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20th level Sorcerer vs the world
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<blockquote data-quote="Hohige" data-source="post: 8168666" data-attributes="member: 7019463"><p>Before everything. All of your statements made sense, so I’ll answer them all</p><p></p><p>1) <em>"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.""</em></p><p></p><p>The Sorcerer is not in his fortness all day. The Lore Bard that can't fly and tried (and failed) to try to kill the sorcerer while he sleeps.</p><p></p><p>2) <em>"On the sorcerer's radius of control from his fortress:</em></p><p><em>[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]</em></p><p></p><p>Well the Sorcerer and his Simulacrum has Greater Restoration spells that bypass exaustion.</p><p></p><p>3)<em> "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."</em></p><p></p><p>Sure, you have 60 wingless creatures disguised, 2 medium creatures with wings(The sorcerer and his Simulacrum), 2 large winged creatures and a Medium wingless caster with a pegasus as his steeds. <strong>The real target is not clear</strong>. And clearly a caster with a pegasus is clearly the "real"spellcaster. The enemy will probably attack the MMD with his Pegasus without a doubt.</p><p></p><p>I must remind you that the Sorcerer can take off its wings as a bonus action. While he is sleeping, he removes his wings to disguise himself as all the other 60 Wingless Medium Creatures.</p><p></p><p><em>4) 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."</em></p><p></p><p>Well, The MMD with his Guidance +1d4 and +11 with advantage (Help action) using Seach Action each turn will certainly find a stealthy creature pretty easily. It's not Semi-reliable, It will beat the enemy's stealth check.</p><p></p><p>5)<em> 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.)</em></p><p></p><p>Temporary HP:</p><p>Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish <strong>a <a href="https://www.dandwiki.com/wiki/5e_SRD:Long_Rest" target="_blank">long rest</a>.</strong></p><p></p><p>So, The Magen minions doesn't sleep. So Inspire Leadership lasts until they're depleted.</p><p>Also, the Simulacrum can use Inspire Leadership.</p><p></p><p>10 minute is enough, 2 Celestials, Sorcerer, 2 Simulacrum, Pegasus.</p><p></p><p>4) "<em>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."</em></p><p></p><p>The Sorcerer and the MMD is with Mind Blank (Twinned), both them are disguised physicall and magically as disguised. Remember that True Sight is only 120ft.</p><p>The MMD is a clear spellcaster.</p><p></p><p></p><p>4) <em>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.</em></p><p></p><p>Extended Aid 8th spell is Sorcerer, Simulacrum and MMD.</p><p></p><p>Extended level 5th spell is for Celestials and Pegasus.</p><p></p><p>5) <em>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 9th or 9th level slots. Your call.)</em></p><p></p><p>Well, well each level 20 challenge, the Sorcerer will rest and regenerate its power.</p><p>I doubt that there will be any need to spend Power Word Stun against a Moon Druid. He will die long before and really fast.</p><p></p><p>6)<em> 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.</em></p><p></p><p>I believe it occupies the same area, but it doesn't matter much the idea is just to protect against Desintegrate spell. Might Fortness and other spells need only create a full cover for the Temple of Gods.</p><p></p><p>7)<em> "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=":)" />"</em></p><p></p><p>No, It's not zero maximum hit points.</p><p></p><p>Not everyone is Galven Magen, there is a large part that is Hypnos Magen and Twinned Finger of Death's Zombies.</p><p>Lets consider 60 Galven Magen for easy math.</p><p></p><p>The Sorcerer HP is 182 (19 level x 9 + 1 level x11 first level is maximed dice). </p><p>-180 (3x60). Remains 2 HP.</p><p></p><p>The Sorcerer HP is 61, With Extended Aid and Inspire Leadership. Warding bond for 122 real HP, With Unearthy Recovery, the real HP is 183. Extended Death Ward is always good.</p><p>It means a single Heal spell regain all Sorcerer's HP instantly.</p></blockquote><p></p>
[QUOTE="Hohige, post: 8168666, member: 7019463"] Before everything. All of your statements made sense, so I’ll answer them all 1) [I]"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.""[/I] The Sorcerer is not in his fortness all day. The Lore Bard that can't fly and tried (and failed) to try to kill the sorcerer while he sleeps. 2) [I]"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][/I] Well the Sorcerer and his Simulacrum has Greater Restoration spells that bypass exaustion. 3)[I] "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."[/I] Sure, you have 60 wingless creatures disguised, 2 medium creatures with wings(The sorcerer and his Simulacrum), 2 large winged creatures and a Medium wingless caster with a pegasus as his steeds. [B]The real target is not clear[/B]. And clearly a caster with a pegasus is clearly the "real"spellcaster. The enemy will probably attack the MMD with his Pegasus without a doubt. I must remind you that the Sorcerer can take off its wings as a bonus action. While he is sleeping, he removes his wings to disguise himself as all the other 60 Wingless Medium Creatures. [I]4) 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."[/I] Well, The MMD with his Guidance +1d4 and +11 with advantage (Help action) using Seach Action each turn will certainly find a stealthy creature pretty easily. It's not Semi-reliable, It will beat the enemy's stealth check. 5)[I] 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.)[/I] Temporary HP: Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish [B]a [URL='https://www.dandwiki.com/wiki/5e_SRD:Long_Rest']long rest[/URL].[/B] So, The Magen minions doesn't sleep. So Inspire Leadership lasts until they're depleted. Also, the Simulacrum can use Inspire Leadership. 10 minute is enough, 2 Celestials, Sorcerer, 2 Simulacrum, Pegasus. 4) "[I]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."[/I] The Sorcerer and the MMD is with Mind Blank (Twinned), both them are disguised physicall and magically as disguised. Remember that True Sight is only 120ft. The MMD is a clear spellcaster. 4) [I]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.[/I] Extended Aid 8th spell is Sorcerer, Simulacrum and MMD. Extended level 5th spell is for Celestials and Pegasus. 5) [I]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 9th or 9th level slots. Your call.)[/I] Well, well each level 20 challenge, the Sorcerer will rest and regenerate its power. I doubt that there will be any need to spend Power Word Stun against a Moon Druid. He will die long before and really fast. 6)[I] 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.[/I] I believe it occupies the same area, but it doesn't matter much the idea is just to protect against Desintegrate spell. Might Fortness and other spells need only create a full cover for the Temple of Gods. 7)[I] "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. :)"[/I] No, It's not zero maximum hit points. Not everyone is Galven Magen, there is a large part that is Hypnos Magen and Twinned Finger of Death's Zombies. Lets consider 60 Galven Magen for easy math. The Sorcerer HP is 182 (19 level x 9 + 1 level x11 first level is maximed dice). -180 (3x60). Remains 2 HP. The Sorcerer HP is 61, With Extended Aid and Inspire Leadership. Warding bond for 122 real HP, With Unearthy Recovery, the real HP is 183. Extended Death Ward is always good. It means a single Heal spell regain all Sorcerer's HP instantly. [/QUOTE]
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