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Immortals Handbook - Ascension Discussion
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 4129756" data-attributes="member: 39867"><p>On no, not the Timestop debate again. I love the spell to death, but man does it raise problems. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Maybe adding an addendum to ascension to fix a short list of spells would be ok if you have the space, but any fix to timestop would require a whole new wording. I toyed with the idea of reworking the cheesy spells in D&D, and I have the writeups for these problem spells as follows. Note that I don't like my own timestop writeup due to it's wordiness, but what to you all think?</p><p>[Alignment] Word: (I did a complete re-write)[Sblock]</p><p></p><p>Blasphemy/Word of Chaos/Holy Word/Dictum</p><p>Evocation [Alignment, Sonic]</p><p>Level: Clr 7, Alignment 7</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: 40 ft.</p><p>Area: Non[Alignment] creatures in a 40-ft.-radius spread centered on you</p><p>Duration: Instantaneous</p><p>Saving Throw: Will partial</p><p>Spell Resistance: Yes</p><p></p><p>This spell has no effect on creatures with the [Alignment] subtype, or creatures of the [Alignment] Alignment.</p><p></p><p>Creatures within the area take 1d6 damage per caster level. Half of this damage is divine, the other half is sonic damage. A will save halves the damage. Creatures failing the save are additionally dazed for 1 round. Failing the save by 5 or more have their Strength score decreased by 2d6 points for 2d4 rounds. Failing the save by 10 or more leaves the subject paralyzed and helpless for 1d10 minutes. Finally, failing the save by 15 or more causes the subject to die outright, and can only be restored to life by any spell that could revive a creature slain by a death effect. Undead and constructs failing the save by 15 or more are simply destroyed. (Vampires, liches and similar creatures can still revive themselves)</p><p></p><p>Furthermore, if you are on your home plane when you cast this spell, non(alignment) extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the (Spell). The banishment effect allows a separate Will save to negate.</p><p>[/sblock]</p><p></p><p>Timestop: Rewrite using bits of old 2E wording with new wording and made it less of an auto-win or a wasted action. Its a bit wordy (moreso than the original) but while it isn't all powerful at immortal levels, I left in some functionality just so it doesn't become a dead spell. Honestly Timestop, with it's original wording (can't affect anyone but yourself) is fine until metamagic is involved.[sblock]</p><p>ime Stop</p><p>Transmutation</p><p>Level: Sor/Wiz 9, Trickery 9</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Area: 5-ft.-radius emanation, centered on you</p><p>Duration: Special (See Text)</p><p></p><p>Upon casting this spell, you cause the flow of time to stop for one round outside the area of effect. Outside this area the sphere simply seems to shimmer for an instant (and possibly change locations). Inside the sphere, which moves with the caster, anyone is free to act for the 1d4+1 rounds of apparent time this spell lasts. </p><p></p><p>The caster has no knowledge of the amount of time he or she has. </p><p></p><p>The caster and those within the area can move and act freely, but all creatures of less than demigod status are frozen in time. Creatures of demigod or greater status take 6d6 points of Chronal cold damage each round, half of which is not subject to energy resistances. Additionally, any creatures that enter or leave the area of effect during the spells duration take the 6d6 Chronal cold damage each round they do so.</p><p></p><p>Nothing can leave the area without being frozen as well. Those inside the area cannot cast spells at foes outside the area or summon or call creatures into areas ouside the sphere, but may use teleport to an area outside the area, but unless the caster travels with them, time will be stopped outside the area, and they will arrive at the end of the spell's duration.</p><p></p><p>The movement of the caster could put a creature within the area, and they may act normally while inside. (Take turns on their innititive count, make attacks of opportunity, etc) Casters must coordinate actions with allies (meaning delaying and holding actions) to move without preventing allies from being hedged out of the spell. </p><p></p><p>Those inside the area may attack with melee attacks (which may be coup-de-grace attempts if the subjects are vulnerable) against frozen creatures, and may fire ranged attacks at such creatures which will strike when the Timestop spell ends. </p><p></p><p>You are undetectable while time stop lasts except to creatures of demigod or greater status. You cannot enter an area protected by an antimagic field while under the effect of time stop. </p><p></p><p>Deities frown on the use of this spell as the strain it puts on them and their servants is generally unwarranted. Usually a caster can get away with 1d3-1 castings of timestop in his or her lifetime without attracting the ire of a powerful entity (which can usually find the caster unerringly). Further castings draw more and more powerful servants of the entity to attack the caster. (Unless the entity decides to attack in person)[/sblock]</p><p>Oddly, I didn't consider the others...