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 City of the Spider Queen/3.5 Haste
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Jeremy
Acolyte

USA
5 Posts

Posted - 30 May 2004 :  16:33:44  Show Profile  Visit Jeremy's Homepage Send Jeremy a Private Message  Reply with Quote  Delete Topic
Alright, so even the very first encounter of the module, the suggested tactics are, haste yourself, then cast two lightning bolts per round.

There are a lot of spellcasters in this module and I imagine many will be attempting to use this strategy.

What would be a comparable spell level for 3.5 for 3.0 haste?

What would be a good spell level for 3.0 haste without the AC bonus?

What would be a good spell level for a spell that only quicked one spell per round? (Thus allowing for the same 3.0 haste 2 spells per round, but not the occasional 3 spells from standard, extra partial, and free quickened.)

I figure I can have them research a spell like this and then keep their tactics if they are high enough level to cast it.

Or maybe anyone have any other suggestions for running City of the Spider Queen / Spiral of the Manzessine in 3.5?

Rabilard
Acolyte

USA
23 Posts

Posted - 30 May 2004 :  17:49:35  Show Profile  Visit Rabilard's Homepage Send Rabilard a Private Message  Reply with Quote
Boy Jeremy, you're not going to like the answer: the lowest level spell that quickens a spell, is Simbuls Spell Matrix, it's more of a storing kind of thing in the PGtF, and it's 5th level. It stores ONE spell, of up to 3rd leve. For the vampires, BTW, switch haste with stinking cloud, it's a really powerful spell that undead are immune to, but your players most likely are not. For everyone else, if they have allies around that use melee, stick with haste because now it affects multiple subjects. Other than that, hunt around a little and be sure to substitute it with a spell that's perfect for the environs/conditions/circumstances.

By heart and hand
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Jeremy
Acolyte

USA
5 Posts

Posted - 30 May 2004 :  18:23:53  Show Profile  Visit Jeremy's Homepage Send Jeremy a Private Message  Reply with Quote
True, but there are some powerful casters in this module, and scrolls are not out of the question for some of them. Even for spells of the highest levels.

What would be a comparable spell level for 3.5 for 3.0 haste? Epic?

What would be a good spell level for 3.0 haste without the AC bonus? 9th level?

What would be a good spell level for a spell that only quicked one spell per round? (Thus allowing for the same 3.0 haste 2 spells per round, but not the occasional 3 spells from standard, extra partial, and free quickened.) 8th level?
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Arivia
Great Reader

Canada
2965 Posts

Posted - 30 May 2004 :  18:29:12  Show Profile  Reply with Quote
3.0 haste doesn't work in 3.5-there are no partial actions anymore. 3.0 haste was broken-it does more for spellcasting ability then time stop, which is a bad thing. I'd just replace it with combat spells, the only exception to this possibly being Solom Ned'razak.
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Purple Dragon Knight
Master of Realmslore

Canada
1796 Posts

Posted - 30 May 2004 :  19:10:47  Show Profile Send Purple Dragon Knight a Private Message  Reply with Quote
Jeremy: your answer is to get a hold of a Miniatures Handbook, which contains a series of spells with a casting time of "Swift Action". Spells with this casting time take a free action to cast, but you are limited to one such spell per round (so you can only cast a maximum of two spells - one Swift Action and one Standard Action, or two Swift Actions, but not one Standard and two Swifts...)

Swift Action spells are less powerful than their regular Standard Action version (i.e. Swift Expeditious Retreat works exactly like Expeditious Retreat, but it has a duration of one round instead of the regular 1 min/level... it is a Brd 1 spell, which takes the exact same slot as a regular Brd 1 Expeditious Retreat) As you can see, the quickened advantage is paid dearly through a drastic reduction of the spell's duration.

The Swift Action spells are most commonly for Bards, Paladins and Ranger (allowing them to use their full attack or cast another spell/use their bardic song). Swift Actions do not draw AoOs. So with a little work, you can change the CotSQ spell lists to include these spells... that ought to make your PCs panic a little...
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Jeremy
Acolyte

USA
5 Posts

Posted - 30 May 2004 :  19:14:38  Show Profile  Visit Jeremy's Homepage Send Jeremy a Private Message  Reply with Quote
That is a great idea Purple Dragon Knight. I'm definately going to look into that. In the meantime, I was looking at maybe something like this...

Duneth's Perfected Astral Juxtaposition
Conjuration
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/two-levels

The caster of this spell transposes the Astral Plane around himself, making him subject to the plane's planar traits without leaving the plane he is on. This spell can only be cast on planes that are coterminous with the Astral Plane. Any pre-existing planar traits of the plane the caster is on are unaffected. This spell has no effect if cast while on the Astral Plane.

Unlike previous incarnations of this spell, Duneth's Perfected Astral Juxtaposition grants a +6 competence bonus to Wisdom checks to control the Astral Plane's subjective directional gravity.

A dimensional anchor, dimensional lock or similar effect counters this spell and the spell cannot be cast if the caster is under such an effect.

Focus: A full-body suit of Astral Thread mesh worth no less than 5,000 gp, which you must be wearing when casting the spell and for its duration.
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