Although these doesn't make a good combo. The glyph of warding can be triggered without a spoken command, e.g. by opening the book. Also note that the glyph cannot be moved: " If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered."
I think the most game breaking combo I can think of right now is glyph of warding to cast concentration spells... it's mostly useful for a wizard in his tower dealing with being assaulted... he grabs the emergency book and pronounces the panic word and boom Wizzilla is ready to confront the arrogant PC's.
For a PC to exploit it I imagine it would involve casting it onto an object in an extradimentional space like a bag of holding or portable hole combine with haste for a pretty good time.
Another combo like this is giving your familiar a ring of spell storing and having haste in the ring and having your familiar cast it on you, leaving your concentration free to do other things.
I'm a little loathe to mention this last idea as it's really cheesy but you could also use a ring of spell storing to make your familiar cast find familiar just keep on passing down the ring and re-attuning it and you get a familiar swarm ( what is the collective noun for familiar? a family of familars? ) or pass it on to other players to let them share in the familiarity.
AH a familiarity of familiars... edited because I had to add this once I clued in.
For a PC to exploit it I imagine it would involve casting it onto an object in an extradimentional space like a bag of holding or portable hole combine with haste for a pretty good time.
The object can't be moved more than 10 feet away from where the spell was cast so I'm not sure how they'd achieve this. (Also this is a really expensive tactic.)
You cast it inside of the extra dimensional space (ie the caster climbs inside and casts it completely in the extradimentional space)... so that space is different it doesn't move so you can pick up the bag and move the bag to wherever you need it then open up the bag and trigger the glyph at a later time.
I agree that it's a prohibitively expensive tactic and even when you can use wish to cast it in the bag there is probably better uses of a spell of that power. All in all it can be exploited to be a form of backup contingency.
Am I the only one who's favorite combinations involve illusions? My old drow arcane trickster got a lot of mileage out of using minor illusion and silent image. Cheaper than Major Image, and just as good against non-beasts.
This requires two people, but... Hex and Evard's Black Tentacles. Hex inflicts disadvantage to escape from the Tentacles, which deals damage over time. Other spells include Bigby's Hand and Telekinesis in place of Tentacles.
The power of forcing enemies to stay in damage zones is very strong and it doubles down on versatile casters strengths.
most illusion combos I`ve used require some set-up, either by buying equipment to exploit it (catatrops, marbles, rope, ect) or having intel about the area beforehand or setting it up with the rest of the party to really exploit things.
Which thematically really fits with a wizard as they solve problems by throwing smart at it.
If you are trying too intimidate or scare away things, you could do Disguise Self to look like some ultra powerful mage and then cast minor illusion to give yourself a booming voice or intimidating looking staff. Also spam Prestidigitation to create crazy visual effects like lightning constantly crackling in your hands.
I used a similar method to this with a wizard to defeat an army of monodrones. We were on an airship and I climbed up higher and then cast Disguise self to look like a pentadrone, and then with a minor-illusion induced booming voice, commanded all of them to jump off of the airship.
A great spell combo usable at relatively low levels is Spike Growth and Gust of Wind. My cleric and his druid buddy used it on a gang of pirates lined up on a dock. We called it "The Cheese Grater".
Just played a necromancer with a zombie horde from Animate Dead. Everyone underestimates zombies. They have low AC, atk, dmg, and stats. The only good thing about them is the decent hp for their level (22) and Undead Fortitude allowing them to potentially stay standing after hitting 0. I was going to use them as meat shields, but started wondering if there was a different way to attack other than the standard "Attack".
Enter the Shove and Grapple actions. Stat saves tend to be an unexpected gambit against some enemies. When I'm making 4-8 STR checks, there's a decent chance something will stick. Once prone or grappled (preferably prone), the rest of the horde can chew and smash the victim.
But this is about combo spells, right? Let your minds wander through possibilities with the zombies' main immunity: Poison damage. My personal favorite was Dragon's Breath using Poison damage on one zombie. Everyone mobs an enemy to the ground, then gets mob-attacked at advantage. A final zombie stands close by and drops a poison cloud every turn (DEX save).
That's actually really smart usage of zombies. I like it.
