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D&D 5E 20th level Sorcerer vs the world

Ovinomancer

No flips for you!
Since level 17, preparing his home.
Lol, ypu're unbeatable character is only so because they spent a year and a day Wishing for a Temple of the Gods. Strong build, there!

Also, diviniation can detect the Temple's location, if not anything inside. Wait until you're out on a FoD run, pop over and Dusintigrate it. Or, send Sim on suicide run to do so, recast Sim. Restart plan.

Or are you home all the time? In which case, I win because you're too scared to leave your bunker (which can be taken away from you)! Some demigawd.
 

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Hohige

Explorer
Lol, ypu're unbeatable character is only so because they spent a year and a day Wishing for a Temple of the Gods. Strong build, there!

Also, diviniation can detect the Temple's location, if not anything inside. Wait until you're out on a FoD run, pop over and Dusintigrate it. Or, send Sim on suicide run to do so, recast Sim. Restart plan.

Or are you home all the time? In which case, I win because you're too scared to leave your bunker (which can be taken away from you)! Some demigawd.
Read the Strategy against the Lore Bard.

1) "Your sorcerer still has to rest. It has to land to do so"

It looks like the bard is going to try to invade the Sorcerer's fortress. Well, that doesn't seem like a good idea.
1610461195933.png


You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10—foot—bya10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

  • You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
    When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
    Sound can’t pass through the barrier at the edge of the warded area.
    The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
    Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
    Creatures in the area can’t be targeted by divination spells.
    Nothing can teleport into or out of the warded area.
    Planar travel is blocked within the warded area.
    Casting this spell on the same spot every day for a year makes this effect permanent.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.


Hallow​



You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the Effect a hallow spell. The affected area is subject to the following Effects.

First, Celestials, Elementals, fey, Fiends, and Undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer Charmed, Frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this Effect.

Second, you can bind an extra Effect to the area. Choose the Effect from the following list, or choose an Effect offered by the DM. Some of these Effects apply to creatures in the area, you can designate whether the Effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or Trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra Effect until it leaves the area.

Courage: Affected creatures can't be Frightened while in the area.

Darkness: Darkness fills the area. Normal light, as well as magical light created by Spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

Daylight: Bright light fills the area. Magical Darkness created by Spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection: Affected creatures in the area have Resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest: Dead bodies interred in the area can't be turned into Undead.

Extradimensional Interference: Affected creatures can't move or Travel using teleportation or by extradimensional or interplanar means.

Fear: Affected creatures are Frightened while in the area.

Silence: No sound can emanate from within the area, and no sound can reach into it.

Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a Common language.

The Sorcerer's fortress has a temple of the gods in the middle and is protected by the Mighty Temple. Mighty temple protects against the temple of the gods against Desintegrate spell, but the bard does not have this spell.
All spells mentioned is to protect Temple of gods. All permanent spells.


Sentinels. Flying around the Temple, using Search Action, each turn. Find any intruder.


The MMD Simulacrum with +11 + Guidance cantrp will find you. Seach action each turn.




Show up there and you'll die quickly.
I don't think so, you don't know where the Sorcerer's Temple is, you'll have to find it without divination spells.
 
Last edited:

Ovinomancer

No flips for you!
Read the Strategy against the Lore Bard.

1) "Your sorcerer still has to rest. It has to land to do so"

It looks like the bard is going to try to invade the Sorcerer's fortress. Well, that doesn't seem like a good idea.

View attachment 131106

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10—foot—bya10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

  • You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
    When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
    Sound can’t pass through the barrier at the edge of the warded area.
    The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
    Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
    Creatures in the area can’t be targeted by divination spells.
    Nothing can teleport into or out of the warded area.
    Planar travel is blocked within the warded area.
    Casting this spell on the same spot every day for a year makes this effect permanent.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.


Hallow​



You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the Effect a hallow spell. The affected area is subject to the following Effects.

First, Celestials, Elementals, fey, Fiends, and Undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer Charmed, Frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this Effect.

