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Since: Nov 24, 2004 Posts: 315
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(Msg. 61) Posted: Wed Jul 05, 2006 11:17 pm
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: rec>games>frp>dnd (more info?)
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On Wed, 05 Jul 2006 12:16:11 -0700, Mouse <mail141023 DeleteThis @pop.net.invalid>
>On Tue, 04 Jul 2006 00:27:32 GMT, gobble DeleteThis @degook.com (Ken Andrews)
>>On 28 Jun 2006 10:12:41 -0700, "Bill Wayne" <HWayne DeleteThis @gmail.com> wrote:
>>
>>>-If you can balance of a wall of force, create one and another slightly
>>>above and to the front. You can balance on the first and fire arrows
>>>between the slit, but it would be difficult for others to fire back.
>>
>>I long since ruled that Wall of Force is zero thickness. The edge is
>>very useful for slicing salami, or iron bars, or charging Fighters.
>>
>>Wall of Force is a very useful industrial spell. You can use it to
>>slice almost anything, you can use it to make optically flat surfaces
>>(flat or hemispherical), or (if the DM allows cylindrical forms)
>>mirror-polished columns... all sorts of uses.
>>
>>An important thing to remember about Wall of Force is that it's also
>>totally frictionless. This has additional uses, especially when you
>>research a Level 6 version that allows variable shapes and positions.
>
>I could have sworn the description says "a vertical plane".
Similarly, I could have sworn I said "... research a Level 6
version...". Or were you thinking of the part that said "... if the
DM allows..."?
And admitted, the revamped version no longer allows spheres or
hemispheres, but again "... if the DM allows...". >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Apr 28, 2004 Posts: 1013
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(Msg. 62) Posted: Thu Jul 06, 2006 9:55 am
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Keith Davies wrote:
> Evasion's now a feat IMC rather than a class ability (requires base
> Reflex of +3), and allows (requires, if it's going to work) the
> character to move out of the way as an immediate action. IOW, no
> dodging the /fireball/ in a 10' room, unless you can get through the
> door in time.
Abusable outside movement of turn is.
I've considered changing Evasion to +5 Ref saves, with Improved
giving another +5, in line with making saves for half give no effect
when the save is made by 10 or more. Seems a good enough idea thus far,
10 being a very easy number to add and subtract, needs tested though.
Probably easier to leave it as is.
> [...] I do have a feat IMC, 'Immediate Counterspell', that lets
> you counterspell as an immediate action (and has Quicken Spell as a
> prereq).
That's in the FRCS IIRC, instead of quickening it uses up the
standard action of your next turn. Something to consider for your
Evasion above. Even delay the forced move 'till next turn, which
shouldn't be much bookkeeping.
--
tussock
Aspie at work, sorry in advance. >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Feb 24, 2005 Posts: 190
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(Msg. 63) Posted: Mon Jul 10, 2006 1:55 am
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <slrneb335k.1b8.keith.davies.TakeThisOut@kjdavies.org>,
Keith Davies <keith.davies.TakeThisOut@kjdavies.org> wrote:
> tussock <scrub.TakeThisOut@clear.net.nz> wrote:
> > Keith Davies wrote:
> >
> >> Evasion's now a feat IMC rather than a class ability (requires base
> >> Reflex of +3), and allows (requires, if it's going to work) the
> >> character to move out of the way as an immediate action. IOW, no
> >> dodging the /fireball/ in a 10' room, unless you can get through the
> >> door in time.
> >
> > Abusable outside movement of turn is.
>
> 'Abusable outside movement of turn is'... what?
A wand of Burning Hands, Fireball or something similar, at high levels,
would be in practise a Wand of Rogue Teleporting. Just blast the party
rogue any time he needs to jump twenty feet outside of his turn.
Balor about to do a full attack? Just ready an action to teleport the
rogue. The save DC will only be 11 to 14, and a high level rogue will
make that on anything but a 1. They can even have a resistance spell
cast ahead of time so they take no damage in the event they roll that 1.
