New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 12 of 12

Thread: Final Solution

  1. - Top - End - #1
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2012
    Location
    Copenhagen
    Gender
    Male

    Default Final Solution

    Im almost through running my spells by all of you. Here is one more!

    Melcar’s Final Solution
    Evocation
    Level: Sor/wis 10
    Components: V, S, M
    Casting Time: 10 rounds
    Range: Long (400ft. + 100ft./ level)
    Area: 5ft. /spell level radius sphere
    Duration: Instantaneous
    Saving Throw: Special
    Spell Resistance: Yes

    When casting this powerful evocation, the caster channels all of his memorized spells into the Weave Sphere thus charging it with raw magical energy. When fully charged the sphere is cast at the target, dealing 1d6 points of damage for every spell level channelled into the weave sphere. Being raw magical energy, the spell is not subject to elemental resistance or immunities. Due to the power and mechanics of the spell, evasion can never lower the damage to more than half damage.

    Material Component: One Weave Sphere

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male2Female

    Default Re: Final Solution

    Interesting idea, but... 'final solution' has unfortunate connotations.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
    Spoiler
    Show

  3. - Top - End - #3
    Ogre in the Playground
     
    Just to Browse's Avatar

    Join Date
    Nov 2011

    Default Re: Final Solution

    You would need forty spell levels for this to even equal sphere of ultimate destruction (9th level) or disintegrate. The ability to ignore Reflex (sort of) is nice, but it still allows SR.

    I'd really rather drop sphere of ultimate destruction and a quickened disintegrate for 40d6.

    EDIT: Oh yeah also that nazi thing.
    Last edited by Just to Browse; 2013-05-31 at 07:42 PM.

  4. - Top - End - #4
    Firbolg in the Playground
     
    Morcleon's Avatar

    Join Date
    Jun 2011
    Location
    Floating in the void

    Default Re: Final Solution

    Agreeing with JTB here. It does seem a little weak for a 10th level spell.

    An average Wizard 20 with Int 34 has 271 spell levels. This gives you a maximum of 262d6 in a 1310' radius sphere. Also, it take one minute to cast, giving anything at epic levels a very good chance of escaping with teleporting or a move speed of >70'.

    You have a good chance of not being able to do anything due to SR, or something like Damp Power. Also, this is stopped by a 2nd level spell, called Wings of Cover.

    And what's a Weave Sphere?
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  5. - Top - End - #5
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2012
    Location
    Copenhagen
    Gender
    Male

    Default Re: Final Solution

    Quote Originally Posted by Morcleon View Post
    Agreeing with JTB here. It does seem a little weak for a 10th level spell.

    An average Wizard 20 with Int 34 has 271 spell levels. This gives you a maximum of 262d6 in a 1310' radius sphere. Also, it take one minute to cast, giving anything at epic levels a very good chance of escaping with teleporting or a move speed of >70'.

    You have a good chance of not being able to do anything due to SR, or something like Damp Power. Also, this is stopped by a 2nd level spell, called Wings of Cover.

    And what's a Weave Sphere?
    A weave sphere is:

    Melcar’s Weave Sphere
    Evocation
    Level: Sor/wiz 9
    Components: V, S, M, XP
    Casting time:1 hour
    Range: Personal
    Target: The Weave
    Duration: 24 Hours
    Saving Throw: No
    Spell resistance: No

    This is one of the most dangerous and powerful spells ever created since the fall of Netheril. Upon the casting of this powerful evocation, the caster taps into the raw unfiltered power of the weave, drawing power directly from it, creating a concentrated sphere of energy that holds immense power. This however has a risk. When this spell is cast, a 1% chance of the spell failing utterly, ripping the caster apart, exists. Should this happen, only divine intervention can bring the person back to life. If the spell is a success, a silverwhite sphere of weave essence is collected. The Weave Sphere has a variety of functions.

    • A Weave Sphere is used as a powerful component in extreme spells and, being raw weave energy, it acts as a conductor to the weave, making greater and more powerful spells possible. When used to power a spell, the possibilities of that spell goes beyond the limits of level 9 spell. A level 11 spell with the right components and fueled with enough weave spheres would be possible.

    • The Weave Sphere functions like a temporary “Mythallar” (5 ft. per caster level emanation). Only the caster of the spell has the ability to touch the Weave Sphere. (Any item, or creature, living or undead touching the weave sphere is instantly destroyed, fortitude save DC 45 negates. This however destroys the Weave Sphere, causing an explosion in a radius of 5ft. per caster level, damaging everything 1d6 per caster level. The sphere is controlled telepathically via telekinesis and unless directed, hovers a few feet from the caster.


