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Setting Someone Up the Bomb
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<blockquote data-quote="Slife" data-source="post: 3151242" data-attributes="member: 16347"><p>Barrel of explosive runes + 1 dispel magic trap at lowest possible CL. You'll set off most of them, and 6d6 force damage w/ no save per rune adds up fast.</p><p></p><p>Cost of single shot area dispel magic trap made by a level 6 wizard</p><p></p><p>50 gp × caster level × spell level</p><p></p><p>50 gp X 6 X 3 = 900 gp </p><p></p><p>The trap takes 1 day per 500 gp of the cost to craft. So if you can delay for almost two days, you're in the clear</p><p></p><p>You can probably provide the needed Alarm and Dispel magic spells yourself. But for maximal destruction, buy the dispel magic from the trapmaker. </p><p></p><p>Alarm - Spell, 1st-level Caster level(6) × 10 gp</p><p>Dispel magic - Spell, 3rd-level Caster level(6) × 30 gp</p><p>240 extra GP to the cost.</p><p></p><p></p><p>Access to 7th level spells implies at least a level 14 wizard</p><p>14 spells of 3rd level or higher/day. Not counting metamagics (which would up the damage by a lot), and assuming you spend the two days preparing the trap by making explosive runes in all your slots, you have 28 explosive pieces of parchment in your custom dispel magic box.</p><p></p><p>Dispel checks are 1d20 + your caster level</p><p>The caster level for dispel is 6th. </p><p>The DC it has to beat is 11 + the spell’s caster level.</p><p>Assuming a level 14 wizard again, that's a DC of 25.</p><p></p><p>The dispel will only work on a 20 or 19. </p><p></p><p>Rounding up, that means 3 explosive runes will be dispelled. So we have 25 spells that deal 6d6 damage, no save, to anyone who's close enough to read them.</p><p></p><p>150d6 force damage should be enough, but in case the baddy is within 10 feet, but not within reading distance, and assuming he makes all 25 of his reflex saves for half, he's still taking over 250 damage on average.</p><p></p><p></p><p></p><p>Of course, you may not have two days to prepare.</p></blockquote><p></p>
[QUOTE="Slife, post: 3151242, member: 16347"] Barrel of explosive runes + 1 dispel magic trap at lowest possible CL. You'll set off most of them, and 6d6 force damage w/ no save per rune adds up fast. Cost of single shot area dispel magic trap made by a level 6 wizard 50 gp × caster level × spell level 50 gp X 6 X 3 = 900 gp The trap takes 1 day per 500 gp of the cost to craft. So if you can delay for almost two days, you're in the clear You can probably provide the needed Alarm and Dispel magic spells yourself. But for maximal destruction, buy the dispel magic from the trapmaker. Alarm - Spell, 1st-level Caster level(6) × 10 gp Dispel magic - Spell, 3rd-level Caster level(6) × 30 gp 240 extra GP to the cost. Access to 7th level spells implies at least a level 14 wizard 14 spells of 3rd level or higher/day. Not counting metamagics (which would up the damage by a lot), and assuming you spend the two days preparing the trap by making explosive runes in all your slots, you have 28 explosive pieces of parchment in your custom dispel magic box. Dispel checks are 1d20 + your caster level The caster level for dispel is 6th. The DC it has to beat is 11 + the spell’s caster level. Assuming a level 14 wizard again, that's a DC of 25. The dispel will only work on a 20 or 19. Rounding up, that means 3 explosive runes will be dispelled. So we have 25 spells that deal 6d6 damage, no save, to anyone who's close enough to read them. 150d6 force damage should be enough, but in case the baddy is within 10 feet, but not within reading distance, and assuming he makes all 25 of his reflex saves for half, he's still taking over 250 damage on average. Of course, you may not have two days to prepare. [/QUOTE]
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