Doctor Despair
2015-11-10, 09:34 PM
So in the ward text for epic spells it describes this function:
"A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds the caster and excludes all spell effects of up to 1st level. Alternatively, the caster can ward just the target and not create the radius effect. For each additional level of spells to be excluded, increase the Spellcraft DC by +20 (but see below). The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward. The caster can leave and return to the protected area without penalty (unless the spell specifically targets a creature and does not provide a radius effect). The ward could be brought down by a targeted dispel magic spell. Epic spells using the dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check. The ward may also be brought down with a targeted epic spell using the destroy seed if the enemy spellcaster succeeds at a caster level check."
So I know that, for all intents and purposes, epic spells are treated as tenth level spells. Could a ward prevent the effects of tenth level spells from manifesting in its radius? My character wants to prevent spellcasting as much as possible. My working idea is this path:
WardSpellcraft DC" 14
Change From Target to Area" 24
Affects 10th level spells: 44
Affects 9th level spells: 64
Affects 8th level spells: 84
Affects 7th level spells: 104
Affects 6th level spells: 124
Affects 5th level spells: 144
Affects 4th level spells: 164
Affects 3rd level spells: 184
Affects 2nd level spells: 204
Area increased to 360 ft radius (I feel like much bigger seems... broken. Am I wrong?): 272
Ten minute casting increase 252
14 folks with 9th level spells (through wizardly shenanigans like summons, ice assassin, etc, and 15 casters just feels right ornamentally) 14
Permanent 80
I know it's no Rite of Shar, but with two uses of it a day at the 21st level, it's a start. At least, if it functions the way I think it does. It also says that a targeted dispel or a spell from the dispel seed could stop it, but if it prevents the effects from being inside as an area spell, I'm not sure how that functions. If it functions the way I think it does, I think this may be one of the only sure-fire ways to prevent deities from casting spells, at least within its radius -- or with spells within its radius. I'm not sure how it would interact with divine salient abilities though.
I know that invoke magic description reads: "You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane." This is not antimagic, dead magic, or null magic -- it merely reads that it is preventing it. Is this an accurate reading?
Also, if you were to cast a ward spell on yourself protecting against tenth level magic... Would you personally be able to cast while within this field? This is important both for abuse by the caster of the AOE ward, but also in preparation for such an AOE ward.
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Edit: OOPS! Just realized I did the permanency wrong. Well, that's awkward. Still, I'd like to hear some thoughts on the concepts I talked about here, so I'll leave it while I think it over. I suppose, if it came to it, I could throw levels at it from summons and people as well to mitigate the (massive) DC presently.
If I were to just make an army of mage-batteries...
Ward Spellcraft DC: 14
Change From Target to Area: 24
Affects 10th level spells: 44
Affects 9th level spells: 64
Affects 8th level spells: 84
Affects 7th level spells: 104
Affects 6th level spells: 124
Affects 5th level spells: 144
Affects 4th level spells: 164
Affects 3rd level spells: 184
Affects 2nd level spells: 204
May as well make it a mile radius: 1260
May as well make it instantaneous: 1288
May as well take away verbal/somatic components: 1232
Permanent: 6160
After my spellcraft modifier: 6080
So that means 3040 spell slots need to be given up for this spell from as few as 338 mages. Kind of a big deal. :/
"A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds the caster and excludes all spell effects of up to 1st level. Alternatively, the caster can ward just the target and not create the radius effect. For each additional level of spells to be excluded, increase the Spellcraft DC by +20 (but see below). The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward. The caster can leave and return to the protected area without penalty (unless the spell specifically targets a creature and does not provide a radius effect). The ward could be brought down by a targeted dispel magic spell. Epic spells using the dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check. The ward may also be brought down with a targeted epic spell using the destroy seed if the enemy spellcaster succeeds at a caster level check."
So I know that, for all intents and purposes, epic spells are treated as tenth level spells. Could a ward prevent the effects of tenth level spells from manifesting in its radius? My character wants to prevent spellcasting as much as possible. My working idea is this path:
WardSpellcraft DC" 14
Change From Target to Area" 24
Affects 10th level spells: 44
Affects 9th level spells: 64
Affects 8th level spells: 84
Affects 7th level spells: 104
Affects 6th level spells: 124
Affects 5th level spells: 144
Affects 4th level spells: 164
Affects 3rd level spells: 184
Affects 2nd level spells: 204
Area increased to 360 ft radius (I feel like much bigger seems... broken. Am I wrong?): 272
Ten minute casting increase 252
14 folks with 9th level spells (through wizardly shenanigans like summons, ice assassin, etc, and 15 casters just feels right ornamentally) 14
Permanent 80
I know it's no Rite of Shar, but with two uses of it a day at the 21st level, it's a start. At least, if it functions the way I think it does. It also says that a targeted dispel or a spell from the dispel seed could stop it, but if it prevents the effects from being inside as an area spell, I'm not sure how that functions. If it functions the way I think it does, I think this may be one of the only sure-fire ways to prevent deities from casting spells, at least within its radius -- or with spells within its radius. I'm not sure how it would interact with divine salient abilities though.
I know that invoke magic description reads: "You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane." This is not antimagic, dead magic, or null magic -- it merely reads that it is preventing it. Is this an accurate reading?
Also, if you were to cast a ward spell on yourself protecting against tenth level magic... Would you personally be able to cast while within this field? This is important both for abuse by the caster of the AOE ward, but also in preparation for such an AOE ward.
__________________________________________________ ________________
Edit: OOPS! Just realized I did the permanency wrong. Well, that's awkward. Still, I'd like to hear some thoughts on the concepts I talked about here, so I'll leave it while I think it over. I suppose, if it came to it, I could throw levels at it from summons and people as well to mitigate the (massive) DC presently.
If I were to just make an army of mage-batteries...
Ward Spellcraft DC: 14
Change From Target to Area: 24
Affects 10th level spells: 44
Affects 9th level spells: 64
Affects 8th level spells: 84
Affects 7th level spells: 104
Affects 6th level spells: 124
Affects 5th level spells: 144
Affects 4th level spells: 164
Affects 3rd level spells: 184
Affects 2nd level spells: 204
May as well make it a mile radius: 1260
May as well make it instantaneous: 1288
May as well take away verbal/somatic components: 1232
Permanent: 6160
After my spellcraft modifier: 6080
So that means 3040 spell slots need to be given up for this spell from as few as 338 mages. Kind of a big deal. :/