--
Kevin Lowe,
Tasmania. >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Mar 24, 2006 Posts: 51
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(Msg. 64) Posted: Mon Jul 10, 2006 12:46 pm
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Kevin Lowe wrote:
> In article <slrneb335k.1b8.keith.davies DeleteThis @kjdavies.org>,
> Keith Davies <keith.davies DeleteThis @kjdavies.org> wrote:
>
> > tussock <scrub DeleteThis @clear.net.nz> wrote:
> > > Keith Davies wrote:
> > >
> > >> Evasion's now a feat IMC rather than a class ability (requires base
> > >> Reflex of +3), and allows (requires, if it's going to work) the
> > >> character to move out of the way as an immediate action. IOW, no
> > >> dodging the /fireball/ in a 10' room, unless you can get through the
> > >> door in time.
> > >
> > > Abusable outside movement of turn is.
> >
> > 'Abusable outside movement of turn is'... what?
>
> A wand of Burning Hands, Fireball or something similar, at high levels,
> would be in practise a Wand of Rogue Teleporting. Just blast the party
> rogue any time he needs to jump twenty feet outside of his turn.
>
> Balor about to do a full attack? Just ready an action to teleport the
> rogue. The save DC will only be 11 to 14, and a high level rogue will
> make that on anything but a 1. They can even have a resistance spell
> cast ahead of time so they take no damage in the event they roll that 1.
>
> --
> Kevin Lowe,
> Tasmania.
i see what you mean, and maybe at first it seems a little silly... ok
it is silly but it does make sense if you think of it as "explosion
surfing", a fireball really would add a lot of jump power, just look
at all the A-team explosions.
--
unan >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Feb 24, 2005 Posts: 190
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(Msg. 65) Posted: Tue Jul 11, 2006 5:55 am
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <slrneb5004.1b8.keith.davies.TakeThisOut@kjdavies.org>,
Keith Davies <keith.davies.TakeThisOut@kjdavies.org> wrote:
> Kevin Lowe <me.TakeThisOut@private.net> wrote:
> > In article <slrneb335k.1b8.keith.davies.TakeThisOut@kjdavies.org>,
> > A wand of Burning Hands, Fireball or something similar, at high levels,
> > would be in practise a Wand of Rogue Teleporting. Just blast the party
> > rogue any time he needs to jump twenty feet outside of his turn.
>
> You're still limited by the number of immediate actions you have each
> round, a small number.
>
> You can get a similar effect, though less reliable, for less trouble
> by casting /blink/.
Or you could do both.
> > Balor about to do a full attack? Just ready an action to teleport the
> > rogue. The save DC will only be 11 to 14, and a high level rogue will
> > make that on anything but a 1. They can even have a resistance spell
> > cast ahead of time so they take no damage in the event they roll that 1.
>
> Okay, so you ready an action to drop a low-level fire spell on a
> creature immune to fire, so the rogue doesn't get thumped on as badly.
> Bear in mind (for your example, at least) that by the time you're
> facing Balor, this ability is pretty minor.
I'm not arguing that it's game-breaking, just that it's abuseable. In
this case, one action and a wand charge negates an enemy's action
entirely 95% of the time.
--
Kevin Lowe,
Tasmania. >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Jul 16, 2006 Posts: 18
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(Msg. 66) Posted: Sun Jul 16, 2006 2:33 pm
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Mark Blunden wrote:
> earthpig wrote:
>
> > Reverse Gravity (dismiss the reverse gravity for a double whammy)
>
> There's the "Infinite Loop Reverse Gravity" trick.
>
Old Man Grimtooth has nothing on you.
*ODH >> Stay informed about: Dirty Spellcaster Tricks |
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Since: May 14, 2005 Posts: 301
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(Msg. 67) Posted: Sun Jul 16, 2006 6:19 pm
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On the grave of Keith Davies <keith.davies DeleteThis @kjdavies.org> is inscribed:
>>> > Abusable outside movement of turn is.
>>> 'Abusable outside movement of turn is'... what?
>What I meant was 'this sentence doesn't parse'.
Keith not Yoda is. Understand ancient Force-gibberish he does not.
--
Jim or Sarah Davies, but probably Jim
D&D and Star Fleet Battles stuff on http://www.aaargh.org >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Sep 05, 2004 Posts: 240
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(Msg. 68) Posted: Mon Aug 21, 2006 11:01 am
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: alt>games>adnd, others (more info?)
