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Creating an Epic Spell HELP!
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<blockquote data-quote="James McMurray" data-source="post: 1443676" data-attributes="member: 743"><p>With 198 hit points you cannot kill yourself with the spell at 54d6 if your DM allows using the average dice roll optional rules. Even if he doesn't, the bell curve on 54d6 is so flat you aren't very likely to kill yourself. However, it sounds to me like you don't really care if you kill yourself or not (although you'd rather not).</p><p> </p><p>Are there any other casters in the party that can donate spell slots to a ritual? Two readied actions and 2 9th level spell slots means another -34 to the DC. The 2,000xp cutoff makes me assume you are using a Rod of Excellent Magic. If this is true, I'd seriously think about spending more XP on the casting. Anything you need to use this spell on is likely to be worth quite a bit of XP. Also, if you need the spell for only a single casting (which is what it sounds like) each 100 xp spent on the casting saves you 260xp and 9000gp at crafting time by lowering the DC 1 point.</p><p> </p><p>Destroy Seed: DC 29 (20d6 base)</p><p>+11d6 damage: +22 DC</p><p>+15 to spell penetration: +30 DC</p><p>1 action casting: +20 DC</p><p>2 slots donated: -34 DC</p><p>3,000xp: -30 DC</p><p>54d6 backlash: -54 DC</p><p>Increase damage die to d20 (+40 DC)*</p><p>Final DC: 23</p><p> </p><p>Your final damage is 31d20 (average 325) and you get +15 versus SR. If you don't have friends that can help and/or can't spend more XP, you'll lose out quite a bit.</p><p> </p><p>You ma want to play around with the numbers a bit, but 10.5 * 20 is better than 3.5 * 40, and I don't have the time to make sure that my assumption si correct that increasing the damage die is always better when you've got 20+ d6 to start with.</p><p> </p><p>Depending on how mich tim you have, you could go the super-chese route and make it a contingent spell activation.This increase the DC by 28, but lets you spend up to 100 days and 10 minutes casting it, for a decrease of up to 220 to the DC. That would add another 106 d20s to the total (average 1,113 damage). Its incredibly cheesy though, and uless your DM is an "everything by the book no matter what" type of person, Idoubt it'll fly. Can't hurt to ask though. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="James McMurray, post: 1443676, member: 743"] With 198 hit points you cannot kill yourself with the spell at 54d6 if your DM allows using the average dice roll optional rules. Even if he doesn't, the bell curve on 54d6 is so flat you aren't very likely to kill yourself. However, it sounds to me like you don't really care if you kill yourself or not (although you'd rather not). Are there any other casters in the party that can donate spell slots to a ritual? Two readied actions and 2 9th level spell slots means another -34 to the DC. The 2,000xp cutoff makes me assume you are using a Rod of Excellent Magic. If this is true, I'd seriously think about spending more XP on the casting. Anything you need to use this spell on is likely to be worth quite a bit of XP. Also, if you need the spell for only a single casting (which is what it sounds like) each 100 xp spent on the casting saves you 260xp and 9000gp at crafting time by lowering the DC 1 point. Destroy Seed: DC 29 (20d6 base) +11d6 damage: +22 DC +15 to spell penetration: +30 DC 1 action casting: +20 DC 2 slots donated: -34 DC 3,000xp: -30 DC 54d6 backlash: -54 DC Increase damage die to d20 (+40 DC)* Final DC: 23 Your final damage is 31d20 (average 325) and you get +15 versus SR. If you don't have friends that can help and/or can't spend more XP, you'll lose out quite a bit. You ma want to play around with the numbers a bit, but 10.5 * 20 is better than 3.5 * 40, and I don't have the time to make sure that my assumption si correct that increasing the damage die is always better when you've got 20+ d6 to start with. Depending on how mich tim you have, you could go the super-chese route and make it a contingent spell activation.This increase the DC by 28, but lets you spend up to 100 days and 10 minutes casting it, for a decrease of up to 220 to the DC. That would add another 106 d20s to the total (average 1,113 damage). Its incredibly cheesy though, and uless your DM is an "everything by the book no matter what" type of person, Idoubt it'll fly. Can't hurt to ask though. ;) [/QUOTE]
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