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Melcar
2013-05-31, 05:29 PM
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

Admiral Squish
2013-05-31, 06:57 PM
Interesting idea, but... 'final solution' has unfortunate connotations.

Just to Browse
2013-05-31, 07:13 PM
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.

Morcleon
2013-05-31, 08:59 PM
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. :smallwink:

And what's a Weave Sphere? :smallconfused:

Melcar
2013-06-01, 06:07 PM
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. :smallwink:

And what's a Weave Sphere? :smallconfused:

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!

Just to Browse
2013-06-01, 07:48 PM
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.

Morcleon
2013-06-01, 10:33 PM
...so basically, you could cast this, hope you don't die, then get free infinite magic items from your mini-mythallar. :smallamused:

Grimsage Matt
2013-06-01, 11:05 PM
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.

Melcar
2013-06-02, 03:08 AM
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.

Max Caysey
2013-06-02, 04:15 PM
How do you get to a DC of 45 for level 9 evocation spells?:smallcool:

ericgrau
2013-06-02, 09:52 PM
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.

Melcar
2013-06-03, 02:08 AM
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