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Need help with D&D 6th level spell selection.

Started by cnath.rm, September 08, 2006, 01:02:11 AM

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cnath.rm

My Ftr1/Wiz10 just jumped to Wiz11, we are about to be dealing with some sort of vampire with a magic sword, and I'm wondering what people think would be good 6th level spells for me to take. I get to pick four spells, and I'm not sure which ones will give me the best mix of anti-vampire and general spellcasting.  Any help would be appreciated.

We are almost exclusively using 3.0 rules, (some 3.5 but the DM isn't bothering with the spell nerfing of 3.5) I have easy access to spells from the PHB, Relics & Rituals books 1 and 2, Divine and Defeated, Hollowfast, Scarred Lands Players Guides, Eldritch Sorcery, Book of Eldritch Might*, Traps & Treachery*, Codix Arcanis*, Tide of Years*, Freeport: City of Adventure*, and Path of Magic. *spells in the Pocket Grimoire Arcane from Green Ronin. (yeah I know, even with the Grimoire Arcane I've got too many books, :D )
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beejazz

Let's see... would repulsion work? Con drain or damage or negative levels hit spellcasters pretty hard, after all. On the same note, Bigby's pushing hand.
Undeath to death is always nice to have. Likewise, control water (vampire weakness). Otherwise, it depends on his class levels.

cnath.rm

Quote from: beejazzLet's see... would repulsion work? Con drain or damage or negative levels hit spellcasters pretty hard, after all. On the same note, Bigby's pushing hand.
Undeath to death is always nice to have. Likewise, control water (vampire weakness). Otherwise, it depends on his class levels.
I think repulsion is mind effecting, and aren't they immune to those by virture of being undead?  Undead kills the con sapping spells also. (not sure how they deal with negative levels) As far as class levels, I'm on shaky ground, I the player have a pretty good idea from what I remember (read the adventure years ago) but don't want to let it get in the way.  Right now my planned spell tactics involve things that will lover his SR, hold monster, and a spell that will blind him for awhile. (and kill his hearing and breathing, but I don't think he needs to breath.)  The DM is understanding, I just don't want to risk stepping over the line.  I really like the idea of the Bigby's hand, I hadn't even considered that one. :D

From pillors with the story carved into them we know of a man who was a devoted servent and lover of a high priestess of hekate, and stuck with the goddess even when his lover was cursed by the god, went around searching for ways to become immortal, something involving blood, (pc's are convinced he's a vampire) created the 3 level sub-section of the larger dungeon that we are exploring, some kind of enchantment/curse to effect people who intruded.

We are losing Wis in some form or other, and will turn into insane barbarians if we stay inside for too much longer.  Level is shielded so no teleporting in/out, can't summon things through the shielding.
"Dr.Who and CoC are, on the level of what the characters in it do, unbelievably freaking similar. The main difference is that in Dr. Who, Nyarlathotep is on your side, in the form of the Doctor."
-RPGPundit, discovering how BRP could be perfect for a DR Who campaign.

Take care Nothingland. You were always one of the most ridiculously good-looking sites on the internets, and the web too. I\'ll miss you.  -"Derek Zoolander MD" at a site long gone.