</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 4129756, member: 39867"] On no, not the Timestop debate again. I love the spell to death, but man does it raise problems. :) Maybe adding an addendum to ascension to fix a short list of spells would be ok if you have the space, but any fix to timestop would require a whole new wording. I toyed with the idea of reworking the cheesy spells in D&D, and I have the writeups for these problem spells as follows. Note that I don't like my own timestop writeup due to it's wordiness, but what to you all think? [Alignment] Word: (I did a complete re-write)[Sblock] Blasphemy/Word of Chaos/Holy Word/Dictum Evocation [Alignment, Sonic] Level: Clr 7, Alignment 7 Components: V Casting Time: 1 standard action Range: 40 ft. Area: Non[Alignment] creatures in a 40-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: Will partial Spell Resistance: Yes This spell has no effect on creatures with the [Alignment] subtype, or creatures of the [Alignment] Alignment. Creatures within the area take 1d6 damage per caster level. Half of this damage is divine, the other half is sonic damage. A will save halves the damage. Creatures failing the save are additionally dazed for 1 round. Failing the save by 5 or more have their Strength score decreased by 2d6 points for 2d4 rounds. Failing the save by 10 or more leaves the subject paralyzed and helpless for 1d10 minutes. Finally, failing the save by 15 or more causes the subject to die outright, and can only be restored to life by any spell that could revive a creature slain by a death effect. Undead and constructs failing the save by 15 or more are simply destroyed. (Vampires, liches and similar creatures can still revive themselves) Furthermore, if you are on your home plane when you cast this spell, non(alignment) extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the (Spell). The banishment effect allows a separate Will save to negate. [/sblock] Timestop: Rewrite using bits of old 2E wording with new wording and made it less of an auto-win or a wasted action. Its a bit wordy (moreso than the original) but while it isn't all powerful at immortal levels, I left in some functionality just so it doesn't become a dead spell. Honestly Timestop, with it's original wording (can't affect anyone but yourself) is fine until metamagic is involved.[sblock] ime Stop Transmutation Level: Sor/Wiz 9, Trickery 9 Components: V Casting Time: 1 standard action Range: Personal Area: 5-ft.-radius emanation, centered on you Duration: Special (See Text) Upon casting this spell, you cause the flow of time to stop for one round outside the area of effect. Outside this area the sphere simply seems to shimmer for an instant (and possibly change locations). Inside the sphere, which moves with the caster, anyone is free to act for the 1d4+1 rounds of apparent time this spell lasts. The caster has no knowledge of the amount of time he or she has. The caster and those within the area can move and act freely, but all creatures of less than demigod status are frozen in time. Creatures of demigod or greater status take 6d6 points of Chronal cold damage each round, half of which is not subject to energy resistances. Additionally, any creatures that enter or leave the area of effect during the spells duration take the 6d6 Chronal cold damage each round they do so. Nothing can leave the area without being frozen as well. Those inside the area cannot cast spells at foes outside the area or summon or call creatures into areas ouside the sphere, but may use teleport to an area outside the area, but unless the caster travels with them, time will be stopped outside the area, and they will arrive at the end of the spell's duration. The movement of the caster could put a creature within the area, and they may act normally while inside. (Take turns on their innititive count, make attacks of opportunity, etc) Casters must coordinate actions with allies (meaning delaying and holding actions) to move without preventing allies from being hedged out of the spell. Those inside the area may attack with melee attacks (which may be coup-de-grace attempts if the subjects are vulnerable) against frozen creatures, and may fire ranged attacks at such creatures which will strike when the Timestop spell ends. You are undetectable while time stop lasts except to creatures of demigod or greater status. You cannot enter an area protected by an antimagic field while under the effect of time stop. Deities frown on the use of this spell as the strain it puts on them and their servants is generally unwarranted. Usually a caster can get away with 1d3-1 castings of timestop in his or her lifetime without attracting the ire of a powerful entity (which can usually find the caster unerringly). Further castings draw more and more powerful servants of the entity to attack the caster. (Unless the entity decides to attack in person)[/sblock] Oddly, I didn't consider the others... [/QUOTE]
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