Second, you can bind an extra Effect to the area. Choose the Effect from the following list, or choose an Effect offered by the DM. Some of these Effects apply to creatures in the area, you can designate whether the Effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or Trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra Effect until it leaves the area.

Courage: Affected creatures can't be Frightened while in the area.

Darkness: Darkness fills the area. Normal light, as well as magical light created by Spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

Daylight: Bright light fills the area. Magical Darkness created by Spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection: Affected creatures in the area have Resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest: Dead bodies interred in the area can't be turned into Undead.

Extradimensional Interference: Affected creatures can't move or Travel using teleportation or by extradimensional or interplanar means.

Fear: Affected creatures are Frightened while in the area.

Silence: No sound can emanate from within the area, and no sound can reach into it.

Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a Common language.

The Sorcerer's fortress has a temple of the gods in the middle and is protected by the Mighty Temple. Mighty temple protects against the temple of the gods against Desintegrate spell, but the bard does not have this spell.
All spells mentioned is to protect Temple of gods. All permanent spells.


Sentinels. Flying around the Temple, using Search Action, each turn. Find any intruder.


The MMD Simulacrum with +11 + Guidance will find you.




Show up there and you'll die quickly.
Who cares about the Bard? And is this a second bunker spell you've cast every day using wish for a year? I thought this was about your build? Turns out the only way it survives is that it did incredibly unreasonable things at a time before you've set things in motion.

Also, none of this was in your original build as presented. THAT demigod is dead. If you'd like to start a new one, please be up front about what this one does. You aren't presenting a challenge, you're presenting your version of Calvinball.
 


Catulle

Hero
Who cares about the Bard? And is this a second bunker spell you've cast every day using wish for a year? I thought this was about your build? Turns out the only way it survives is that it did incredibly unreasonable things at a time before you've set things in motion.

Also, none of this was in your original build as presented. THAT demigod is dead. If you'd like to start a new one, please be up front about what this one does. You aren't presenting a challenge, you're presenting your version of Calvinball.
Over two years of lead time wishin'!
 

Please Man, we back to "Divine Intervention, DM help me".
Divine Intervention, the DM chooses, not you.
Sorry, I won't waste my time with Theory Crafting "DM, help".

It was mentionned to point out that your interpretation of the simulacrum regaining sorcery points was very "DM, help" itself. You're relying on him foregoing common sense to follow the RAW despite official clarification. So, no Wish shenanigans implies no Simulacrum shenanigans on your part if you intend to contest to be fair.

1) "The spheres are centered on the ground, but spheres are spherical and burn hovering creatures. The only way to make sure the sorceror and his retinue are immune to it would be to never be at less than 20 feet from the ground. Which is impossible because the sorceror is using Seeming to appear like a magen, so he is not using his otherworldly wings, because he wouldn't be able to appear like a magen with them (too many limbs). And it would be to easy to spot the sorcerer if he was "the only magen that is not flying far above the ground like the other" or "the magen flying with all the other magens, except with two spectral wings". In the OP's setup, it is said that "all the opponent sees are magen", so we can conclude that the magen are just walking on their feet in order for the disguise to be even remotely useful. If the disguise is this weak, of course the strategy would be different, so let's go with a useful disguise and walking magen, among which hides an unwinged sorceror (who can sprout wings anytime as a bonus action). So basically, yes, the magen army is off. The simulacrum can die, the wizard still has 12 hours in his day to make another one as he never left his house at this point, should the sorcerer somehow, at his round, kill the simulacrum (still invisible and flying)."

We 60 Wingless Minions that fly forever (Out Meteor Swarm), 2 Wing medium creatures (Simulacrum and himself), 2 Wing large creatures (Celestials) and 1 Pegasus Rider casting spell. Who is your target?

If you have wingless minions that fly, 2 winged medium creatures and 2 winged large greatures and 1 pegasus rider, even if they all look alike, given that seeming doesn't correct the number of limbs and the size, the sorceror is either one of the winged medium creatures. You can drop the seeming at this point. As Meteor Swarm targets an area, the Wizard 20 won't cast at a particular target but just make sure one of the sphere include the winged medium creatures. You counter that everyone is flying in the setup.

