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

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?

Yes, it is outside the Mighty Fortress, that's why I said it was mostly irrelevant.

and Mighty fortress and Temple of God have same size, so they can't be one in other...

The Temple of God has a size "up to 120 feet" while the Mighty Fortress has an area of 120 feet. I don't think it would be fair to forbid casting a teeny-tiny Temple of the God in the courtyard of the Mighty Fortress, besides the keep or the turrets. It wouldn't provide the protection of the walls of the fortress, of course.

Edit: in fact, sorry, you're right. the temple is also mostly irrevelant, because in order to protect from a surprise airborne attack, it must be at least 40 feet high (so the floor the sorcerer would be sleeping on would be above 40 feet) and ideally have a ceiling on top of him for the protection to apply. So it is supposedly 50 ft high and by RAW the temple is a cube. So, in order to be 50 feet high, it must be 50 feet on each side of its square base. And the mighty fortress courtyard is 80 ft by 80, some of it occupied by a 50 feet by 50 keep. Even if the keep is in corner of the courtyard, There is no way to fit a large enough Temple of the Gods to sleep in. So, basically, both the temple and the mighty fortress are irrelevant. If the sorcerer is inside them, it is vulnerable to the sudden meteor strike attack, and this tactic was countered by flying non-stop above 40 feet above the ground at least, which is not compatible with "being in either the Mighty Fortress or the Temple of the God".
 
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Ovinomancer

No flips for you!
Yes, it is outside the Mighty Fortress, that's why I said it was mostly irrelevant.



The Temple of God has a size "up to 120 feet" while the Mighty Fortress has an area of 120 feet. I don't think it would be fair to forbid casting a teeny-tiny Temple of the God in the courtyard of the Mighty Fortress, besides the keep or the turrets. It wouldn't provide the protection of the walls of the fortress, of course. They are not very useful since the sorcerer never lands inside the fortress.
Yes, these defensive are irrelevant. If you're in your temple, I just show up and double meteorstrike the area -- wipes the minions at a minimum, destroys the fortress, and it's just a matter of coming back later to disintegrate the Temple -- if I really cared to do so.
 

FireLance

Legend
Actually, assuming the sorcerer is known to me, I'd probably just dream him to death. With Wisdom 10 and no proficiency in Wisdom saving throws, he's likely to fail the DC 19 Wisdom save (assuming cast by a Int 20 or Cha 20 20th level Wizard or Bard). This means no benefit from the rest, no recovery of hit points or hit dice, no recovery of spell slots or sorcery points, and no mind blank from wish the next day. Most of the protections he has from mind blank and in his temple/fortress/sanctum are against Divination spells and dream is Illusion. The first time it is cast, yesterday's mind blank will protect against the psychic damage, but after that, it's 3d6 psychic damage per day. Assuming 180 hit points (and I haven't received a reply on how many hit points are lost to creating galvan magen yet) and average damage, I just need a run of 19 failed saving throws to kill the sorcerer. The probability of that is about 0.9^19 or 13.5%. Going by a rough estimation of a 13.5% chance to kill the sorcerer every 19 days, it will take about 141 days to do it. If we're going to allow the sorcerer two years to set up his temple/fortress/sanctum, I think it's fair to give me at least that long to kill him. Right?
 

Hohige

Explorer
Hahaha, it is already difficult to defeat the Sorcerer normally, in your house so it is impossible.
Yes, these defensive are irrelevant. If you're in your temple, I just show up and double meteorstrike the area -- wipes the minions at a minimum, destroys the fortress, and it's just a matter of coming back later to disintegrate the Temple -- if I really cared to do so.

Private Sanctum​


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.


Another dead Wizard.

Defense 1)

Well, Sorcerer created this sanctuary that appears dark and foggy, preventing vision (including darkvision) through it.
It is impossible to discover its real location.
At-will MMD's detect magic will prevent any divination in your allies from approaching your stronghold.

If the enemy wants to get closer, it will be easily detected.


Defense 2)

Defense against Meteor Swarm. Well, you can't see inside Private Sanctum. So:
Meteor Swarm Blazing orbs of fire plummet to the ground at four different points you can see within range 1 mile Meteor Swarm failed.
You cannot destroy any structure within the area.


Defense 3)

If you try to get closer, you will have killed in 1 turn. If you try to find the location of the temple you will also be dead. You will try to disintegrate the Temple, first you will have to pass through these mentioned defenses. Being killed forever.
 


