Melcar
2017-09-04, 05:48 AM
Hi guys…
I have been looking at some high epic rules. It seems to me, that spell DCs and enemy saving throws do no increase at the same rate. Which mean the higher level the less change the mage has to apply his or her spells. Granted, there are epic spell, but this is about normal spellcasting so for now, let’s assume no epic spellcasting.
If we take a level 100 human wizard (no cheese), what is the highest possible base dc we can get that character to?
A quick attempt would be: 18 int, +5 tome, +25 level, +3 age, +2 human paragon class, +2 lich transformation, +10 demi lich transformation, +30 for headband of epic intellect = 95. Which would give a base DC of 52 (+1 for neither scrolls), for a total of 53. Then one could add epic spell focus for another 3, so let’s say 56.
A level 100 fighter would have +52 (46 for reflex and will) base fortitude save. Adding just a +10 ability modifier and a +10 cloak of resistance we far exceed the spell DC of the mage. And considering +10 to be low enchants for a level 100 and far inferior to the items the mage received, there seem to be some disharmony.
First off, am I missing something in terms of the spell DC, that would make it higher than the 56 I have reached now?
Secondly, how do we get the spell DC to mirror up the saves, so that there might be around a 50/50 chance of getting a spell through a save? I have chosen the 50% success change as appropriate because I consider that number of saving change fair. Often with spells, there are ranged touch attack needed as well as spell resistance one needs to get through, so 50% change of saving is fair I think.
Now considering level 1-9 spells I want the 50% to land in the middle. That way there are a little less chance for saving against the high level spells but higher change against low level.
So in summery how do we get the mage to have a high enough spell dc to have a 50% change of getting a level 5 spell (DC 61 in the above mage example) on a level 100 fighter?
Thanks
I have been looking at some high epic rules. It seems to me, that spell DCs and enemy saving throws do no increase at the same rate. Which mean the higher level the less change the mage has to apply his or her spells. Granted, there are epic spell, but this is about normal spellcasting so for now, let’s assume no epic spellcasting.
If we take a level 100 human wizard (no cheese), what is the highest possible base dc we can get that character to?
A quick attempt would be: 18 int, +5 tome, +25 level, +3 age, +2 human paragon class, +2 lich transformation, +10 demi lich transformation, +30 for headband of epic intellect = 95. Which would give a base DC of 52 (+1 for neither scrolls), for a total of 53. Then one could add epic spell focus for another 3, so let’s say 56.
A level 100 fighter would have +52 (46 for reflex and will) base fortitude save. Adding just a +10 ability modifier and a +10 cloak of resistance we far exceed the spell DC of the mage. And considering +10 to be low enchants for a level 100 and far inferior to the items the mage received, there seem to be some disharmony.
First off, am I missing something in terms of the spell DC, that would make it higher than the 56 I have reached now?
Secondly, how do we get the spell DC to mirror up the saves, so that there might be around a 50/50 chance of getting a spell through a save? I have chosen the 50% success change as appropriate because I consider that number of saving change fair. Often with spells, there are ranged touch attack needed as well as spell resistance one needs to get through, so 50% change of saving is fair I think.
Now considering level 1-9 spells I want the 50% to land in the middle. That way there are a little less chance for saving against the high level spells but higher change against low level.
So in summery how do we get the mage to have a high enough spell dc to have a 50% change of getting a level 5 spell (DC 61 in the above mage example) on a level 100 fighter?
Thanks