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  • #46
    dnd always looked cool, but inever kniow anybody who plays it, so i never got to try it . I used to have one of those character glossary books when i was a kid though, it is really good for an overactive imagination!
    Lysistrata: It comes down to this: Only we women can save Greece.
    Kalonike: Only we women? Poor Greece!

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    • #47
      another question

      is all that a wizard can summon be fiendish and celestial things?

      or can a wizard summon things like elementals and the like

      Jon Miller
      Jon Miller-
      I AM.CANADIAN
      GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

      Comment


      • #48
        I think there are separate spells to summon elementals.
        (\__/) 07/07/1937 - Never forget
        (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
        (")_(") "Starting the fire from within."

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        • #49
          Yes - it depends upon what kind of wizard you've got.

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          • #50
            And spells to summon "creatures" and undead as well...

            A wizard can summon most things.

            -Jam
            1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
            That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
            Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
            Taht 'ventisular link be woo to clyck.

            Comment


            • #51
              btw

              this is just a general question

              what two Spell School would you drop in order to specialize

              Jon Milelr
              Jon Miller-
              I AM.CANADIAN
              GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

              Comment


              • #52
                also

                what feats would you take as a wizard?

                JOn Miller
                Jon Miller-
                I AM.CANADIAN
                GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                Comment


                • #53
                  I'd drop "Enchantment" (pah, charm spells) and "Erkentniss" (The school that has Identify in) but try and get a wand of Identify made.

                  As for feats, extend spell, maximise spell, empower spell are all nice. Elemental focus is good, still spell is handy. Wizards get loads of feats anyway. Take them all. You don't need the weapon feats. Take school specialisations Evokation and Necromancy and Spell penetration too.

                  -Jam
                  1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                  That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                  Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                  Taht 'ventisular link be woo to clyck.

                  Comment


                  • #54
                    umm

                    divination can't be dropped as a standard cost, since spells in it are less important than spells in the other schools

                    so I can't drop that one

                    I was thinking I would drop necromancy

                    if you specialize (if I understand that right) than you have to drop two other schools completely (unless you specialize in divination in which case you only have to drop one other school), I don't want to do that twice (anyways you can only do it twice if you become a wizard of thay or an incantrix)

                    JonMiller
                    Jon Miller-
                    I AM.CANADIAN
                    GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                    Comment


                    • #55
                      Oh. We've been playing wrong then.

                      Either DON'T specialise (be a sorc if you must have more spells) or specialise in "Divination" and drop the charm spells. They always make the save and you have to kill them anyway...

                      OR, don't be a powergamer like me, and drop Necromany and Evocation

                      -Jam
                      1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                      That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                      Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                      Taht 'ventisular link be woo to clyck.

                      Comment


                      • #56
                        I figure that I only need one set of attack spells

                        so Evocation it is (I like Fireball and Magic Missile, but maybe Necromancy is better?)

                        Jon Miller
                        Jon Miller-
                        I AM.CANADIAN
                        GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                        Comment


                        • #57
                          lower levels evocation difintiely seems better than necromancy

                          level 1

                          Necro
                          Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
                          Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
                          Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.


                          Evoc
                          Burning Hands: 1d4/level fire damage (max 5d4).
                          Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
                          Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
                          Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

                          2 level

                          Necro
                          Blindness/Deafness: Makes subject blinded or deafened.
                          Command Undead: Undead creature obeys your commands.
                          False Life: Gain 1d10 temporary hp +1/level (max +10).
                          Ghoul Touch: Paralyzes one subject, which exudes stEnch
                          that makes those nearby sickened.
                          Scare: Panics creatures of less than 6 HD.
                          Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.


                          Evoc
                          Continual Flame M: Makes a permanent, heatless torch.
                          Darkness: 20-ft. radius of supernatural shadow.
                          Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
                          Gust of Wind: Blows away or knocks down smaller creatures.
                          Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
                          Shatter: Sonic vibration damages objects or crystalline creatures.


                          3rd

                          Evoc
                          Daylight: 60-ft. radius of bright light.
                          Fireball: 1d6 damage per level, 20-ft. radius.
                          Lightning Bolt: Electricity deals 1d6/level damage.
                          Tiny Hut: Creates shelter for ten creatures.
                          Wind Wall: Deflects arrows, smaller creatures, and gases.


                          Necro
                          Gentle Repose: Preserves one corpse.
                          Halt Undead: Immobilizes undead for 1 round/level.
                          Ray of Exhaustion: Ray makes subject exhausted.
                          Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.


                          these are from http://www.wizards.com/default.asp?x=d20/article/srd35

                          JOn Miller
                          Jon Miller-
                          I AM.CANADIAN
                          GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                          Comment


                          • #58
                            I was joking.

                            I would NEVER drop evoc and necro. (because I am a powergamer, but you could role-play a non-bombarding wizard)

                            -Jam
                            1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                            That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                            Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                            Taht 'ventisular link be woo to clyck.

                            Comment


                            • #59
                              Oh, and those low-level "scare" spells are GREAT. Goblins and Kobolds flee in terror

                              Isn't "Skull Trap" a 3rd level necro spell? That's better than Fireball.

                              -Jam
                              1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                              That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                              Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                              Taht 'ventisular link be woo to clyck.

                              Comment


                              • #60
                                I can see that Necro is good (As is Enchantment)

                                I just think that it is good to have some Envoc arround if Dam needs to be dealt

                                so I guess I am trying to decide which of these three to drop

                                enchantment, necromancy, illusion

                                trans, evoc, and conjur I am all pretty sure that I want to keep

                                abjur is crucial, and div I can't drop (Besides it is useful)

                                Jon Miller
                                Jon Miller-
                                I AM.CANADIAN
                                GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                                Comment

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