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ErolB1.RemoveThis@comcast.net wrote:
>One trick I used back in the 1e days were big glass bulbs full of
>knockout-gas potion. On each bulb I cast a *magic mouth*, programmed
>to sing a glass-shattering high note when an appropriate triggering
>condition was met.
How does your character know what that note is?
TV commericials aside, can that actually happen?
--
It is simply breathtaking to watch the glee and abandon with which the
liberal media and the Angry Left have been attempting to turn our
military victory in Iraq into a second Vietnam quagmire. Too bad for
them, it's failing. >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Sep 05, 2004 Posts: 240
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(Msg. 69) Posted: Mon Aug 21, 2006 11:04 am
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: rec>games>frp>dnd (more info?)
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emporer RemoveThis @dejazzd.com wrote:
>However, something you're overlooking; why bother breaking the glass,
>when a big mouth is opening on its surface? If the contents are under
>pressure, won't they spew out when the mouth opens?
It's the image of a mouth, not a real one.
--
It is simply breathtaking to watch the glee and abandon with which the
liberal media and the Angry Left have been attempting to turn our military
victory in Iraq into a second Vietnam quagmire. Too bad for them, it's
failing. >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Sep 05, 2004 Posts: 240
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(Msg. 70) Posted: Mon Aug 21, 2006 11:08 am
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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noemailformethanks.RemoveThis@anyplace.invalid wrote:
>Two words: Invisble Caltrops.
Even better: Invisible log swinging on a rope.
--
It is simply breathtaking to watch the glee and abandon with which the
liberal media and the Angry Left have been attempting to turn our military
victory in Iraq into a second Vietnam quagmire. Too bad for them, it's
failing. >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Feb 24, 2005 Posts: 265
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(Msg. 71) Posted: Mon Aug 21, 2006 6:20 pm
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: alt>games>adnd, others (more info?)
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Ubiquitous wrote:
> ErolB1.RemoveThis@comcast.net wrote:
>
>> One trick I used back in the 1e days were big glass bulbs full of
>> knockout-gas potion. On each bulb I cast a *magic mouth*, programmed
>> to sing a glass-shattering high note when an appropriate triggering
>> condition was met.
>
> How does your character know what that note is?
Easiest would be to research a spell, though, if I were researching a spell,
I'd research a triggered version of "shatter".
--
Reginald Blue
"I have always wished that my computer would be as easy to use as my
telephone. My wish has come true. I no longer know how to use my
telephone."
- Bjarne Stroustrup (originator of C++) [quoted at the 2003
International Conference on Intelligent User Interfaces] >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Apr 13, 2004 Posts: 435
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(Msg. 72) Posted: Mon Aug 21, 2006 8:17 pm
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <ecdbir$2n4$1@trsvr.tr.unisys.com>, Reginald_Blue.TakeThisOut@hotmail.com
wrote:
>Ubiquitous wrote:
>> How does your character know what that note is?
>
>Easiest would be to research a spell, though, if I were researching a spell,
>I'd research a triggered version of "shatter".
Wasn't something like that listed in Song & Silence?
--
It is simply breathtaking to watch the glee and abandon with which
the liberal media and the Angry Left have been attempting to turn
our military victory in Iraq into a second Vietnam quagmire. Too bad
for them, it's failing. >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Sep 05, 2004 Posts: 240
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(Msg. 73) Posted: Sun Aug 27, 2006 10:40 pm
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: rec>games>frp>dnd (more info?)
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groves_ca.RemoveThis@yahoo.co.uk wrote:
>A friend of mine came up with this trick: Use Contingency and Lightning
>Bolt. Set the Lightning Bolt to fire straight up when someone enters
>the target square. Cast this combo in a 10' high corridor. When the
>lightning bolt triggers, it goes straight up, causing 10d6 damage (since
>you need to be 14th level to cast Contingency, but LB caps at 10d6).
>When it hits the stone ceiling, it bounces back down with 110' of length
>left, causing another 10d6. When it hits the stone floor, it bounces
>back up with 100' of length left, causing another 10d6 damage...see
>where this is going?
>
>Aw, heck, I'll spell it out: 120d6 damage to one target.
Read the PH. It doesn't work that way.
