Author Topic: I need a ray spell that ruins the target  (Read 9457 times)

Offline Burpcycle

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I need a ray spell that ruins the target
« on: April 15, 2013, 02:39:49 AM »
A save or die with no save, to be more blunt. I need it to be level 1-7, preferably 7. Everything I can find gives a save.

Offline Vorpal_Bunny

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Re: I need a ray spell that ruins the target
« Reply #1 on: April 15, 2013, 03:19:08 AM »
Ray of Stupidity, Enervation, Reach-Spell'ed Shivering Touch

2nd, 4th, 5th level respectively.

Technically not "Save or Die", but very close due to near-debilitating effects (sans save).  Keep in mind that Envervation gets better with further MM (Split, Chain, etc, etc)

Hope this helps?

VB

Offline Maat Mons

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Re: I need a ray spell that ruins the target
« Reply #2 on: April 15, 2013, 03:21:06 AM »
Shivering touch is a 3rd-level spell that deals 3d6 dexterity damage with no save.  It's touch range, but the reach spell metamagic feat (Complete Divine, p84) says “the spell effectively becomes a ray,” which might be close enough.  It's available in a metamagic rod (Magic Item Compendium, p165).  The ocular spell feat (Lords of Madness, p181) explicitly changes a spell to a ray, but there's no metamagic rod for it. 

With trickery, a spellwarp sniper (Complete Scoundrel, p64) can turn holy word or one of its equivalents into a ray. 

Offline littha

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Re: I need a ray spell that ruins the target
« Reply #3 on: April 15, 2013, 03:39:09 AM »
With trickery, a spellwarp sniper (Complete Scoundrel, p64) can turn holy word or one of its equivalents into a ray.

Notably spellwarp sniper also removes the reflex save of any spell you warp. Find a reflex based save or die and you are golden.

Offline wotmaniac

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Re: I need a ray spell that ruins the target
« Reply #4 on: April 15, 2013, 05:05:18 AM »
Keep in mind that Envervation gets better with further MM (Split, Chain, etc, etc)
This reminds me of a build I put together a while back, straight-forward wiz5/icanatrix10, that was cranking out 96 negative levels as primary damage, and 48 negative levels as secondary damage to everyone around. (I stopped at lvl-15 simply because it was getting just too ridiculous for good taste)

As to the OP, look in Spell Compendium (not even considering MM):
- Avasculate (sorc/wiz 7): auto reduced to 1/2 HP, save vs. stun
- Lucent Lance (sorc/wiz 5): no save, blinded 1 rd, dazzled 1 rd/CL; in bright light, d6/CL damage (so accompany that with some sort of daylight-like effect when it's dark)
- Ray of Clumsiness (sorc/wiz 1): d6+5 DEX penalty
- Ray of Dizziness (sorc/wiz 3): restricted to only 1 move or 1 standard action per round
- Ray of Entropy (sorc/wiz 6): -4 penalty on str, con, and dex
- Stun Ray (sorc/wiz 7): stun d4+1 rounds, save only reduces duration
There's more, but they really require MM to be effective.

Offline Rebel7284

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Re: I need a ray spell that ruins the target
« Reply #5 on: April 15, 2013, 08:23:22 AM »
Stun ray is one of the best as it takes away actions either way.

Offline SorO_Lost

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Re: I need a ray spell that ruins the target
« Reply #6 on: April 15, 2013, 09:18:27 AM »
Fleshshiver (sadly not a ray) is great too.
It's a 6th level spell that on the first rounds attempts to Stun the target, if their HD is less than or equal to your CL the subject is denied a chance to Save against it. On round two, with no action on your part, they need to make a second Fort Save to avoid 15d6 damage and becoming nauseated for 1d4+2 rounds (which locks them down some more).

Anyway, Antimagic Ray is 7th level.

Offline Ithamar

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Re: I need a ray spell that ruins the target
« Reply #7 on: April 15, 2013, 12:37:51 PM »
Spellwarped Wings of Flurry?  There is also an ice based spell in SpC that dazes on a failed reflex save, so works great with Spellwarping as well.

