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General Tabletop Discussion
*Dungeons & Dragons
Dispelling Permanent spells
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<blockquote data-quote="NotAYakk" data-source="post: 7923176" data-attributes="member: 72555"><p>By the rules as written, dispelling a teleportation circle, hallow or other permanent spell effect is ridiculously easy. Any character able to cast 3rd level spells can do it with at worst a few days of work. And Hallow is a 5th level spell that requires 1000 gp of money and 24 hours to cast... which a level-appropriate foe can drop reliably in a single action.</p><p></p><p>So here is an attempt at mechanics to make it possible, but not automatic:</p><p></p><p><span style="font-size: 18px"><strong>Dispel Magic:</strong></span></p><p>When dispel magic is used on a permanent spell effect you must always make a spellcasting ability check with a DC of 20 plus the spell level. You gain a bonus to your check equal to the slot level used to cast dispel magic. If you fail on this check, you cannot try to dispel the same effect again for another week.</p><p></p><p>So now a level 11 character with 20 wisdom using a 5th level slot can attempt to dispel Hallow. The DC is 25 and the player has a +10 bonus to the check; so a 30% success chance. It will on average take 3 weeks to take the Hallow down.</p><p></p><p>A level 11 abjurer has a +14 bonus, for a 50% chance of success. A level 11 20 cha bard has a +12 bonus, for a 40% chance.</p><p></p><p>A level 20 abjurer using a 9th level slot has a +20 bonus to the check, and a 80% chance of success.</p><p></p><p>What do you think? Should I make it harder? The "1 week break" makes it hard for a single caster to spam-dispel, but armies of lesser spellcasters can take down pretty high level effects.</p><p></p><p>I could scale the slot level bonuses to 2* spell level on both DC and on check. That would make Hallow be a DC 30, and a level 5 wizard with 16 int would have 0 chance to dispel it.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7923176, member: 72555"] By the rules as written, dispelling a teleportation circle, hallow or other permanent spell effect is ridiculously easy. Any character able to cast 3rd level spells can do it with at worst a few days of work. And Hallow is a 5th level spell that requires 1000 gp of money and 24 hours to cast... which a level-appropriate foe can drop reliably in a single action. So here is an attempt at mechanics to make it possible, but not automatic: [SIZE=5][B]Dispel Magic:[/B][/SIZE] When dispel magic is used on a permanent spell effect you must always make a spellcasting ability check with a DC of 20 plus the spell level. You gain a bonus to your check equal to the slot level used to cast dispel magic. If you fail on this check, you cannot try to dispel the same effect again for another week. So now a level 11 character with 20 wisdom using a 5th level slot can attempt to dispel Hallow. The DC is 25 and the player has a +10 bonus to the check; so a 30% success chance. It will on average take 3 weeks to take the Hallow down. A level 11 abjurer has a +14 bonus, for a 50% chance of success. A level 11 20 cha bard has a +12 bonus, for a 40% chance. A level 20 abjurer using a 9th level slot has a +20 bonus to the check, and a 80% chance of success. What do you think? Should I make it harder? The "1 week break" makes it hard for a single caster to spam-dispel, but armies of lesser spellcasters can take down pretty high level effects. I could scale the slot level bonuses to 2* spell level on both DC and on check. That would make Hallow be a DC 30, and a level 5 wizard with 16 int would have 0 chance to dispel it. [/QUOTE]
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