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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Cheiromancer" data-source="post: 1465387" data-attributes="member: 141"><p>Ok. This is to defend his lair against celestial forces. First he develops a DC 95 spell to boost his intelligence for a month. Call it <em>Month of Clarity</em>. During this month (when his spellcraft score is 140) he researches a DC 149 spell called <em>Month of Brilliance</em>. This increases his intelligence still further, and his spellcraft score goes up to 150. <em>Month of Brilliance</em> only takes a day to cast, and so it can be cast on a monthly basis while the other spells are researched and cast.</p><p></p><p>Month of Clarity (boosts intelligence by +109 (to 144))</p><p>To Develop: Seed: fortify (17 DC). Factors: increase intelligence by 109 points (+218 DC). Increase Duration by 3300% (+66): Mitigating factors: increase casting time by 7 days 10 minutes (-34 DC), burn 17000 xp (-170). Final spellcraft DC: 95</p><p></p><p>During the month of clarity, Graz’zt has an intelligence of 144, and a spellcraft score of 140. He researches the following spell:</p><p></p><p>Month of Brilliance (boosts intelligence by 129 points (to 164))</p><p>To Develop: Seed: fortify (17 DC). Factors: increase intelligence by 129 points (+256 DC). Increase Duration by 3400% (+68) (to 29 days, 4 hours): Mitigating factors: increase casting time by 1 days 10 minutes (-22 DC), burn 17000 xp (-170). Final spellcraft DC: 149</p><p></p><p>During the month of brilliance, Graz’zt has an intelligence of 164, and a spellcraft score of 150.</p><p></p><p>The spells he will research and cast during a <em>month of brilliance</em> have a DC of 160 (they take 28.8 days to research, so can be learned within that month.) </p><p></p><p>The <em>impregnable</em> spells he researches and casts in pieces. 5 different spells for 5 different senses, and two spells to cover saving throws and attack rolls.</p><p></p><p>Each sense removal spell takes only a day to cast, and affects a 60 foot radius. The penalty-imposer spells take a week to cast, but affect an 80 foot radius.</p><p></p><p>So to make a 240 foot radius sphere with all 5 senses removed and saves and attacks penalized takes 62 days. The all-in-one spell would take 1200 days to do the same thing. Almost 20 times faster!</p><p></p><p>One issue is cost: these spells together cost over 12 million gp, as compared to under 1 million gp for the all-in-one spell. But that works out to be about 250 gp per year of time that he saves, which is probably a good investment. The XP cost for the spells is also a concern- would this be mitigated by his XP reservoir? Does item mastery allow him to make items as well as use them- rods of excellent magic would be useful for developing new spells.</p><p></p><p>Sense Removal-</p><p>To Develop: Seeds: Afflict (DC 14). Factors: change from target to 20-ft. radius area (+10 DC), increase area by 200% (+8 DC) good targets rendered blind, (+2 DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), affects [good] subtype only (ad hoc –10 DC), permanent (x5 DC). Mitigating factor: increase casting time to 1 day 11 minutes (-22DC), burn 3,800 XP (-38DC). Final DC= 160</p><p></p><p>Similarly for the other senses.</p><p></p><p>Impose Penalty</p><p>To Develop: Seeds: Afflict (DC 14). Factors: change from target to 20-ft. radius area (+10 DC), increase area by 300% (+12 DC) good targets take –15 penalty each on attack rolls (+26 DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), affects [good] subtype only (ad hoc –10 DC), permanent (x5 DC). Mitigating factor: increase casting time to 7 days 11 minutes (-34DC), burn 16 600 XP (-166 DC). Final DC= 160</p><p></p><p>Similarly for saving throws.</p><p></p><p>Note that I am breaking down Graz'zt's 15000 xp to about 2100 xp per day; and I am counting his amulet as providing 2000 xp for every spell that takes at least a day to cast.</p><p></p><p>[edit]I notice that he breaks the 10,000 xp cap for mitigating factors. I wonder if the spells should be downgraded to take that into account? Taking backlash damage won't work, since the damage is per round of the effect. Might work for instantaneous effects, though.[/edit]</p><p></p><p>[edit2]I got these spells to work with a 10 000 xp cap. But I notice that Mostin's Intelligence boosting spells seemed to only inflict damage once. Not each round of the duration. If that rule is not in effect, then I can further increase the efficiency of these spells .