So we established some new facts in our strategy : (a) the sorcerer is indistinguisable from his simulacrum (because of seeming) but very distinguishable from the magen (4 limbs vs 6), the celestial and pegasus (large vs medium), and (b) the sorcerer and his retinue are never below 40 foot above the ground. Which poses the question of his need to sleep because the fly speed allow you to fly or hover, but it's like walking, you can't do that 24h non stop. This wasn't obvious from the initial setup so thank you for this clarification.

No, you don't kill any flying creatures with Meteor Swarm. We have the MMD Simulacrum using his Guidance and Search action +11 +1d4 Guidance, each turrn.. I have serious doubts that you will be able to walk around freely wiith or without invisibility.

The search action can't make you detect an invisible threat standing 1 mile from you (standard wizard) or even 2 miles from it (in case the wizard has metamagic adept feat and uses Distant Spell). The Magens don't have extraordinary chances and I don't let players use Search to find invisible things 2 miles away. Does your DM allows it? I'd say it's within the province of "DM, help" that was outlawed in your setup.
 

Did he ever explain fitting the fortress around the temple when that's precluded by the spell? Or the minus 180 hp effect of the Magen?

Actually, I guess it can be done. He Wishes for mighty fortress, that must be cast on an area devoid of building, each week for a year. The fortress is made of a large courtyard area (80 feet on each side), with 4 corner turrets (to small to fly in, since it was established that the sorcerer is never near the ground out of fear of a flying wizard casting Meteor Swarm on the ground, so he would be above the corner turrets) and a small keep, 30 feet high as well. So he can't enter the mighty fortress, since targeting the floor inside the fortress would be enough to strike the sorcerer and his retinue as the blast of the meteor swarm crosses corner by RAW, and the whole keep would be engulfed by the meteor swarm. So, he he his just flying above the mighty fortress all the time. If he his just taking some time to sleep inside the fortress, he risks being engulfed, with his magen minions, in a meteor swarm blast, and that was explicitely denied on the ground that he was never under 40 feet of the ground.

There is nothing in in the Temple of the god that preclude the spell to be cast into the courtyard "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side." It's "up to 120 feet on each side", so he could have a small temple inside the courtyard of the (mostly irrevelant) mighty fortress. By wishing it every day for a year, he can get a permanent temple, which gets destroyed each time someone casts desintegrate at it.
 

Catulle

Hero
So if it's in space unoccupied by a Mighty Fortress (a fraught justification, IMO), it's not covered by the Fortress' protections? Or is this a having-cake-and-eating-it scenario?
 

JiffyPopTart

Bree-Yark
Since OP has written off Divine Intervention, a basic ability of a cleric, as out of bounds because it requires GM interpretation and not actually provided a defense against it, I'm going to declare a victory for my 11th level cleric.
 

delph

Explorer
Actually, I guess it can be done. He Wishes for mighty fortress, that must be cast on an area devoid of building, each week for a year. The fortress is made of a large courtyard area (80 feet on each side), with 4 corner turrets (to small to fly in, since it was established that the sorcerer is never near the ground out of fear of a flying wizard casting Meteor Swarm on the ground, so he would be above the corner turrets) and a small keep, 30 feet high as well. So he can't enter the mighty fortress, since targeting the floor inside the fortress would be enough to strike the sorcerer and his retinue as the blast of the meteor swarm crosses corner by RAW, and the whole keep would be engulfed by the meteor swarm. So, he he his just flying above the mighty fortress all the time. If he his just taking some time to sleep inside the fortress, he risks being engulfed, with his magen minions, in a meteor swarm blast, and that was explicitely denied on the ground that he was never under 40 feet of the ground.

There is nothing in in the Temple of the god that preclude the spell to be cast into the courtyard "You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side." It's "up to 120 feet on each side", so he could have a small temple inside the courtyard of the (mostly irrevelant) mighty fortress. By wishing it every day for a year, he can get a permanent temple, which gets destroyed each time someone casts desintegrate at it.
and Mighty fortress and Temple of God have same size, so they can't be one in other...
 

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