>This one is more involved, but good clean fun: The PCs are hired by a
>King to rescue his daughter. They aren't given a description of the
>daughter or her kidnapper, but are told exactly where to find her. They
>go there, to find a massive Red Dragon curled around a sleeping girl...
>
>Now here's the kicker: The Red is in fact a Gold, that has had a
>disguising glamer put on it to make it look red. The girl is the
>sorceress that has charmed the Dragon...Imagine the King's face when the
>party deliver the girl, and inform him that they killed the dragon.
Been there, done that... except it was the King himself who had been
polymorphed into a red dragon and was flying around this huge cavern.
Too bad the PCs didn't stop to parlay, heh heh...
--
It is simply breathtaking to watch the glee and abandon with which
the liberal media and the Angry Left have been attempting to turn
our military victory in Iraq into a second Vietnam quagmire. Too bad
for them, it's failing. >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Sep 01, 2006 Posts: 1
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(Msg. 74) Posted: Fri Sep 01, 2006 1:56 am
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Ubiquitous wrote:
> groves_ca RemoveThis @yahoo.co.uk wrote:
>
>
>>A friend of mine came up with this trick: Use Contingency and Lightning
>>Bolt. Set the Lightning Bolt to fire straight up when someone enters
>>the target square. Cast this combo in a 10' high corridor. When the
>>lightning bolt triggers, it goes straight up, causing 10d6 damage (since
>>you need to be 14th level to cast Contingency, but LB caps at 10d6).
>>When it hits the stone ceiling, it bounces back down with 110' of length
>>left, causing another 10d6. When it hits the stone floor, it bounces
>>back up with 100' of length left, causing another 10d6 damage...see
>>where this is going?
>>
>>Aw, heck, I'll spell it out: 120d6 damage to one target.
>
>
> Read the PH. It doesn't work that way.
>
I do not know what version you are playing as I do not know the
Contingency spell. Please forgive me if the Lightning Bolt spell has
been redefined. I can however assure you, at least under 1st ed and 2nd
ed, Lightning Bolt does bounce. I remember in the old SSI games, blue
dragons loved to get you where they could bounce the bolts off walls.
One breath and it might take out a party even if everyone saved. I also
used it to kill many a creature by getting in multiple attacks with one
spell. >> Stay informed about: Dirty Spellcaster Tricks |
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Since: Aug 25, 2006 Posts: 130
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(Msg. 75) Posted: Fri Sep 01, 2006 10:55 am
Post subject: Re: Dirty Spellcaster Tricks [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <zQQJg.255$pe2.70@newsfe05.lga>,
Natalie_E_G_H <ranma27.RemoveThis@charter.net> wrote:
> Ubiquitous wrote:
>
> > groves_ca.RemoveThis@yahoo.co.uk wrote:
> >
> >
> >>A friend of mine came up with this trick: Use Contingency and Lightning
> >>Bolt. Set the Lightning Bolt to fire straight up when someone enters
> >>the target square. Cast this combo in a 10' high corridor. When the
> >>lightning bolt triggers, it goes straight up, causing 10d6 damage (since
> >>you need to be 14th level to cast Contingency, but LB caps at 10d6).
> >>When it hits the stone ceiling, it bounces back down with 110' of length
> >>left, causing another 10d6. When it hits the stone floor, it bounces
> >>back up with 100' of length left, causing another 10d6 damage...see
> >>where this is going?
> >>
> >>Aw, heck, I'll spell it out: 120d6 damage to one target.
> >
> >
> > Read the PH. It doesn't work that way.
> >
> I do not know what version you are playing as I do not know the
> Contingency spell. Please forgive me if the Lightning Bolt spell has
> been redefined. I can however assure you, at least under 1st ed and 2nd
> ed, Lightning Bolt does bounce. I remember in the old SSI games, blue
> dragons loved to get you where they could bounce the bolts off walls.
> One breath and it might take out a party even if everyone saved. I also
> used it to kill many a creature by getting in multiple attacks with one
> spell.
I, too, have heard something to the effect that, in 3.x rules, lightning
doesn't bounce. It did in pre 3e rules, though, and behaves that way
to annoying effect in the game Baldur's Gate.
- E >> Stay informed about: Dirty Spellcaster Tricks |
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