    • Functioning like a “Mythallar” the spell emanates magic. This ability suppresses an Antimagic Field, Dead Magic Zone, Wildmagic Zone and similar effects and therefore is not susceptible to dispel or disjunctions spells.


    Material: A Perfect Moonstone


    XP Cost: 1500


    What could be done, so it would not be so easy to awoid? The Final Solution spell that is!!!

    Thanks again for all your comments!
    Last edited by Melcar; 2013-06-01 at 06:08 PM.

  6. - Top - End - #6
    Ogre in the Playground
     
    Just to Browse's Avatar

    Join Date
    Nov 2011

    Default Re: Final Solution

    Hmmm that's also a bad spell. It's a fixed DC 45 fortitude save-or-die (The equivalent of a 9th-level spell cast by someone with a casting attribute of 62 or so) and can get charged up over time (so you can have several floating around, ready to smack people with regardless of AMFs, dead magic zones, etc).

    The "payback" for such a game-breaking spell is that the character can randomly get destroyed without any chance of retcon. So it's broken in that it randomly punishes players for trying to be useful and also broken in that it's better than every other 9th-level spell in the game. It's actually probably still better than final solution.
    Last edited by Just to Browse; 2013-06-01 at 07:49 PM.

  7. - Top - End - #7
    Firbolg in the Playground
     
    Morcleon's Avatar

    Join Date
    Jun 2011
    Location
    Floating in the void

    Default Re: Final Solution

    ...so basically, you could cast this, hope you don't die, then get free infinite magic items from your mini-mythallar.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  8. - Top - End - #8
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Mar 2012
    Location
    Darkest Part of your mind
    Gender
    Male

    Default Re: Final Solution

    You want it to be a real Final Solution? Change the area to 1 mile per spell level, the damage to 10d6 per spell level, no save or resistences and the followng; Caster failed to over come SR? It deals 1d6 less for each point of SR.

    THAT is a doomsday spell.
    Power restored for christmass. I'm back!

    Spoiler
    Show
    dragonflycave.com/newpay.aspx][/url]


  9. - Top - End - #9
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2012
    Location
    Copenhagen
    Gender
    Male

    Default Re: Final Solution

    Quote Originally Posted by Grimsage Matt View Post
    You want it to be a real Final Solution? Change the area to 1 mile per spell level, the damage to 10d6 per spell level, no save or resistences and the followng; Caster failed to over come SR? It deals 1d6 less for each point of SR.

    THAT is a doomsday spell.

    Well I'm not trying to make a doomsday/ tactical nuke spell. The Final Solution, even though it reminds us all of some horrid idea by one man, it still fits the spell idea I feel. As a last resort, the caster can channel all of his spells into a very powerful spell. If this doesn’t get him out of his danger... well nothing does. (No. teleport, shape change and the like are too boring)

    In regards to the Weave Sphere, it’s simple meant as a component. Yes this could be taken advantage of, but so can Shape Change. The very, high save or die, is a DC based on the caster (my character), which for level 9 evocation spells is 45.
    Last edited by Melcar; 2013-06-02 at 03:18 AM.

  10. - Top - End - #10
    Bugbear in the Playground
     
    Griffon

    Join Date
    Mar 2013

    Default Re: Final Solution

    How do you get to a DC of 45 for level 9 evocation spells?

  11. - Top - End - #11
    Titan in the Playground
    Join Date
    Aug 2007
    Gender
    Male

    Default Re: Final Solution

    Who says you'd only channel 40 spell levels into this? You could manage around 200-300 so that most foes who pass their save also die. And the radius is so large the range actually becomes a significant limitation on not hitting yourself.

    It seems a bit all or nothing, with the potential to wipe out multiple high level foes, their base and the macguffin with a careful setup. But then again it is 10th level.
    So you never have to interrupt a game to look up a rule again:
    My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
    TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
    Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
    Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)

  12. - Top - End - #12
    Bugbear in the Playground
     
    OldWizardGuy

    Join Date
    Nov 2012
    Location
    Copenhagen
    Gender
    Male

    Default Re: Final Solution

    It kind of is... A nothing or all spell and that is the whole point.

    My DC is: 10 + 15 (int) + 6 (Archmage) + 3 (spell focus) + 9 (spell level) + 2 (item) = 45

    We still use the 3.0 Arch Mage rules, since we felt that it would be too much of a nerf/nurf

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •