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Level 7 Offensive Spells; Hard choice.
Topic Started: Oct 10 2013, 05:48 AM (474 Views)
shadowblizmasta
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Dismissal and banishment are both quite amazing. My arcane scholar, Z'ssadra fills up most of her spell slots with both of those spells and just waits for things to crowd up before casting dismissal and killing all but one or two lucky ones, then just swords them to death. Avasculate is also an incredible spell against things that haven't been given outright immunity.
Too many to list! So here are the ones I play a lot lately.
Barrakasra - Wraith? Bard
Kandra Blackhand - Humanish Monk of the Twin Oaks
Z'ssadra Tharress - Pureblood Green Scholar
Sskrassk - Lizardfolk Fiend Hunter
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MadPorthos
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Lo and behold they may someday give creatures that belong in tbe abyss spell immunity: banishment, dismissal. They are within thier rights, the denziens of they abyss shouldnt be banishable or dismissable from where they naturally belong. Come that day we need things that work just as well. Likewise for the hells, its not like the aminizu and dogai have got anywhere or whyfore to be banished or dismissed.

So for my part at least I've avoided those particular planar spells, but I do think planar bindings are worth looking at, not for summons only, but instead for one helluva paralyze effect.
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cryptc
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MadPorthos,Oct 10 2013
10:07 PM
Lo and behold they may someday give creatures that belong in tbe abyss spell immunity: banishment, dismissal. They are within thier rights, the denziens of they abyss shouldnt be banishable or dismissable from where they naturally belong. Come that day we need things that work just as well. Likewise for the hells, its not like the aminizu and dogai have got anywhere or whyfore to be banished or dismissed.

So for my part at least I've avoided those particular planar spells, but I do think planar bindings are worth looking at, not for summons only, but instead for one helluva paralyze effect.

Problem with that is that it basicly makes the most useful spells useless wherever they would be best... another prime examples is that every creature in plane of ice should really be immune to fire since fire spells would technically not work at all in that plane... but that would make firespells useless in the one place on the server where they are fun to use...
"One of the most curious statements I've seen on this list is that PlaneScape is a logical world. I must have erred. I was trying to create a world that defied logic." - David 'Zeb' Cook
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MadPorthos
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I'll take THAT to mean I am wrong and gave entirely too much credence to what another deeveloper here said once upon a time / last year or thereabouts. Glad to be wrong, timevto start using dismissald and banishments myself.
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cryptc
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MadPorthos,Oct 11 2013
07:36 AM
I'll take THAT to mean I am wrong and gave entirely too much credence to what another deeveloper here said once upon a time / last year or thereabouts. Glad to be wrong, timevto start using dismissald and banishments myself.

No idea what that was, but we've always said that "if it works ingame, it's ok, lore must yield to nwn2 practicality"
"One of the most curious statements I've seen on this list is that PlaneScape is a logical world. I must have erred. I was trying to create a world that defied logic." - David 'Zeb' Cook
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StarSight
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Blood
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Heh, the lore vibe I got on the ice plane was "everything here should be very weak to fire, but since fire spells should barely work here, it all balances out".
Player of:
Auric Tenebrason - Yuan-Ti finding himself
Cael O'Malley - A warrior who's heard many myths...and now finds himself in one.
Donovan SeYara - A man in pink.
Kadosh Purifico - Grinning Sinker.
Szuryu - Seeker of Marobashi.
Verdant Waves - A Godsman man of faith.
And a few more that won't fit...yeah I'm an altoholic.

"The greatest problem with communication is the illusion it has already taken place."
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Agony_Aunt
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Well, technically you are right MadP. But as cryptc said, it would reduce the number of useful spells.

I mean, as an arcane caster its all too easy to default to filling spell slots with the same direct damage spells (IGMS, Avasculate, etc) instead of having a wider array of spells.
Stepped down as admin, but still lurking.
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Agony_Aunt
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Also, you can't always believe everything that people tell you :P

I once had a DM tell me that summon spells would not work inside Sigil because you can't create your own conjuration pathways between Sigil and another plane. After some reflection i realized this could be wrong. Summon spells would work as long as they are trying to summon something from within Sigil itself.

It does depend on how you view the summon spell though. SRD states that monsters are summoned from another plane (from a Prime perspective), but in NWN1 and 2, the (default) creatures summoned are mainly prime creatures.

By the same logic as stated by the DM, any conjuration spell that relies on bringing material from another plane would not work. It could be argued that any healing spell would not work as (depending on house rules) could be viewed as taking energy from the positive material plane.

Therefore it is understandable why cryptc says (and is the default rule on our server), if it works in game, then it can be used - barring certain exploits of course.
Stepped down as admin, but still lurking.
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cryptc
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And while I'd like an accurate planescape with spell keys, power keys and spells modified for the plane they are cast on, it's just such a huuuuuuge can of worms, and even if it was implemented perfectly it would mostly boil down to casters self-buffing and fighting melee, and that new players would be utterly baffled about what would work where and how...
"One of the most curious statements I've seen on this list is that PlaneScape is a logical world. I must have erred. I was trying to create a world that defied logic." - David 'Zeb' Cook
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Agony_Aunt
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Hehe, yeah. Spell keys and power keys would be an absoloute nightmare to implement and for players to adjust to.
Stepped down as admin, but still lurking.
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Selebius
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Yeah.

And would bloat the inventories even more. A mystic theurge crafter then has the carry all blueprints/recipies plus components, plus personal gear plus spell/power keys... and hey, lets add spell components, focuses and Holy Symbols/Divine Focuses, too! :P Brrr!

IMO sorcerers would have a hard time with their spell selections if soddenly several of their spells go offline/are reduced in efficiency just because they are on the wrong plane.

OTOH is of course would emphasize how alien and dangerous the planes really are- instead of just being another funny looking prime with some extreme weather and unfriendly natives.

But I think fun and ease to play should come first here.
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Agony_Aunt
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That sort of thing is best left for events rather than grinding.

Before an event starts a DM/EM can inform players that spell keys will be required to cast spells on the planes and opportunity to find them will be given. Then its just that DM/EMs headache to deal with :D
Stepped down as admin, but still lurking.
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Selebius
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Bwahahaha... yes.

...but actually I might try this for a single small event/adventure.

One day....
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WhenWizardsWar
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The level 7 spell Summon Miranda Illdesserin works wonders if your in the abyss. It conjurs a level 18 red wizard female specialized in abjuration who's banishment and dismissal spells are almost impossible for the abyssal people to resist. Its a rare spell though so good luck finding one.

I play:
Miranda Ildesserin-"You have no idea what fear is, the greatest fear a mother can have is that of her child growing up...alone"
Eisinar Mindblade: Illithid Soul Knife: "As long as I have my mind, i am never with out a weapon".
Xil'ar'ran'oss-Beholder Psion:What do you mean "IF" looks could kill?
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