A coin or rock, make it portable and throwable, Continual flame makes it noticeable and magic mouth (and possibly alter self when manufacturing). (usually different messages depending on layer of perimeter) Proceed through unexplored area, place a marker in rooms and passages behind you. If anything follows you the Magic mouth activates and shouts / talks or whispers in your* (*possibly alter self changed voice) alerting you to movement. Popular choices of messages for layers are: We have contact!, Multiple hostiles, There coming out of the walls, and if right next to you Hudson we are leaving! Also works as scouts for camps, the really good part is magic mouth doesnt trigger on a moving target so pick it up and it stops shouting, and putting it in a covered item prevents the flame. Wizards man.. they have to be smarter!
Spikegrowth as was mentioned - but with an allied warlocks eldritch bolt repelling blast invocation, reduce legs to bleeding nubs, or the druid herself with thornwhip
GODMODE - a dark art of power gaming. Glyph of warding. As many buffing spells as you can apply to them that require concentration and effect a single target or an area. (Glyph of warding concentration spells last for their maximum duration its 3rd edition again! go nuts) Have a trigger that only you can hope to trigger. Your homes invaded? open your closet/ secret identity cabinet and swipe right on the too many glyphs, Have all the spell buffs and go kill them.
Panic room - Glyph of warding / Leomunds tiny hut of impossible to get me for 8 hours. Your homes invaded but your DM didnt agree with god mode? You run into your panic room activate your glyph and can get some sleep, if the interlopers dont have dispels then sleep soundly.
Find familiar and dragons breath, the familiar cant use its action to take an attack, but can use its action to breathe death on your enemies.
Armor of Agathys and bladeward (stop 5 hits per spell level, adjacent melee foes hitting you take 5 cold per spell level) So a warlock at at 9th stops 25 hits, blade ward halves all your physical damage. Your unlikely to kill an opponent of your challenge rating like this but if you are hit for three 20 damage attacks, you as a warlock will have taken 5 damage and the opponent will have taken 75 damage, a 'fair' exchange. If a poor victim (cough red dragon) with vulnerability to cold hits you they will of course take double damage and thats 150 damage to them (although only if their is at least one point of damage remaining in the armour for that last attack) *MDNS personal note, Warlocks using their mystic incarnum slots to cast this or bards taking AoA as a magical secret increase the pain this combo can exact. If a mage also uses ray of enfeeblement to lower the potential victims str based attacks by half on top of this then a fire giant for example dealing an average 28 damage twice would deal 14 (RoE) down to 7 bladeward, and need 4 hits to break a 25 hit AoA taking 100 damage in exchange. An 8th level AoA stops /deals 40 damage, at the same level you have access to that a wizard could have unlimited RoE a day.
The metagroup. Take a location you scout through scrying, it appears to have no other exits. begin stone shaping the exit shut except for a small hole big enough for a decanter of endless water into the slot and spend some time filling the dungeon. Cast control water (raise) when the water is enough to allow it to wash desperate creatures back and away from trying to hammer down a wall underwater. Then the real game begins, trying to get full experience awards from the gm for all the monsters drowned.
Conjure elemental (xorn) and planar binding at a level that lasts at least 30 days. Xorns can sniff out gems, they eat them, order it not to but to earthglide through the earth when your party discovers / works for a snob who owns a gem mine and wants you to risk your life to clear it. Command it to gather gems and return to you without endangering itself or revealing itself (Oh look we have some more gems to bind another Xorn tomorrow)
Pinata! Levitate and any ranged spell, against a physical brute creature that is without a ranged ability.
Minefield. Unseen servant (ritual) performed twice, Caltrops. lamp oil and a fire spell, for the 35 minutes or so, if you run into an opponent have your servants drop caltrops or splash oil under their feet and around them (not an attack) Light them up with your spell. (5 damage when entering lamp oil on fire or at start of a turn commencing in it, it burns for two turns.)
The Blender. Requiring two casters (two concentrations) Levitate then cloud of blades (no save to COB except on cast, normally you would move out but now your floating..) when there is nothing for the victim to push off, feed him through it as long as its still amusing. Bonus points if you use it in a settlement and claim your the heroes / good guys after people seeing you spread someone over a wide area with a magical wood chipper.
Peep Show: Hypnotic pattern and Unseen servants, on humanoid / weapon armed targets, whilst they are incapacitated have your unseen servants remove weapons arrows, potions and cover them in oil (bonus points for replacing a healing potion they had with an acid vial if its in a similar container and they actually drink the acid in an attempt to heal themselves after the pretty lights disappear.
