Divine Favor and Persistent Spell

Yeah but if you take out the metamagic rod and this is just for epic casters and the only epic caster is your master villan it could be cool. One second your walking down the street minding your own business, next second(100+ years for evil mastermind) the world has changed, mountain ranges appear where there weren't muntain ranges, lakes etc as well, the sky is green, and a forbidding castle on the horizon. Oh yeah and all ht eunliving stuff your used to like houses etc. there all smokeing piles of ash. Then you just have to come up with some contrived reason why he doesn't use this ability when the pcs finally meat up with him. It would be like some really bad B-movie.
 

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I guess another reason the persistant time stop doesn't bother me is the way we do time stop in my campaign. Spells with instantaneous duration can be cast while a time stop is up, but they take effect instantly, not when your apparent time ends.

Since creatures are immune to your damage during the time stop, spells such as fireball or meteor swarm cannot hurt them. You could still cast duration spells though.
 

There isn't a persistant spell rod in Tome and Blood. It could possible be made, but would at the very least cost 340,200gp (the cost of a rod of greater quickening). I personally would at least multiply that cost by 1.5, due to the power of being able to make 9th level spells persistant. Granted, quickening a 9th level spell is nice too, but a 24 hour Summon Monster IX for an Astral Deva or Elder Elemental cohort, plus a 24 hour Shapechange, not to mention the 7th and 8th level spells you could use.

Even at the base 342,000gp, that means you either have to find one (not gonna happen in my game), buy one (good luck), or make one. Making one requires 342 uninterrupted days. It will be a long time before the party has that kind of free time.
 

hong said:


CLW wands, of course.

I wouldn't play the "you need healing spells" card. Nobody I know likes being the party medic, so the only effect this would have is to discourage people from being clerics in the first place. Which would indeed have the effect of getting rid of divine power, but it seems a high price to pay.

You know, Targeted Dispels can have some fun with Wands. It only takes once. Especally when the other group knows who they are and that this guy is a Cleric, not a Fighter. They would also do it to the Paladin.

[Edit: Added the following:]

And I know the first thing a Dragon with DR would do is pull out a scroll of Dispel Magic to blast the party with. It would also be of hight Caster Level, as he wouldn't have any money issues.
 
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Lela said:


You know, Targeted Dispels can have some fun with Wands. It only takes once. Especally when the other group knows who they are and that this guy is a Cleric, not a Fighter. They would also do it to the Paladin.

[Edit: Added the following:]

And I know the first thing a Dragon with DR would do is pull out a scroll of Dispel Magic to blast the party with. It would also be of hight Caster Level, as he wouldn't have any money issues.

Hardly much fun: you negate its powers for d4 rounds. Big deal.
Mordenkainen's Disjunction is a whole different ball game, but then it's all a whole different ball park (17th level vs. 5th).

Persistent buff spells and long duration buff spells are a very efficient combination to make a cleric into a powerhouse. It is quite conceivable for a cleric to march in fully buffed into the frontline and outperform the party fighter.

Dispel Magic is obviously the way to go, and I'm not going to repeat what everyone here has already said. However, here's a twist: Unhallow/Hallow. One keyed spell can be dispel magic, which means that every active spell the PCs have on entering the area is subjected to dispelling: and to make things worse, every time they try to cast a spell/use a charge etc. they get hit. Can easily tilt the chances in favour of the opponents when the characters' magic has a 40% chance of failing (assuming it's cast at level 10 and the PCs are 12th level.)
 

Al said:


Hardly much fun: you negate its powers for d4 rounds. Big deal.

Who says you tell the players it's only for 4 rounds. You just say, "You feel your wand shudder. It suddenly seems heavy and. . . lifeless."

Scares the crap out of them.


Al said:

Dispel Magic is obviously the way to go, and I'm not going to repeat what everyone here has already said. However, here's a twist: Unhallow/Hallow. One keyed spell can be dispel magic, which means that every active spell the PCs have on entering the area is subjected to dispelling: and to make things worse, every time they try to cast a spell/use a charge etc. they get hit. Can easily tilt the chances in favour of the opponents when the characters' magic has a 40% chance of failing (assuming it's cast at level 10 and the PCs are 12th level.)

I hadn't thought of that. I like it.
 

James McMurray said:
There isn't a persistant spell rod in Tome and Blood. It could possible be made, but would at the very least cost 340,200gp (the cost of a rod of greater quickening). I personally would at least multiply that cost by 1.5, due to the power of being able to make 9th level spells persistant. Granted, quickening a 9th level spell is nice too, but a 24 hour Summon Monster IX for an Astral Deva or Elder Elemental cohort, plus a 24 hour Shapechange, not to mention the 7th and 8th level spells you could use.


Actually you should get both. Then you can drop your Quickened Time Stop then the Persistant Time Stop.

Blast them with all of your spells, take a nap and rememorize.

The problem is that Elmunchkin guy that is immune to Time Stop??? I guess whenever anyone in the multiverse casts Time Stop he gets extra actions too. ;)
 
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haha... Is it just me or did this thread slowly digress somewhere?
Ferret started it... This thread has been diseased by free and open thought! It's all your fault. Soon this message board will be set upon by the evil mechanizations of the board moderator. We are all doomed! Damn you Ferret! ;) I think the jist is that Time Stop is really gross and everyone's twisted minds want to see how evil it can get now.
 

Orco42 said:


The problem is that Elmunchkin guy that is immune to Time Stop??? I guess whenever anyone in the multiverse casts Time Stop he gets extra actions too. ;)

Actually he's not immune to Time Stop, he just has an "Improved" Spell Stowaway (Time Stop) feat, the "improved" part means Elminster is not limited by LoS (line of sight) or limited by range.

Any 21st level wizard or sorcerer can become "immune" to timestop by taking the feat themselves, of course, they would need LoS and need to be within 300 feet.
 

HEL Pit Fiend said:


Actually he's not immune to Time Stop, he just has an "Improved" Spell Stowaway (Time Stop) feat, the "improved" part means Elminster is not limited by LoS (line of sight) or limited by range.

Any 21st level wizard or sorcerer can become "immune" to timestop by taking the feat themselves, of course, they would need LoS and need to be within 300 feet.

I know of the feat (always good with Heal too), but he does not have it. Nor is there any published "improved" vresion.

He is really lucky he will not die of old age. ;)
 

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