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GOD RULES: Player's Guide (5e) Previews/Discussion
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<blockquote data-quote="Upper_Krust" data-source="post: 9896309" data-attributes="member: 326"><p>20th level spells are for when you want to affect an entire planet or things of that magntude.</p><p></p><p>ie. Blow a planet up, Control every mind on a planet, Teleport a planet, etc.</p><p></p><p>Also a planet basically approximates to a single planar layer (I know people say they are hypothetically infinite, but occupied space is typically about the same size as a planet or less).</p><p></p><p>A full PLANE would be more akin to a galaxy (in around spell levels 27-29).</p><p></p><p></p><p></p><p>In terms of damage <strong>dice </strong>you are looking at around 800 @ 20th level spells.</p><p></p><p>Planets (by my rules) have around 3000 HP*, but Damage Threshold 1500*.</p><p></p><p>*If I remember correctly - might be 4000/2000. </p><p></p><p>The way I have it structured, 15th level spells are the maximum a mortal can Overcast** so you have a few crazy cult "Doomsday" scenarios (like Fimbulwinter, Radiation Zone) in those 14th & 15th level slots.</p><p></p><p>19-20th-level spells are in around your high immortal tier spells (if the immortal engages in a bit of Overcasting) so its more planetary scale effects.</p><p></p><p>**I did move Karsus Avatar (not the name in the book obviously - I use some obscure occult term) to 18th though, we can presume he was effectively a Demi-deity in terms of personal power. </p><p></p><p>Initially I was thinking the old, 10th/11th/12th level spells would be 10-11/12-13/14-15 in my system. But Volcano fits as a 16th level spell (a Super-volcano variant is 17th), so it did not feel right to have Karsus Avatar as a mere 14th-15th level spell. So as a rule of thumb each 'old-school' spell level above 9th = +1-3 spell levels in my system - needs some testing but that's probably the simplest and easiest conversion rule.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 9896309, member: 326"] 20th level spells are for when you want to affect an entire planet or things of that magntude. ie. Blow a planet up, Control every mind on a planet, Teleport a planet, etc. Also a planet basically approximates to a single planar layer (I know people say they are hypothetically infinite, but occupied space is typically about the same size as a planet or less). A full PLANE would be more akin to a galaxy (in around spell levels 27-29). In terms of damage [B]dice [/B]you are looking at around 800 @ 20th level spells. Planets (by my rules) have around 3000 HP*, but Damage Threshold 1500*. *If I remember correctly - might be 4000/2000. The way I have it structured, 15th level spells are the maximum a mortal can Overcast** so you have a few crazy cult "Doomsday" scenarios (like Fimbulwinter, Radiation Zone) in those 14th & 15th level slots. 19-20th-level spells are in around your high immortal tier spells (if the immortal engages in a bit of Overcasting) so its more planetary scale effects. **I did move Karsus Avatar (not the name in the book obviously - I use some obscure occult term) to 18th though, we can presume he was effectively a Demi-deity in terms of personal power. Initially I was thinking the old, 10th/11th/12th level spells would be 10-11/12-13/14-15 in my system. But Volcano fits as a 16th level spell (a Super-volcano variant is 17th), so it did not feel right to have Karsus Avatar as a mere 14th-15th level spell. So as a rule of thumb each 'old-school' spell level above 9th = +1-3 spell levels in my system - needs some testing but that's probably the simplest and easiest conversion rule. [/QUOTE]
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