Looking forward to hearing about more spell combo's, and remember, moon druids never sleep.
The group I normally play with likes to use environmental effects. Two excellent double spell combos that have come out of it are:
First; The Grease Fire: Grease is cast on the ground(preferably not under any friendlys), the next spell cast should be any spell that can catch flammable objects on fire, cast on the grease. A good rule of thumb with this combo is to either have a way to contain or douse the fire once it's purpose has been met, or, use the spell combo somewhere you are okay with setting on fire.
-The first time I saw this used(which was used accidentally) was in a wheat field... needless to say the farmers weren't very happy with our (worthless piece of garbage) Gnomish Mage(I also had issue with him). There were very few party members who were happy with that worthless mage, as those of us not in the grease to begin with very quickly found ourselves in the fire.
Second; Lightning Cloud/Bug Zapper: Cast Fog Cloud over your enemies(I highly suggest not having any allies in the fog cloud, as they will likely become upset with you(especially those wearing metal)). Next cast Lightning Bolt , Witch Bolt , or another lightning damage spell into the fog cloud. This will distribute the spell damage halved into the cloud.
-The first time I saw this used was(also an accident) in an ice cave, which sucked, as the fighters and a second wizard were both inside the fog cloud, and it was left to the cleric and offending wizard to save the party.
These are combos my party has enjoyed using, but it is, in the end, up to the DM of your game, so don't blame me if you get a different affect from the combo. In use of these combinations(after the first use of both) my party has had a lot of fun.
Use a 6th level spell to conjure 8 Magma Mephits, let them breathe fire for 16d6, then Cone of Cold for 8d8 causing the mephit's to death burst for another 16d6. That's 32d6 plus 8d8 in one round!
Use a 6th level spell to conjure 8 Magma Mephits, let them breathe fire for 16d6, then Cone of Cold for 8d8 causing the mephit's to death burst for another 16d6. That's 32d6 plus 8d8 in one round!
Depending on the DM you might only get 2d6 damage out of the death bursts. Game effects with the same name aren't supposed to stack. See the DMG errata:
Combining Game Effects
Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Also, the DM chooses which elementals get summoned so you might not get 8 magma mephits.
Use a 6th level spell to conjure 8 Magma Mephits, let them breathe fire for 16d6, then Cone of Cold for 8d8 causing the mephit's to death burst for another 16d6. That's 32d6 plus 8d8 in one round!
Depending on the DM you might only get 2d6 damage out of the death bursts. Game effects with the same name aren't supposed to stack. See the DMG errata:
Combining Game Effects
Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Also, the DM chooses which elementals get summoned so you might not get 8 magma mephits.
I could see this going either way. Yes, RAW leans toward only 1 damage set, but having several explosions near you at once? Sounds like a way to get vaporized.
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Use a 6th level spell to conjure 8 Magma Mephits, let them breathe fire for 16d6, then Cone of Cold for 8d8 causing the mephit's to death burst for another 16d6. That's 32d6 plus 8d8 in one round!
Depending on the DM you might only get 2d6 damage out of the death bursts. Game effects with the same name aren't supposed to stack. See the DMG errata:
Combining Game Effects
Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Also, the DM chooses which elementals get summoned so you might not get 8 magma mephits.
Didn't say it was a combo without flaws. :) Most of the mephits have a breathe weapon and death burst although some are less fun then others. At CR 1/2 I think the only elemental in the MM that would not work with this combo would be the Dust Mephit. Boo on your DM if he/she constantly serves up dust mephits.
As for combining magical effects...I would say that instant effects would not have a duration and thus would not overlap. Otherwise it would unduly penalize monsters for having the same initiative. When fighting two dragons they could not both breathe on you at once? What about a sorcerer casting twinned Disintegrate? If you go too far down that road there are too many illogical examples.
Last Sunday my DM brought an army of zombies to attack our party's tavern after we defeated a big undead boss the week earlier. 25 Zombies against a party of 5 level 7-8 folks. I stood in front of the front door of our tavern with my Lizardfolk Druid and cast Spike Growth and used Thunderwave everytime they got close. I only had to engage 2 of the 25 in actual melee. The rest of my party kept drinking. DM was PISSED lol.