[/edit2]</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1465387, member: 141"] Ok. This is to defend his lair against celestial forces. First he develops a DC 95 spell to boost his intelligence for a month. Call it [i]Month of Clarity[/i]. During this month (when his spellcraft score is 140) he researches a DC 149 spell called [i]Month of Brilliance[/i]. This increases his intelligence still further, and his spellcraft score goes up to 150. [i]Month of Brilliance[/i] only takes a day to cast, and so it can be cast on a monthly basis while the other spells are researched and cast. Month of Clarity (boosts intelligence by +109 (to 144)) To Develop: Seed: fortify (17 DC). Factors: increase intelligence by 109 points (+218 DC). Increase Duration by 3300% (+66): Mitigating factors: increase casting time by 7 days 10 minutes (-34 DC), burn 17000 xp (-170). Final spellcraft DC: 95 During the month of clarity, Graz’zt has an intelligence of 144, and a spellcraft score of 140. He researches the following spell: Month of Brilliance (boosts intelligence by 129 points (to 164)) To Develop: Seed: fortify (17 DC). Factors: increase intelligence by 129 points (+256 DC). Increase Duration by 3400% (+68) (to 29 days, 4 hours): Mitigating factors: increase casting time by 1 days 10 minutes (-22 DC), burn 17000 xp (-170). Final spellcraft DC: 149 During the month of brilliance, Graz’zt has an intelligence of 164, and a spellcraft score of 150. The spells he will research and cast during a [i]month of brilliance[/i] have a DC of 160 (they take 28.8 days to research, so can be learned within that month.) The [i]impregnable[/i] spells he researches and casts in pieces. 5 different spells for 5 different senses, and two spells to cover saving throws and attack rolls. Each sense removal spell takes only a day to cast, and affects a 60 foot radius. The penalty-imposer spells take a week to cast, but affect an 80 foot radius. So to make a 240 foot radius sphere with all 5 senses removed and saves and attacks penalized takes 62 days. The all-in-one spell would take 1200 days to do the same thing. Almost 20 times faster! One issue is cost: these spells together cost over 12 million gp, as compared to under 1 million gp for the all-in-one spell. But that works out to be about 250 gp per year of time that he saves, which is probably a good investment. The XP cost for the spells is also a concern- would this be mitigated by his XP reservoir? Does item mastery allow him to make items as well as use them- rods of excellent magic would be useful for developing new spells. Sense Removal- To Develop: Seeds: Afflict (DC 14). Factors: change from target to 20-ft. radius area (+10 DC), increase area by 200% (+8 DC) good targets rendered blind, (+2 DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), affects [good] subtype only (ad hoc –10 DC), permanent (x5 DC). Mitigating factor: increase casting time to 1 day 11 minutes (-22DC), burn 3,800 XP (-38DC). Final DC= 160 Similarly for the other senses. Impose Penalty To Develop: Seeds: Afflict (DC 14). Factors: change from target to 20-ft. radius area (+10 DC), increase area by 300% (+12 DC) good targets take –15 penalty each on attack rolls (+26 DC), allow subsequent castings to increase radius proportionally (ad hoc +20 DC), affects [good] subtype only (ad hoc –10 DC), permanent (x5 DC). Mitigating factor: increase casting time to 7 days 11 minutes (-34DC), burn 16 600 XP (-166 DC). Final DC= 160 Similarly for saving throws. Note that I am breaking down Graz'zt's 15000 xp to about 2100 xp per day; and I am counting his amulet as providing 2000 xp for every spell that takes at least a day to cast. [edit]I notice that he breaks the 10,000 xp cap for mitigating factors. I wonder if the spells should be downgraded to take that into account? Taking backlash damage won't work, since the damage is per round of the effect. Might work for instantaneous effects, though.[/edit] [edit2]I got these spells to work with a 10 000 xp cap. But I notice that Mostin's Intelligence boosting spells seemed to only inflict damage once. Not each round of the duration. If that rule is not in effect, then I can further increase the efficiency of these spells .[/edit2] [/QUOTE]
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