff |
Defensive BBEG prep when alerted that the party is about to charge the main gate/entrance/corridor/whatever chokepoint you can identify: Any fog plus Blade Barrier followed by Shout. While Blade Barrier doesn't explicitly state that there's a noise component, this keeps the late initiative party members from hearing the screams as the early martials/members rush in.
The Shout trick also works well with any other concealment + trap combo above.
| Tiny Coffee Golem |
CASTS THREAD RESURECTION
Eldritch Conduit + Anti Magic field.
You lay it on THEM, and control whether it can be dispelled. Send into your fighter (Or if you were a battle cleric/Eldritch knight, go in yourself.
Doesn't work, sadly.
Only works on certain spell areas, but Emanation isnt one of them and antimagic field is an emanation.
Edit: However, Magic Jar + Anti magic field should work. I believe this will effectively kick the magic-jarer out of the body, but the antimagic field should stay.
---Eldritch Conduit---
School transmutation; Level sorcerer/wizard 2, witch 2
DESCRIPTION
If the target of this spell fails to resist its effects with a Will save, he becomes outlined in faint radiance, as if via faerie fire. At any time before the eldritch conduit expires, you may cast another spell with an area effect of cone, cylinder, line, or sphere and use the subject of the eldritch conduit as the point of origin for that spell. Doing so ends the spell immediately. The target must be within close range (25 feet + 5 feet/2 levels) in order for you to use the conduit—if the target moves out of range, the eldritch conduit effect persists but cannot be utilized by you until you get back within range.
---ANTIMAGIC FIELD---
School abjuration; Level cleric 8, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M/DF (pinch of powdered iron or iron filings)
Range 10 ft.
Area 10-ft.-radius emanation, centered on you