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General Tabletop Discussion
*Pathfinder & Starfinder
How do you handle Mordenkainen's Disjunction?
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<blockquote data-quote="Artoomis" data-source="post: 1128852" data-attributes="member: 111"><p>How about this scenario:</p><p></p><p>The party has been over-rewarded and now has so many items that there strength is very high for their level. They also have a few artifacts.</p><p></p><p>The final battle approaches (of the campaign, of some major objective, whatever).</p><p></p><p>Big bad guy KNOWS he'll lose this battle without something dramatic. He casts the best prep spells on himself he can think off and, when the party is in range, lets loose an M's Disjunction. For this example, let's say that some artifact is destroyed and the bad guy loses his spell powers (NOT part of his evil plan, of course).</p><p></p><p>A number of magic items get zapped - how many depends on character saving throws, naturally. Since spell effects and magic times get destroyed at the same time, I'd allow all temp boosts to still be ineffect for the item saving throws.</p><p></p><p>DC will likely be around 25 or a bit more.</p><p></p><p>The really fun part is when the party realizes that a whole lot of their recent treasure is in a bag of holding - best hope whoever has that makes the save!!</p><p></p><p>End result? The good guys win the day and the campaign is more or less "reset" to a more reasonable magic item value level.</p><p></p><p>So I LIKE the spell. But it's use should be carefully planned out by the DM. If player's want to use it, let them. They'll only hurt themselves in terms of lost treasure. The NPC effects on artifacts and the effect on the NPC's spellcasting powers should probably be well thought out ahead of time to help things go in the direction you want them to go. Keep pure randomness if that's importnant to your players, though.</p></blockquote><p></p>
[QUOTE="Artoomis, post: 1128852, member: 111"] How about this scenario: The party has been over-rewarded and now has so many items that there strength is very high for their level. They also have a few artifacts. The final battle approaches (of the campaign, of some major objective, whatever). Big bad guy KNOWS he'll lose this battle without something dramatic. He casts the best prep spells on himself he can think off and, when the party is in range, lets loose an M's Disjunction. For this example, let's say that some artifact is destroyed and the bad guy loses his spell powers (NOT part of his evil plan, of course). A number of magic items get zapped - how many depends on character saving throws, naturally. Since spell effects and magic times get destroyed at the same time, I'd allow all temp boosts to still be ineffect for the item saving throws. DC will likely be around 25 or a bit more. The really fun part is when the party realizes that a whole lot of their recent treasure is in a bag of holding - best hope whoever has that makes the save!! End result? The good guys win the day and the campaign is more or less "reset" to a more reasonable magic item value level. So I LIKE the spell. But it's use should be carefully planned out by the DM. If player's want to use it, let them. They'll only hurt themselves in terms of lost treasure. The NPC effects on artifacts and the effect on the NPC's spellcasting powers should probably be well thought out ahead of time to help things go in the direction you want them to go. Keep pure randomness if that's importnant to your players, though. [/QUOTE]
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How do you handle Mordenkainen's Disjunction?
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