Offline Burpcycle

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Re: I need a ray spell that ruins the target
« Reply #8 on: April 15, 2013, 02:10:23 PM »
Keep in mind that Envervation gets better with further MM (Split, Chain, etc, etc)
This reminds me of a build I put together a while back, straight-forward wiz5/icanatrix10, that was cranking out 96 negative levels as primary damage, and 48 negative levels as secondary damage to everyone around. (I stopped at lvl-15 simply because it was getting just too ridiculous for good taste)

As to the OP, look in Spell Compendium (not even considering MM):
- Avasculate (sorc/wiz 7): auto reduced to 1/2 HP, save vs. stun
- Lucent Lance (sorc/wiz 5): no save, blinded 1 rd, dazzled 1 rd/CL; in bright light, d6/CL damage (so accompany that with some sort of daylight-like effect when it's dark)
- Ray of Clumsiness (sorc/wiz 1): d6+5 DEX penalty
- Ray of Dizziness (sorc/wiz 3): restricted to only 1 move or 1 standard action per round
- Ray of Entropy (sorc/wiz 6): -4 penalty on str, con, and dex
- Stun Ray (sorc/wiz 7): stun d4+1 rounds, save only reduces duration
There's more, but they really require MM to be effective.
Yes, sadly I plan to use this spell on a demon, and demons are immune to stun ray, so that won't work, but lucent lance may be of help, thank you.

Offline Captnq

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Re: I need a ray spell that ruins the target
« Reply #9 on: April 16, 2013, 12:56:05 AM »
As my player would tell me, it's not the volts, it's the amps.

Get a Sorcerer's hand crossbow.
Add Splitting. Now you double every ray you fire.

Next take acid splash or ray of frost, your choice.
Add metamagic feats Split Ray and Fell Drain.

Now you are rolling to hit four times a round. Each successful hit drains a level for one hour. No save. No spell resistance.

And for real fun, add Exit wound to your Sorcerer's Hand so the rays have a chance of hitting secondary targets behind the primary.

When Multiple targets are losing two levels a round or one target loses 4 levels a round, bad guys tend to run away.
If you have questions about 3.5 D&D, you might want to look at the:
Encyclopedia Vinculum Draconis

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Offline Kasz

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Re: I need a ray spell that ruins the target
« Reply #10 on: April 16, 2013, 05:59:30 AM »
As my player would tell me, it's not the volts, it's the amps.

Get a Sorcerer's hand crossbow.
Add Splitting. Now you double every ray you fire.

Next take acid splash or ray of frost, your choice.
Add metamagic feats Split Ray and Fell Drain.

Now you are rolling to hit four times a round. Each successful hit drains a level for one hour. No save. No spell resistance.

And for real fun, add Exit wound to your Sorcerer's Hand so the rays have a chance of hitting secondary targets behind the primary.

When Multiple targets are losing two levels a round or one target loses 4 levels a round, bad guys tend to run away.

You got laser blaster in my D&D.

Offline Prime32

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Re: I need a ray spell that ruins the target
« Reply #11 on: April 16, 2013, 09:14:14 AM »
Get a Sorcerer's hand crossbow.
A what now?

Offline Vicerious

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Re: I need a ray spell that ruins the target
« Reply #12 on: April 16, 2013, 11:44:11 AM »
Get a Sorcerer's hand crossbow.
A what now?
It's a unique weapon from A&EG.  +2 light crossbow that grants +1 CL and +2 enhancement to attack on ray spells if you use the crossbow as an additional arcane focus.  It does not, however, say anything about imparting the crossbow's properties, such as splitting or even its bonuses to attack and damage as a +2 weapon, to a ray spell.  It was not updated to 3.5.
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Offline Saxavarius

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Re: I need a ray spell that ruins the target
« Reply #13 on: April 16, 2013, 05:29:19 PM »
I'm a fan of Avasculate; reduce opponent to half hp and stunned for one round, if they save they are not stunned. Brutal spell to throw in the first round against the BBEG.

