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Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
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<blockquote data-quote="Michael Morris" data-source="post: 1250433" data-attributes="member: 87"><p>Fight magic with magic. Many of the spells I've developed in <em>Art of Magic</em> are written more with a DM in mind than a player. I can send you the whole document to playtest if you'd like. Here are a three examples that will help in some of the circumstances you describe:</p><p></p><p><span style="font-size: 15px">AEther Flash</span></p><p>Abjuration (Ward) [Red, Triggered]</p><p><strong>Level:</strong> (6), Sor/Wiz 7</p><p><strong>Components:</strong>[/b] V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25' + 5' / 2 levels)</p><p><strong>Effect:</strong> 60' radius sphere</p><p><strong>Duration:</strong> 1 hour / level (D)</p><p><strong>Saving Throw:</strong> Fortitude ½ </p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>“I said I wanted to take the high road, not the HOT road!” – Malsan.</em></p><p></p><p>Creatures which enter or leave the area of effect through the use of any magic (teleport, gate, summon monster, etc.) take 1d6 damage / caster level to a maximum of 15d6 points of damage.</p><p></p><p><em>If the party is addicted to teleport their fist encounter with AEther Flash will not be a pleasant one. The best (ab)use is to have an NPC or two shadow their movement through the dungeon and wait for them to teleport out. Cast the spell and it is very likely to be waiting on them when they get back (in the hands of an 11th level caster it will stick around for 11 hours. Recast as necessary until the party show up). Combine this spell with an ambush for particularly nasty results.</em></p><p><em></em></p><p><em>Of course, I once had a wizard teleport into one of these and not realizing what had happened he immediately teleported home. 22d6 is hard to survive by a 10th level wizard.</em></p><p></p><p><span style="font-size: 15px">Flaring Pain</span></p><p>Abjuration (Ward) [Red]</p><p><strong>Level:</strong> Red 7</p><p><strong>Range:</strong> Medium (100’ + 10’ / level)</p><p><strong>Area:</strong> Circle extending out to the range</p><p></p><p><em>She wept to find that all the curative magic in the world could not avail her now.</em></p><p></p><p>As antimagic shell except that flaring pain only suppresses conjuration (healing) effects.</p><p></p><p><em>Because of it's huge range flaring pain is useful in a fight. Putting it on a lich or some creature that has reason to fear healing effects is a very nice combo.</em></p><p></p><p><span style="font-size: 15px">Back to Basics</span></p><p>Abjuration (Ward) [Blue]</p><p><strong>Level:</strong> (6), Brd 6, Sor/Wiz 7</p><p><strong>Components:</strong> V, S, M</p><p><strong>Range:</strong> Close (25’ + 5’ / 2 levels)</p><p><strong>Area:</strong> An emanation centered on you extending to the limit of the range.</p><p></p><p><em>“Aye, that magic sword there is quite better than me club, but which would you rather have to fight a rust monster with?” – Eric.</em></p><p></p><p>This spell works like antimagic field except back to basics only suppresses spells with the enhancement descriptor and magic item effects which replicate any enhancement spell.</p><p><em>Material Component:</em> A copper coin.</p><p></p><p><em>Back to basics placed on an iron golem is one of my personal favorite rat bastard DM tricks.</em></p></blockquote><p></p>
[QUOTE="Michael Morris, post: 1250433, member: 87"] Fight magic with magic. Many of the spells I've developed in [i]Art of Magic[/i] are written more with a DM in mind than a player. I can send you the whole document to playtest if you'd like. Here are a three examples that will help in some of the circumstances you describe: [size=4]AEther Flash[/size] Abjuration (Ward) [Red, Triggered] [b]Level:[/b] (6), Sor/Wiz 7 [b]Components:[/b][/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25' + 5' / 2 levels) [b]Effect:[/b] 60' radius sphere [b]Duration:[/b] 1 hour / level (D) [b]Saving Throw:[/b] Fortitude ½ [b]Spell Resistance:[/b] Yes [i]“I said I wanted to take the high road, not the HOT road!” – Malsan.[/i] Creatures which enter or leave the area of effect through the use of any magic (teleport, gate, summon monster, etc.) take 1d6 damage / caster level to a maximum of 15d6 points of damage. [i]If the party is addicted to teleport their fist encounter with AEther Flash will not be a pleasant one. The best (ab)use is to have an NPC or two shadow their movement through the dungeon and wait for them to teleport out. Cast the spell and it is very likely to be waiting on them when they get back (in the hands of an 11th level caster it will stick around for 11 hours. Recast as necessary until the party show up). Combine this spell with an ambush for particularly nasty results. Of course, I once had a wizard teleport into one of these and not realizing what had happened he immediately teleported home. 22d6 is hard to survive by a 10th level wizard.[/i] [size=4]Flaring Pain[/size] Abjuration (Ward) [Red] [b]Level:[/b] Red 7 [b]Range:[/b] Medium (100’ + 10’ / level) [b]Area:[/b] Circle extending out to the range [i]She wept to find that all the curative magic in the world could not avail her now.[/i] As antimagic shell except that flaring pain only suppresses conjuration (healing) effects. [i]Because of it's huge range flaring pain is useful in a fight. Putting it on a lich or some creature that has reason to fear healing effects is a very nice combo.[/i] [size=4]Back to Basics[/size] Abjuration (Ward) [Blue] [b]Level:[/b] (6), Brd 6, Sor/Wiz 7 [b]Components:[/b] V, S, M [b]Range:[/b] Close (25’ + 5’ / 2 levels) [b]Area:[/b] An emanation centered on you extending to the limit of the range. [i]“Aye, that magic sword there is quite better than me club, but which would you rather have to fight a rust monster with?” – Eric.[/i] This spell works like antimagic field except back to basics only suppresses spells with the enhancement descriptor and magic item effects which replicate any enhancement spell. [i]Material Component:[/i] A copper coin. [i]Back to basics placed on an iron golem is one of my personal favorite rat bastard DM tricks.[/i] [/QUOTE]
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