As for combining magical effects...I would say that instant effects would not have a duration and thus would not overlap. Otherwise it would unduly penalize monsters for having the same initiative. When fighting two dragons they could not both breathe on you at once? What about a sorcerer casting twinned Disintegrate? If you go too far down that road there are too many illogical examples.
The key factor here is that the Death Bursts are going off simultaneously. Creatures with the same initiative don't act simultaneously.
I think the most game breaking combo I can think of right now is glyph of warding to cast concentration spells... it's mostly useful for a wizard in his tower dealing with being assaulted... he grabs the emergency book and pronounces the panic word and boom Wizzilla is ready to confront the arrogant PC's.
For a PC to exploit it I imagine it would involve casting it onto an object in an extradimentional space like a bag of holding or portable hole combine with haste for a pretty good time.
Another combo like this is giving your familiar a ring of spell storing and having haste in the ring and having your familiar cast it on you, leaving your concentration free to do other things.
I'm a little loathe to mention this last idea as it's really cheesy but you could also use a ring of spell storing to make your familiar cast find familiar just keep on passing down the ring and re-attuning it and you get a familiar swarm ( what is the collective noun for familiar? a family of familars? ) or pass it on to other players to let them share in the familiarity.
AH a familiarity of familiars... edited because I had to add this once I clued in.
That last one might be cheesy but it turns you into the ultimate scout if it works like that, since you can see and hear what your familiar sees up to 100 ft, having your familiar have a familiar effectively pushes that to 200 ft, then 300, then 400, next thing you know you're an all seeing demigod!
Also so that im contributing to the thread, not really a battle or 2 spell combo but my cousin enjoys using shape earth, create water and prestidigitation on our adventures to make a lavender smelling hot bath on our long rests, even when we're in the middle of a tomb.
I think the most game breaking combo I can think of right now is glyph of warding to cast concentration spells... it's mostly useful for a wizard in his tower dealing with being assaulted... he grabs the emergency book and pronounces the panic word and boom Wizzilla is ready to confront the arrogant PC's.
For a PC to exploit it I imagine it would involve casting it onto an object in an extradimentional space like a bag of holding or portable hole combine with haste for a pretty good time.
Another combo like this is giving your familiar a ring of spell storing and having haste in the ring and having your familiar cast it on you, leaving your concentration free to do other things.
I'm a little loathe to mention this last idea as it's really cheesy but you could also use a ring of spell storing to make your familiar cast find familiar just keep on passing down the ring and re-attuning it and you get a familiar swarm ( what is the collective noun for familiar? a family of familars? ) or pass it on to other players to let them share in the familiarity.
AH a familiarity of familiars... edited because I had to add this once I clued in.
You cast it inside of the extra dimensional space (ie the caster climbs inside and casts it completely in the extradimentional space)... so that space is different it doesn't move so you can pick up the bag and move the bag to wherever you need it then open up the bag and trigger the glyph at a later time.
I agree that it's a prohibitively expensive tactic and even when you can use wish to cast it in the bag there is probably better uses of a spell of that power. All in all it can be exploited to be a form of backup contingency.
Am I the only one who's favorite combinations involve illusions? My old drow arcane trickster got a lot of mileage out of using minor illusion and silent image. Cheaper than Major Image, and just as good against non-beasts.
This requires two people, but... Hex and Evard's Black Tentacles. Hex inflicts disadvantage to escape from the Tentacles, which deals damage over time. Other spells include Bigby's Hand and Telekinesis in place of Tentacles.
There's the obvious Planar Binding + Planar Ally / Conjure Elemental / etc combination.
wall of force + cloudkill
The power of forcing enemies to stay in damage zones is very strong and it doubles down on versatile casters strengths.
most illusion combos I`ve used require some set-up, either by buying equipment to exploit it (catatrops, marbles, rope, ect) or having intel about the area beforehand or setting it up with the rest of the party to really exploit things.
Which thematically really fits with a wizard as they solve problems by throwing smart at it.
If you are trying too intimidate or scare away things, you could do Disguise Self to look like some ultra powerful mage and then cast minor illusion to give yourself a booming voice or intimidating looking staff. Also spam Prestidigitation to create crazy visual effects like lightning constantly crackling in your hands.
I used a similar method to this with a wizard to defeat an army of monodrones. We were on an airship and I climbed up higher and then cast Disguise self to look like a pentadrone, and then with a minor-illusion induced booming voice, commanded all of them to jump off of the airship.
