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Spellcasting Prodigy - Whats the beef?
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<blockquote data-quote="Celebrim" data-source="post: 274475" data-attributes="member: 4937"><p>Oni: I whole heartedly disagree that it is too easy to save vs. spells. It is quite easy to design reasonable PC or NPC spell casters whose 9th level spells would have save DC's of 30+. An extreme case might be 18 in prime attribute, raised to 23 by attribute advancement, raised to 28 by inherent bonuses (via wish), raised to 34 via enhancement bonuses (via an item), plus Spell Casting Prodigy, Spell Focus, and Greater Spell Focus. This gives a save DC vs. 9th level spells (in one school) of 36. Supposing this is a save or die spell, if you have less than a +16 Fort bonus, you die on anything but a natural 20. If you have less than a +26 Fort bonus, you are likely to die. Supposing this is an enchantment, if you have less than a +16 Will bonus, then you are my slave. If this spell is a save or die or mass save or die spell (like Wail of the Banshee or Weird) or a potent enchantment (like a Heightened Dominate Person or even a Heightened Chain Dominate Person), then its likely to be curtains for just about any group (PC or NPC) that isn't prepared.</p><p></p><p>Dagger: You mention your fondness for Maximize Spell. I thought it was generally agreed that Maximize Spell is a rather weak feat? Please explain how Maximize spell is letting you min/max vs. my Necromancer (or Enchanter or Illusionist) with base saves of 36 vs. his 9th level Necromatic spells?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 274475, member: 4937"] Oni: I whole heartedly disagree that it is too easy to save vs. spells. It is quite easy to design reasonable PC or NPC spell casters whose 9th level spells would have save DC's of 30+. An extreme case might be 18 in prime attribute, raised to 23 by attribute advancement, raised to 28 by inherent bonuses (via wish), raised to 34 via enhancement bonuses (via an item), plus Spell Casting Prodigy, Spell Focus, and Greater Spell Focus. This gives a save DC vs. 9th level spells (in one school) of 36. Supposing this is a save or die spell, if you have less than a +16 Fort bonus, you die on anything but a natural 20. If you have less than a +26 Fort bonus, you are likely to die. Supposing this is an enchantment, if you have less than a +16 Will bonus, then you are my slave. If this spell is a save or die or mass save or die spell (like Wail of the Banshee or Weird) or a potent enchantment (like a Heightened Dominate Person or even a Heightened Chain Dominate Person), then its likely to be curtains for just about any group (PC or NPC) that isn't prepared. Dagger: You mention your fondness for Maximize Spell. I thought it was generally agreed that Maximize Spell is a rather weak feat? Please explain how Maximize spell is letting you min/max vs. my Necromancer (or Enchanter or Illusionist) with base saves of 36 vs. his 9th level Necromatic spells? [/QUOTE]
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