No, it won't make it more powerful than disjunction, but it would obviate the need for greater dispelling.
Actually my comment was that an uncapped dispel spell would not be more powerful than disjunction, hence, I didn't see the need to upgrade the spell's level dramatically.
No, it won't make it more powerful than disjunction, but it would obviate the need for greater dispelling.
But both dispel magic and greater dispelling have set totals, I think that was the point.
I think the problem lies in having low saves at all.
At epic level, attacks are generally meant to hit, but at the same time damage totals will be proportionally less when compared to hit point totals....although when I introduce metamartial feats it will make all those misgivings obsolete anyway.
By the way, something of particular interest to yourself, I have been tinkering about with my magic system and I may be looking for a playtester for that in a few weeks.
As far as I can tell, the core of the system and the application of dimensional magic is perfect, I'm just not sure if the implementation of my recent damage changes is balanced in the sense that spell damage starts to eclipse the paralleled accruement of hit points at about 45th-level and rise exponentially, so by the time you are capable of blowing up a planet (approx. 100th-level when min/maxed) you will almost certainly be able to kill any opponent whose spell resistance you penetrate with a single spell...which is a fairly narrow band.
My solution to this (work in progress) is to turn spell resistance into a sort of spell dampening/anti-magic type of spell-level DR.
eg. Divide SR by 5 to gauge how many levels of anti-magic you apply to a spell effect.
Sledge said:The problem with low saves is why they capped saves for characters right?
So cap them based on all HD and you should somewhat limit the disparity in saving throws.
Add to that a system wherein it is cheaper to boost weak saves, and let it all fly.
Farealmer3 said:Considering what you do with "normal" vehicle damages. What do you do with the sad starship weapons damage from future?
Kerrick said:How's that? You kind of have to have low saves for game balance...
Kerrick said:I dunno... seems to take something away from combat...
Kerrick said:DM: "The monster has a BAB of +75. Anyone have an AC score above that?"
Players, looking at each other: "Umm... no..."
DM: "Oh good. I don't have to make attack rolls then."
Players: "Oh boy..."
Kerrick said:Don't forget, too, special attacks that go along with the normal ones, like poison, ability/level drain, etc. Sure, they have saves for them, but if they always hit, there's a proprtionately greater chance that the characters will fail the saves (especially if it's against the bad save).
Kerrick said:The metamartial feats thing sounds interesting, though.
Kerrick said:Sweet!I wouldn't be able to actually playtest it, since our group is only 5th-6th level, but I can still offer comments and such.
Kerrick said:Well that's not good...
Kerrick said:IOW, if you cast a 15th-level spell at a creature with SR 25, it would effectively be a 10th-level spell for purposes of save, damage, and duration, if applicable? That's a really cool idea. Kind of harks back to 1E/2E magic resistance.
Kerrick said:The only problem I see is that you're violating the KISS rule (you know, Keep It Simple, Stupid) - one change requires another change, which requires another, and so on.
Kerrick said:This would be great for an alternate system, like something you'd see in Unearthed Arcana, but if you say, "I've got this infinitely scaling system for spells, but you have to use this new SR system too," that might not go over as well. But, like you said, it's a work in progress.
I was agreeing with you - sorry that didn't look right. Yeah, if you lifted the cap, it might bump the spell up a level. We don't play with caps at all in our game, and we don't see any real problems, beyond having to roll huge amounts of dice at higher levels (hehe). Yeah, I know that's why they instituted that rule, but... I dunno.
As far as I can tell, the core of the system and the application of dimensional magic is perfect, I'm just not sure if the implementation of my recent damage changes is balanced in the sense that spell damage starts to eclipse the paralleled accruement of hit points at about 45th-level and rise exponentially, so by the time you are capable of blowing up a planet (approx. 100th-level when min/maxed) you will almost certainly be able to kill any opponent whose spell resistance you penetrate with a single spell...which is a fairly narrow band.
historian said:This is very interesting subject matter U_K. It's possible that you could run into, or exacerbate, the 1E problem whereby Tiamat could kill herself with one hit.
historian said:I think the downside risk here is somewhat limited when the spellcaster faces more powerful opponents as these opponents will have access to a variety of abilities (cosmic string/counterspells/unlimited dispel checks/etherealness stowaway) that either counter the spell in question or minimize the inconvenience of being hit with it.
Perhaps the bigger implication arises when meeting a huge group of lesser powered foes or the ability to destroy large objects (such as a planet)? I mean, Galactus is going to be awfully upset if some "lowly" 100th level caster robs him of a hard earned meal.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.