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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] DM questions regarding the art of magic war
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<blockquote data-quote="Sorry_Charry" data-source="post: 5378553" data-attributes="member: 49866"><p>Dandu answered mostly along the lines of what I was thinking for your questions. I do have an additional observation with one of your questions.</p><p> </p><p></p><p> </p><p>At first glance, the fly/levitate combo made me shake my head. But after looking it up, it looks feasible. But it would take an awfully long time to set up. </p><p> </p><p>I agree with Dandu that True Strike is not needed (or allowed) to pull this off.</p><p> </p><p>It looks like you are using the falling damage rules to set the damage for falling boulders (which is fine, I would do the same). I am only bringing that up because the maximum fall distance of 200' will feature prominently in my dissection of how this combo might get pulled off.</p><p> </p><p>So, level 8 wizard...</p><p> </p><p>Wizard casts Fly on himself [standard action] (60' movement... assuming light load here, but can only ascend at half speed, So... 30' vertical movement overall)</p><p> </p><p>Wizard casts Levitate on large rock [standard action] (20' vertical movement)</p><p> </p><p>Then, wizard alternates move actions until both he and the enchanted rock are 200' in elevation (Fly uses move actions to move, just as levitate uses move actions to move the target of the spell 20').</p><p> </p><p>Now, assuming that the wizard casts Fly on round 1, and then moves straight up (30') with a move action...</p><p> </p><p>On the next turn, he might cast Levitate on a large rock, and then burn a move action to raise it straight up (20').</p><p> </p><p>Beginning on round 3, the wizard will need to burn 6 more move actions to Fly to an altitude of 200' (well, 210' technically), and 9 more move actions to get the rock to an altitude of 200'.</p><p> </p><p>So, all told, 15 move actions to get both flying wizard and levitating rock to final altitude. Seven double moves and a move action on the following round ought to cover it. </p><p> </p><p>Oh, and then the wizard could use a few standard actions to use his push/drag score (determined by strength) to position the boulder where he would like it. The push/drag amount is five times a character's heavy load (the book further suggests that favorable conditions could double this number).</p><p> </p><p>Being generous, I'd rule that since the boulder was floating, a character could push/drag x10 his maximum load (1000 pounds for a strength score of 10). Heck, double the number, make it x20 for a strength of 10... it won't matter.</p><p> </p><p>Since an 8th level wizard can only enchant an 800 pound boulder in this fashion... all in all, the weight of the boulder becomes a moot point. Whatever method you would use to determine if he could push/drag it... chances are, he could do it.</p><p> </p><p>Now, after 10 rounds, the trap is primed, set, and ready to go (2 rounds to cast spells/move, and 8 more to ascend/position).</p><p> </p><p>On the following round, a final standard action allows the wizard to dismiss Levitate, causing his rock to plummet and (potentially) achieve the desired result (on the <em>eleventh</em> round).</p><p> </p><p>Overall, a ten round set-up, for a 20d6 attack that (if you assign a reflex save) might miss! Not too impressive.</p></blockquote><p></p>
[QUOTE="Sorry_Charry, post: 5378553, member: 49866"] Dandu answered mostly along the lines of what I was thinking for your questions. I do have an additional observation with one of your questions. At first glance, the fly/levitate combo made me shake my head. But after looking it up, it looks feasible. But it would take an awfully long time to set up. I agree with Dandu that True Strike is not needed (or allowed) to pull this off. It looks like you are using the falling damage rules to set the damage for falling boulders (which is fine, I would do the same). I am only bringing that up because the maximum fall distance of 200' will feature prominently in my dissection of how this combo might get pulled off. So, level 8 wizard... Wizard casts Fly on himself [standard action] (60' movement... assuming light load here, but can only ascend at half speed, So... 30' vertical movement overall) Wizard casts Levitate on large rock [standard action] (20' vertical movement) Then, wizard alternates move actions until both he and the enchanted rock are 200' in elevation (Fly uses move actions to move, just as levitate uses move actions to move the target of the spell 20'). Now, assuming that the wizard casts Fly on round 1, and then moves straight up (30') with a move action... On the next turn, he might cast Levitate on a large rock, and then burn a move action to raise it straight up (20'). Beginning on round 3, the wizard will need to burn 6 more move actions to Fly to an altitude of 200' (well, 210' technically), and 9 more move actions to get the rock to an altitude of 200'. So, all told, 15 move actions to get both flying wizard and levitating rock to final altitude. Seven double moves and a move action on the following round ought to cover it. Oh, and then the wizard could use a few standard actions to use his push/drag score (determined by strength) to position the boulder where he would like it. The push/drag amount is five times a character's heavy load (the book further suggests that favorable conditions could double this number). Being generous, I'd rule that since the boulder was floating, a character could push/drag x10 his maximum load (1000 pounds for a strength score of 10). Heck, double the number, make it x20 for a strength of 10... it won't matter. Since an 8th level wizard can only enchant an 800 pound boulder in this fashion... all in all, the weight of the boulder becomes a moot point. Whatever method you would use to determine if he could push/drag it... chances are, he could do it. Now, after 10 rounds, the trap is primed, set, and ready to go (2 rounds to cast spells/move, and 8 more to ascend/position). On the following round, a final standard action allows the wizard to dismiss Levitate, causing his rock to plummet and (potentially) achieve the desired result (on the [I]eleventh[/I] round). Overall, a ten round set-up, for a 20d6 attack that (if you assign a reflex save) might miss! Not too impressive. [/QUOTE]
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