A great spell combo usable at relatively low levels is Spike Growth and Gust of Wind. My cleric and his druid buddy used it on a gang of pirates lined up on a dock. We called it "The Cheese Grater".
That's actually really smart usage of zombies. I like it.
A coin or rock, make it portable and throwable, Continual flame makes it noticeable and magic mouth (and possibly alter self when manufacturing). (usually different messages depending on layer of perimeter) Proceed through unexplored area, place a marker in rooms and passages behind you. If anything follows you the Magic mouth activates and shouts / talks or whispers in your* (*possibly alter self changed voice) alerting you to movement. Popular choices of messages for layers are: We have contact!, Multiple hostiles, There coming out of the walls, and if right next to you Hudson we are leaving! Also works as scouts for camps, the really good part is magic mouth doesnt trigger on a moving target so pick it up and it stops shouting, and putting it in a covered item prevents the flame. Wizards man.. they have to be smarter!
Spikegrowth as was mentioned - but with an allied warlocks eldritch bolt repelling blast invocation, reduce legs to bleeding nubs, or the druid herself with thornwhip
GODMODE - a dark art of power gaming. Glyph of warding. As many buffing spells as you can apply to them that require concentration and effect a single target or an area. (Glyph of warding concentration spells last for their maximum duration its 3rd edition again! go nuts) Have a trigger that only you can hope to trigger. Your homes invaded? open your closet/ secret identity cabinet and swipe right on the too many glyphs, Have all the spell buffs and go kill them.
Panic room - Glyph of warding / Leomunds tiny hut of impossible to get me for 8 hours. Your homes invaded but your DM didnt agree with god mode? You run into your panic room activate your glyph and can get some sleep, if the interlopers dont have dispels then sleep soundly.
Find familiar and dragons breath, the familiar cant use its action to take an attack, but can use its action to breathe death on your enemies.
Armor of Agathys and bladeward (stop 5 hits per spell level, adjacent melee foes hitting you take 5 cold per spell level) So a warlock at at 9th stops 25 hits, blade ward halves all your physical damage. Your unlikely to kill an opponent of your challenge rating like this but if you are hit for three 20 damage attacks, you as a warlock will have taken 5 damage and the opponent will have taken 75 damage, a 'fair' exchange. If a poor victim (cough red dragon) with vulnerability to cold hits you they will of course take double damage and thats 150 damage to them (although only if their is at least one point of damage remaining in the armour for that last attack) *MDNS personal note, Warlocks using their mystic incarnum slots to cast this or bards taking AoA as a magical secret increase the pain this combo can exact. If a mage also uses ray of enfeeblement to lower the potential victims str based attacks by half on top of this then a fire giant for example dealing an average 28 damage twice would deal 14 (RoE) down to 7 bladeward, and need 4 hits to break a 25 hit AoA taking 100 damage in exchange. An 8th level AoA stops /deals 40 damage, at the same level you have access to that a wizard could have unlimited RoE a day.
The metagroup. Take a location you scout through scrying, it appears to have no other exits. begin stone shaping the exit shut except for a small hole big enough for a decanter of endless water into the slot and spend some time filling the dungeon. Cast control water (raise) when the water is enough to allow it to wash desperate creatures back and away from trying to hammer down a wall underwater. Then the real game begins, trying to get full experience awards from the gm for all the monsters drowned.
Conjure elemental (xorn) and planar binding at a level that lasts at least 30 days. Xorns can sniff out gems, they eat them, order it not to but to earthglide through the earth when your party discovers / works for a snob who owns a gem mine and wants you to risk your life to clear it. Command it to gather gems and return to you without endangering itself or revealing itself (Oh look we have some more gems to bind another Xorn tomorrow)
Pinata! Levitate and any ranged spell, against a physical brute creature that is without a ranged ability.
Minefield. Unseen servant (ritual) performed twice, Caltrops. lamp oil and a fire spell, for the 35 minutes or so, if you run into an opponent have your servants drop caltrops or splash oil under their feet and around them (not an attack) Light them up with your spell. (5 damage when entering lamp oil on fire or at start of a turn commencing in it, it burns for two turns.)
The Blender. Requiring two casters (two concentrations) Levitate then cloud of blades (no save to COB except on cast, normally you would move out but now your floating..) when there is nothing for the victim to push off, feed him through it as long as its still amusing. Bonus points if you use it in a settlement and claim your the heroes / good guys after people seeing you spread someone over a wide area with a magical wood chipper.
