T O P I C R E V I E W |
vorpalanvil |
Posted - 06 Sep 2012 : 11:02:52 Running a 2ed game here and could use some advice on a typical spell selection for a small strike force of brotherhood mages. Maybe 1 senior spell caster and 2-4 underlings. Levels vary from 2-6 (2-5 underling and 6-master). I have my own ideas here but I have a few weeks till my next game and am interested in external input from the forum. Thanks and well met!  |
4 L A T E S T R E P L I E S (Newest First) |
Quale |
Posted - 10 Sep 2012 : 22:12:02 In the Accursed Tower adventure was one mage from the Brotherhood
other offensive spells e.g.
1st: lighting bug, wardaway, chromatic orb, dancing fire 2nd: poisonstar, Snilloc’s snowball swarm, Agnazzar’s scorcher, threestones 3rd: paralyzing touch, scintillating sphere, skulltrap, Sylune’s viper |
crazedventurers |
Posted - 08 Sep 2012 : 13:01:39 quote: Originally posted by vorpalanvil
Is that a homebrew spell? I'm not having any luck finding it in my Wizard spell compendium or necromancers guide. Either way thanks!
Aye homebrew, made up off the top of my head . Given the Hosttowers links to liches and the undead I think you need to make the wizards stand out from 'ordinary' wizards/necromancers and make the players go "what??!?!?!" when their leg falls off etc.
here's another one, though I am sure I have seen something similar somewhere.
Shatterbone Level 2 (save vs paralysis) Wizard targets one limb on the opponent and deals 1d4 point of damage and the limb is broken (reduced movement rate, unable to hold items as appropriate). Save vs paralysis negates the broken limb but not the damage.
Another one for you, a simple variant of imprisonment, its the description that makes it look different even though the end result is similar.
Howl from the Dead Level 9 The caster opens up a pit (gate) to the fugue plain where the howling dead dwell, they crawl up the pit and try to drag the PC down into their realm forever (the grabbing/grappling essentially stuns the character for one round). Save vs death magic or similar to avoid obliteration.
This is the way I try to make magic users special, by changing the description of an already 'known' PHB spell. That way the players think they are facing something new and special and gives them the 'wow look at that' effect. It keeps the game fresh and interesting.
Cheers
Damian
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vorpalanvil |
Posted - 08 Sep 2012 : 11:13:15 Is that a homebrew spell? I'm not having any luck finding it in my Wizard spell compendium or necromancers guide. Either way thanks! |
crazedventurers |
Posted - 06 Sep 2012 : 16:46:39 Well the Savage North is well named, so I suspect their spells will also be savage whilst out of the city (fireball, Melf's acid arrow etc)
Within the city walls I suspect less boom spells, more control spells, so sleep, hold person, stinking cloud etc.
I would certainly have a branch of the brotherhood, that specialise in necromancy, and they could have lots of wild and spectacular spells that do terrible things to living flesh, and so its a great chance for you to throw your own spells at them!
Ungraft Limb Level 3 (or 4 maybe) save vs polymorph to ignore Consider it a specialised polymorph other, that only effects extremities, which fall off and die and then a replacement grows back in a turn or three. (cast it at the players and see how they feel when their leg/arm temporarily falls off).
Cheers
Damian |
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