Hohige

Explorer
Actually, assuming the sorcerer is known to me, I'd probably just dream him to death. With Wisdom 10 and no proficiency in Wisdom saving throws, he's likely to fail the DC 19 Wisdom save (assuming cast by a Int 20 or Cha 20 20th level Wizard or Bard). This means no benefit from the rest, no recovery of hit points or hit dice, no recovery of spell slots or sorcery points, and no mind blank from wish the next day. Most of the protections he has from mind blank and in his temple/fortress/sanctum are against Divination spells and dream is Illusion. The first time it is cast, yesterday's mind blank will protect against the psychic damage, but after that, it's 3d6 psychic damage per day. Assuming 180 hit points (and I haven't received a reply on how many hit points are lost to creating galvan magen yet) and average damage, I just need a run of 19 failed saving throws to kill the sorcerer. The probability of that is about 0.9^19 or 13.5%. Going by a rough estimation of a 13.5% chance to kill the sorcerer every 19 days, it will take about 141 days to do it. If we're going to allow the sorcerer two years to set up his temple/fortress/sanctum, I think it's fair to give me at least that long to kill him. Right?
Any divination, dream spell and anything about the Sorcerer fails, because no one knows who The Demigod really is. If you don't know who the creature is that you want to affect, all of these indirect spells fail.
Now, in addition to being impossible to know who he is. So, let's change bodies.

The last trick revealed.

Remember that the Sorcerer is Master of Deception and Disguise.
So, I still hadn't revealed that ..

The Sorcerer, Master of Deception.

Wished Magic Jar: Get the Drow Favored Consort Body

Cast Death Ward, destroy the Jar and avoid death (Death Ward effect)
A new body.

Stealth +11, 225 HP, Elf (Don't Sleep)
The Master of Deception and Disguise is revealing his tricks.

1610470334661.png



He is not just changing his Disguises, but literally his body.
 
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Hohige

Explorer
Nobody know him, he never get out of its fortress,
look like a convict with a life sentence.

On the battlefield he cannot defeat him. The enemies want to go to the Sorcerer's house while he rests. Well, that is not a good idea. They are likely to die before they succeed.

Now, with +11 Stealth, Advantage (Help Action) and Magical Guidance means he is also a Stealth Character.
It's getting hard huh.
 
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Ovinomancer

No flips for you!
Hahaha, it is already difficult to defeat the Sorcerer normally, in your house so it is impossible.

Private Sanctum​


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.
Dispel-able, doesn't protect against meteor swarms. You're locked into your bunker again.
Another dead Wizard.

Defense 1)

Well, Sorcerer created this sanctuary that appears dark and foggy, preventing vision (including darkvision) through it.
It is impossible to discover its real location.
At-will MMD's detect magic will prevent any divination in your allies from approaching your stronghold.

If the enemy wants to get closer, it will be easily detected.
The Sanctum is scryable, if the inside is not. Teleport Sim to dispel, you're out a Sanctum, I get Sim back next day. Reset plan, engage, Sorcerer dead.
Defense 2)

Defense against Meteor Swarm. Well, you can't see inside Private Sanctum. So:
Meteor Swarm Blazing orbs of fire plummet to the ground at four different points you can see within range 1 mile Meteor Swarm failed.
You cannot destroy any structure within the area.
See above.
Defense 3)

If you try to get closer, you will have killed in 1 turn. If you try to find the location of the temple you will also be dead. You will try to disintegrate the Temple, first you will have to pass through these mentioned defenses. Being killed forever.
Don't care if Sim is dead -- teleport in, dispel. If failed, keep trying until Surprise/win initiative.

The Wizard has the advantage that you have to stay in your bunker, the wizard has time, and resets faster than you. You cannot expend your minions, while the Wizard can -- he just spends another day making a new one, which you cannot do because you're locked into having Wish available -- if you try to do something else, you're open to attack. And the Wizard can afford to spend the resources daily to see if this is so without impacting their plan.
 

Ovinomancer

No flips for you!
On the battlefield he cannot defeat him. The enemies want to go to the Sorcerer's house while he rests. Well, that is not a good idea. They are likely to die before they succeed.
Your sorcerer can't go on the battlefield! They have to stay home so that they can stay safe!
 

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