Peep Show: Hypnotic pattern and Unseen servants, on humanoid / weapon armed targets, whilst they are incapacitated have your unseen servants remove weapons arrows, potions and cover them in oil (bonus points for replacing a healing potion they had with an acid vial if its in a similar container and they actually drink the acid in an attempt to heal themselves after the pretty lights disappear.
Looking forward to hearing about more spell combo's, and remember, moon druids never sleep.
The group I normally play with likes to use environmental effects. Two excellent double spell combos that have come out of it are:
First; The Grease Fire: Grease is cast on the ground(preferably not under any friendlys), the next spell cast should be any spell that can catch flammable objects on fire, cast on the grease. A good rule of thumb with this combo is to either have a way to contain or douse the fire once it's purpose has been met, or, use the spell combo somewhere you are okay with setting on fire.
-The first time I saw this used(which was used accidentally) was in a wheat field... needless to say the farmers weren't very happy with our (worthless piece of garbage) Gnomish Mage(I also had issue with him). There were very few party members who were happy with that worthless mage, as those of us not in the grease to begin with very quickly found ourselves in the fire.
Second; Lightning Cloud/Bug Zapper: Cast Fog Cloud over your enemies(I highly suggest not having any allies in the fog cloud, as they will likely become upset with you(especially those wearing metal)). Next cast Lightning Bolt , Witch Bolt , or another lightning damage spell into the fog cloud. This will distribute the spell damage halved into the cloud.
-The first time I saw this used was(also an accident) in an ice cave, which sucked, as the fighters and a second wizard were both inside the fog cloud, and it was left to the cleric and offending wizard to save the party.
These are combos my party has enjoyed using, but it is, in the end, up to the DM of your game, so don't blame me if you get a different affect from the combo. In use of these combinations(after the first use of both) my party has had a lot of fun.
I like the idea of using Conjure Minor Elementals and Cone of Cold.
Use a 6th level spell to conjure 8 Magma Mephits, let them breathe fire for 16d6, then Cone of Cold for 8d8 causing the mephit's to death burst for another 16d6. That's 32d6 plus 8d8 in one round!
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Depending on the DM you might only get 2d6 damage out of the death bursts. Game effects with the same name aren't supposed to stack. See the DMG errata:
Also, the DM chooses which elementals get summoned so you might not get 8 magma mephits.
rock to mud, let them sink, dispel magic, result is opponent now partially at least encased in rock.
added bonus , really annoys you dwarf fighter if they have an obsession with collecting your dead opponents boots
All plans turn into, run into the room waving a sword and see what happens from there, once the first die gets rolled
I could see this going either way. Yes, RAW leans toward only 1 damage set, but having several explosions near you at once? Sounds like a way to get vaporized.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Didn't say it was a combo without flaws. :) Most of the mephits have a breathe weapon and death burst although some are less fun then others. At CR 1/2 I think the only elemental in the MM that would not work with this combo would be the Dust Mephit. Boo on your DM if he/she constantly serves up dust mephits.
As for combining magical effects...I would say that instant effects would not have a duration and thus would not overlap. Otherwise it would unduly penalize monsters for having the same initiative. When fighting two dragons they could not both breathe on you at once? What about a sorcerer casting twinned Disintegrate? If you go too far down that road there are too many illogical examples.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Last Sunday my DM brought an army of zombies to attack our party's tavern after we defeated a big undead boss the week earlier. 25 Zombies against a party of 5 level 7-8 folks. I stood in front of the front door of our tavern with my Lizardfolk Druid and cast Spike Growth and used Thunderwave everytime they got close. I only had to engage 2 of the 25 in actual melee. The rest of my party kept drinking. DM was PISSED lol.
The key factor here is that the Death Bursts are going off simultaneously. Creatures with the same initiative don't act simultaneously.
That last one might be cheesy but it turns you into the ultimate scout if it works like that, since you can see and hear what your familiar sees up to 100 ft, having your familiar have a familiar effectively pushes that to 200 ft, then 300, then 400, next thing you know you're an all seeing demigod!
Also so that im contributing to the thread, not really a battle or 2 spell combo but my cousin enjoys using shape earth, create water and prestidigitation on our adventures to make a lavender smelling hot bath on our long rests, even when we're in the middle of a tomb.