He was just getting use to having a "meat shield" for a change, .
Looks like I'll have to teach some else how to find traps for the next adventure.
Tann says we are up against very strong "black" magic. I take that as the warning that magic against magic will be tough. I'm thinking we will need to have united attacks, combination attacks that distract, disrupt and drain the spells and magic of those creatures. That can leave openings for melee attacks. Timing and strategy is becoming more important.
So I'm thinking about:
1.) Protection and strengthening of Althena
2.) Support and strengthening of Melee fighters and spell casters
3.) Disruption of Magic attacks
4.) General attacks.
So check Ulthok's spells and give me your thoughts. Magget's spells are almost the same so they came compliment each other easily. If you need I can email the list that has the description of each spell. I use that to help me pick my spells.
To make it easier here's Ulthok's list from his character sheet. He has a ring that doubled his level 1, 2, and 3 spells.
DM EDIT: OK my fault here as I have slowly been updating player spellbooks this past month to reflect all the time traveling and the towns the party has been through as far as spells possibly learned and Ulthok was the last and I forgot to update his book. AS such the above spells in Ulthoks spellbook are now correct and have also been added to his character sheet.
Posted on 2011-10-29 at 15:41:45.
Edited on 2011-10-30 at 00:13:17 by TannTalas
I suggest using Sirene and possibly another spellcaster as healers. We can range or melee anything that is directly threatening us, but it would make more sense to have us spamming heals till we're out, then giving you all potions, than if we all fight and die because we're only healing ourselves.
I just looked up Sirene and she has 70 spells available.
She has a bunch that could help. Dispel Evil and such.
Wow what a bunch of great choices.
Here's COUPLE OF INTERESTING ones:
Protection From Evil
Range: Touch Components: V, S, M
Duration: 3 rds./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: None
When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:
First, all attacks made by evil or evilly enchanted creatures against the protected
creature receive a penalty of -2 to each attack roll, and any saving throws caused by such
attacks are made by the protected creature with a +2 bonus.
Second, any attempt to exercise mental control over the protected creature (if, for
example, it has been charmed by a vampire) or to invade and take over its mind (as by a
ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent
a vampire's charm itself, nor end it, but it does prevent the vampire from exercising
mental control through the barrier. Likewise, an outside life force is merely kept out, and
would not be expelled if in place before the protection was cast.
Third, the spell prevents bodily contact by creatures of an extraplanar or conjured
nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water
weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures
to fail and the creature to recoil if such attacks require touching the protected creature.
Animals or monsters summoned or conjured by spells or similar magic are likewise
hedged from the character. This protection ends if the protected character makes a melee
attack against or tries to force the barrier against the blocked creature.
To complete this spell, the priest uses holy water or burning incense.
This spell can be reversed to become protection from good, with the second and third
benefits remaining unchanged.
The material components for the reverse are a circle of unholy water or smoldering
Protection From Evil, 10' Radius
Range: Touch Components: V, S, M
Duration: 2 rds./level Casting Time: 3
Area of Effect: 10-ft. radius Saving Throw: None
around creature touched
The globe of protection of this spell is identical in all respects to a protection from evil
spell, except that it encompasses a much larger area and its duration is greater. The effect
is centered on and moves with the creature touched. Any protected creature within the
circle can break the warding against enchanted or summoned monsters by meleeing them.
If a creature too large to fit into the area of effect is the recipient of the spell, the spell
acts as a normal protection from evil spell for that creature only.
To complete this spell, the caster must trace a circle 20 feet in diameter using
powdered silver. The material component for the reverse is powdered iron.
Posted on 2011-10-30 at 00:50:44.
Edited on 2011-10-30 at 01:58:58 by Odyson
Hey I just noticed Tann's post above....... DURP....I've got more research to do, so the above is not final. I have to look up the new spells Ulthok now has in his book, could be much better choices now!!
Posted on 2011-10-30 at 02:58:06.
Edited on 2011-10-30 at 03:06:23 by Odyson