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20th level Sorcerer vs the world
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<blockquote data-quote="nogray" data-source="post: 8168633" data-attributes="member: 28028"><p>So your mighty sorcerer who rules the world only, in fact, rules a radius of a half day's walk from his fortress? Okay. That's not so much, "feared world-threat," as it is, "don't go to Rhode Island."</p><p></p><p>On the sorcerer's radius of control from his fortress:</p><p>[spoiler] The sorcerer, having no reliable fast travel, can fly at his walking speed for 8 hours a day if he wants to avoid exhaustion. A normal pace of travel for 8 hours is 24 miles. He's traveling out and back in that time, so cut that in half to 12 miles. This can be stretched by traveling at a fast pace (for disadvantage or -5 to notice things) or by extending travel past 8 hours (risking exhaustion). That size of control would fit neatly between Baltimore and Washinton DC (as in, it would not reach either city, assuming the fortress was placed directly between the cities. That 12-mile circle fits neatly into the hook part of Cape Cod, Massachusetts or Kauai Island (in Hawaii). If the sorcerer pushed himself towards exhaustion on the way out and back, he might be able to take over a region the approximate size of the main island of Hawaii. (Fast travel bumps that up to 15 miles out and back in 8 hours or 30 miles over 16 hours, pushing towards exhaustion each day.) [/spoiler]</p><p></p><p>A few other nits to pick:</p><p></p><p>His Seeming spell is nearly useless when he is flying (as noted in a prior post). He and the simulacrum are the only two medium creatures with wings.</p><p></p><p>If he has your originally-described Seeming ("a unique heavenly appearance"), then his Mind Blank makes him stand out to True Seeing even more. Only one thing in the whole retinue can have Mind Blank active (his one 9th-level spell slot that day). That one creature's illusion remains in place while the others become apparent to the True Seeing spell.</p><p></p><p>For Hiding/Stealth, from the PHB (emphasis added): "When you try to hide, make a Dexterity (Stealth) check. <strong>Until you are discovered</strong> or you stop hiding, <strong>that check's total</strong> is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence." So that means one decent stealth check that can easily set the DC to be located at well above any of your minions' ability to find with their pathetic perceptions. Only you and your sim have +6. Only the Drow Matron Mother has +11, so that is the only one that is really a semi-reliable spotter.</p><p></p><p>The Pegasus from Find Greater Steed that I see has a speed of only 90 ft (flying).</p><p></p><p>So there are 60 minions, you, and your simulacrum, and the DMM sim, and the greater steed. Plus two celestials? You spend the first 10 minutes*11 groups of 6 = 110 minutes (~2 hours) every day giving rousing speeches? (I'd assume that anything that expires "after a long rest" -- like temp hit points without a specified duration -- would also expire in 24 hours, but that is a bit of an assumption/GM call.)</p><p></p><p>How many of your creatures get the extended Aid spell? And which ones at what level? You only have one level 8 slot per day. That's three creatures (and the loss of ability to cast Power Word: Stun) with that tier of Aid. Unless you drop more.</p><p></p><p>For your Druid challenge, above, you mentioned that you have Power Word Stun, but in your base information, you have used your 8th level spell slot for an Extended Aid. Or was that one from your sim? Okay, then the next day, you are recasting your Wish --> Simulacrum and have no Mind Blank. (That, or you have a sim with no 8th or 9th level slots. Your call.)</p><p></p><p>I am not convinced that someone can have the Temple of the Gods occupy the same area as the Mighty Fortress. The fortress requires a place with no structures, and the temple requires an unoccupied area.</p><p></p><p>Your sorcerer has 60 Galvan Magen (from your damage calculation, above)? At CR 3 --> 3 hp each (reduced maximum hit points)? Your initial character had listed 180 base hit points. 60*3=180, so your character has zero maximum hit points, should his Aid spell ever expire. Well done! (If you ever wished for the hit points to be restored, you just might lose the ability to cast Wish ever again.) From that, it looks like no one needs to defeat the sorcerer. He defeats himself. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="nogray, post: 8168633, member: 28028"] So your mighty sorcerer who rules the world only, in fact, rules a radius of a half day's walk from his fortress? Okay. That's not so much, "feared world-threat," as it is, "don't go to Rhode Island." On the sorcerer's radius of control from his fortress: [spoiler] The sorcerer, having no reliable fast travel, can fly at his walking speed for 8 hours a day if he wants to avoid exhaustion. A normal pace of travel for 8 hours is 24 miles. He's traveling out and back in that time, so cut that in half to 12 miles. This can be stretched by traveling at a fast pace (for disadvantage or -5 to notice things) or by extending travel past 8 hours (risking exhaustion). That size of control would fit neatly between Baltimore and Washinton DC (as in, it would not reach either city, assuming the fortress was placed directly between the cities. That 12-mile circle fits neatly into the hook part of Cape Cod, Massachusetts or Kauai Island (in Hawaii). If the sorcerer pushed himself towards exhaustion on the way out and back, he might be able to take over a region the approximate size of the main island of Hawaii. (Fast travel bumps that up to 15 miles out and back in 8 hours or 30 miles over 16 hours, pushing towards exhaustion each day.) [/spoiler] A few other nits to pick: His Seeming spell is nearly useless when he is flying (as noted in a prior post). He and the simulacrum are the only two medium creatures with wings. If he has your originally-described Seeming ("a unique heavenly appearance"), then his Mind Blank makes him stand out to True Seeing even more. Only one thing in the whole retinue can have Mind Blank active (his one 9th-level spell slot that day). That one creature's illusion remains in place while the others become apparent to the True Seeing spell. For Hiding/Stealth, from the PHB (emphasis added): "When you try to hide, make a Dexterity (Stealth) check. [B]Until you are discovered[/B] or you stop hiding, [B]that check's total[/B] is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence." So that means one decent stealth check that can easily set the DC to be located at well above any of your minions' ability to find with their pathetic perceptions. Only you and your sim have +6. Only the Drow Matron Mother has +11, so that is the only one that is really a semi-reliable spotter. The Pegasus from Find Greater Steed that I see has a speed of only 90 ft (flying). So there are 60 minions, you, and your simulacrum, and the DMM sim, and the greater steed. Plus two celestials? You spend the first 10 minutes*11 groups of 6 = 110 minutes (~2 hours) every day giving rousing speeches? (I'd assume that anything that expires "after a long rest" -- like temp hit points without a specified duration -- would also expire in 24 hours, but that is a bit of an assumption/GM call.) How many of your creatures get the extended Aid spell? And which ones at what level? You only have one level 8 slot per day. That's three creatures (and the loss of ability to cast Power Word: Stun) with that tier of Aid. Unless you drop more. For your Druid challenge, above, you mentioned that you have Power Word Stun, but in your base information, you have used your 8th level spell slot for an Extended Aid. Or was that one from your sim? Okay, then the next day, you are recasting your Wish --> Simulacrum and have no Mind Blank. (That, or you have a sim with no 8th or 9th level slots. Your call.) I am not convinced that someone can have the Temple of the Gods occupy the same area as the Mighty Fortress. The fortress requires a place with no structures, and the temple requires an unoccupied area. Your sorcerer has 60 Galvan Magen (from your damage calculation, above)? At CR 3 --> 3 hp each (reduced maximum hit points)? Your initial character had listed 180 base hit points. 60*3=180, so your character has zero maximum hit points, should his Aid spell ever expire. Well done! (If you ever wished for the hit points to be restored, you just might lose the ability to cast Wish ever again.) From that, it looks like no one needs to defeat the sorcerer. He defeats himself. :) [/QUOTE]
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