Offline Captnq

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Re: I need a ray spell that ruins the target
« Reply #14 on: April 17, 2013, 04:49:59 PM »
Get a Sorcerer's hand crossbow.
A what now?
It's a unique weapon from A&EG.  +2 light crossbow that grants +1 CL and +2 enhancement to attack on ray spells if you use the crossbow as an additional arcane focus.  It does not, however, say anything about imparting the crossbow's properties, such as splitting or even its bonuses to attack and damage as a +2 weapon, to a ray spell.  It was not updated to 3.5.

It's not a unique weapon, it's a special weapon. Unique weapons cannot be duplicated. Special weapons can. And as I pointed out, there are many "Ifs", one of the first "if" is allowing 3.0 special weapons. And if you read it, it imparts the Enhancement bonus of the crossbow onto the ray spell. Weapon Special Abilities are Weapon enhancements, therefore, any weapon special abilities put on the crossbow that can be imparted on ammo, will be imparted on the rays.
If you have questions about 3.5 D&D, you might want to look at the:
Encyclopedia Vinculum Draconis

Currently: Podcasting

Offline Nytemare3701

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Re: I need a ray spell that ruins the target
« Reply #15 on: April 17, 2013, 06:24:06 PM »
Get a Sorcerer's hand crossbow.
A what now?
It's a unique weapon from A&EG.  +2 light crossbow that grants +1 CL and +2 enhancement to attack on ray spells if you use the crossbow as an additional arcane focus.  It does not, however, say anything about imparting the crossbow's properties, such as splitting or even its bonuses to attack and damage as a +2 weapon, to a ray spell.  It was not updated to 3.5.
It's not a unique weapon, it's a special weapon. Unique weapons cannot be duplicated. Special weapons can. And as I pointed out, there are many "Ifs", one of the first "if" is allowing 3.0 special weapons. And if you read it, it imparts the Enhancement bonus of the crossbow onto the ray spell. Weapon Special Abilities are Weapon enhancements, therefore, any weapon special abilities put on the crossbow that can be imparted on ammo, will be imparted on the rays.

I'm not terribly invested in this, but I'm going to point out one problem. an Enhancement Bonus is a very specific thing, while a Weapon Enhancement is an entirely different thing. Even if you were to make the argument that it DOES grant the enhancement bonus OF a weapon enhancement, it doesn't seem to me that it works in reverse. Rectangle=/=Square and all that.

As I said though, I'm not reading from the books atm, so I may be entirely wrong.


Offline Tonymitsu

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Re: I need a ray spell that ruins the target
« Reply #16 on: April 19, 2013, 12:56:36 AM »
It's not a unique weapon, it's a special weapon. Unique weapons cannot be duplicated. Special weapons can. And as I pointed out, there are many "Ifs", one of the first "if" is allowing 3.0 special weapons. And if you read it, it imparts the Enhancement bonus of the crossbow onto the ray spell. Weapon Special Abilities are Weapon enhancements, therefore, any weapon special abilities put on the crossbow that can be imparted on ammo, will be imparted on the rays.

Unfortunately I'm also going to have to disagree on this one.  The entry for the Sorcerer's Hand doesn't say specifically that it imparts the Enchantment bonus of the crossbow.
The weapon grants a +2 enhancement bonus of attack rolls for ray spells.  If it were really imparting it's enchantment as a +2 light crossbow onto the rays, the entry should say exactly that, or at the very least read "the sorcerer's hand grants you a +2 bonus on attack and damage rolls."
Since it doesn't say that, the wording of "grants a +2 enhancement bonus on attack rolls" suggests it is simply a unique property of the weapon that grants a specifically-typed attack roll bonus, which would not stack with other enchantment bonuses to attack rolls from other sources.

It's still a very nice weapon regardless.  Not very often you can buy an effective caster level increase of 1 for 18,335 gp.
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