Mass Resilient Sphere: What Level?

HEX GRID RULES!!!1! Hexagonal close packing grid is interesting, too, but only with advanced Pilot checks. ;)

-- N
 

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Nifft said:
Some notes...

1/ Duration: 1 min/level (D) -- The caster can dismiss the whole spell, not just one sphere at a time. Makes the spell less kill-you-one-at-a-time, and thus way less powerful than literally casting resiliant sphere several times in one round.

2/ Dispelled by targeted dispel magic...



So, even if a DM nerfs Disjunction to leave magic items alone, that spell is worth preparing in the morning to counter this spell.

7th level would be fine, if it has an expensive component or very expensive focus, and one sphere per two levels. 8th level seems good for the spell as you've written it.

-- N

Thanks Nifft. It's sometimes surprising how many people leap to conclusions about the power of a spell before considering its actual effect. Yes, it has the weakensses you've identified. The spellcaster can't just have his buddies surround each sphere individually, dispel that sphere, and kill the creature trapped inside. Other points:

1. Each target creature gets a Reflex save. When used against a PC party, how likely is it that no-one will save?

2. The range of the spell is Close.

3. How many spheres are you really likely to use, particularly given the limitation on maximum 30' between any two of them? That is, in practice there will be no difference between 1 sphere/level and 1 sphere/2 levels. Keeping it at 1 sphere/level ensures consistent effect with all other "mass" spells (all of which affect up to 1 target per level).

4. Maximum diameter of the spheres - you're not using them against anything bigger than Large until you get to very high levels.

5. If comparing to mass save-or-die spells, how about mass suggestion, at 6th? Mass hold person at 7th? Isn't sleep (at 1st level) also a mass-save-or-die spell?

The question is in what circumstances will this spell be used and what are the consequences of that use. Mass resilient sphere is useful against clumped groups of Large or smaller creatures when the spellcaster is able to get within 50' or so. So it's useful against PCs in surprise situations. As is fireball, for that matter. By the time PCs are facing spellcasters able to cast 7th level spells, there are plenty of threats which can incapacitate a large number of the party in the right circumstances. I still reckon 7th for mass resilient sphere is about right.

Cheers, Al'Kelhar
 


Elder-Basilisk said:
How about comparing it to mass ectoplasmic coccoon?

Excellent!

SRD said:
Ectoplasmic Cocoon
Metacreativity
Level: Shaper 3
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One Medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 5
You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).
Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can’t be affected by dispel psionics, but it can be dismissed with dismiss ectoplasm, or otherwise destroyed by extreme measures or items.
The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible).
A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s save DC increases by 1.
2. For every 2 additional power points you spend, this power can affect a target one size category larger.

Ectoplasmic Cocoon, Mass
Metacreativity
Level: Shaper 7
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: 1 hour/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 13
As ectoplasmic cocoon, except you can cocoon several creatures (or a single big creature that fits in a 20-footradius sphere or hemisphere) in a mass of writhing ectoplasm. Targets entirely within the area who fail their save are caught and cocooned. If a creature’s body is only partially within the area, this power does not affect that creature.
Augment: For every 2 additional power points you spend, the radius of this power’s area increases by 5 feet.

Substantive differences:

Compared to mass resilient sphere, mass ectoplasmic cocoon has a larger area (40' diameter vs. 30' diameter), can potentially affect more targets, can potentially affect larger targets, lasts longer, has a longer duration, is not subject to power (=spell) resistance, and each cocooned creature can be surrounded and slain individually by chopping through their cocoon. It is available only to Shapers.

Compared to mass ectoplasmic cocoon, mass resilient sphere can affect incorporeal targets (as it's a force effect), and is available to all sorcerers and all wizards other than specialists who've taken Evocation as an opposition school.

Cheers, Al'Kelhar
 


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