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Spellcraft DC 419, wtf?
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<blockquote data-quote="Jack Simth" data-source="post: 3777297" data-attributes="member: 29252"><p>Eh, ignore the examples in the book. They're not very optimally designed.</p><p></p><p>Now, if you use the rules as they're written....</p><p></p><p>When you mitigate an Epic spell down to DC 0, it costs no time, money, or XP to research; that is, technically, you can pretty much cast it on the fly.</p><p></p><p>Consider the generalist Wizard-21 with Epic Spellcasting. Let's suppose he's got Charisma-8 (base, never actually improved it), and picks up a Cloak of Charisma +6 for this particular task (it's needful) for a final Charisma score of 16. Base Intelligence 18 (or 16, and +2 racial), +5 for level, +5 from a Tome, +6 from a Headband; intelligence of 34. Let's say he also took Spell Focus (Conjouration). </p><p></p><p>With Planar Binding, Magic Circle Against Good, Dimensional Anchor, Quickened Dispel Magic, and Moment of Prescience (each prepared four times), and a month of down-time, he can Call a Couatl with a 95% chance of success for it falling into his trap (he's got a save DC of 29 on Planar Binding, and a couatl only has a +10 Will save - needs a 20), and a 95% chance of success of convincing it to do his bidding (Couatl has a Charisma modifier of +3; as it's an opposed Charisma check, Wizard gets a +21 from Moment of Prescience, and a +2 from Charisma-14; rolling a 2, he gets a 25; most the Couatl can get is a 23; the Wizard only faces the nat-1 clause for failure, which happens 5% of the time; due to the Calling Diagram and Dimensional Anchor, the Couatl has no other way to escape). He's got a 90.25% chance of succeeding on both rolls. Just for a safety margin, we'll call that 80%. Preparing and casting four such sets each day (which still leaves him with all his 9th Level, Epic level, and bonus spell slots for defense) in 20 days, he's expected to have 64 Couatl's under his control (and they'll start leaving on day 21 - but that's okay, he can keep this up indefinately, and maintain a supply of 64 Couatls). Each Couatl casts spells as a 9th level Sorcerer - which means they have 4th level spell slots to contribute to a ritual epic spell. With 64 of them, that's 448 points of mitigation. </p><p></p><p>Permanently Summoning a Solar by way of the Epic Summon seed is DC 280. More than enough. Each Solar casts as a Cleric-20, which means 9th level spells (and mitigation factor 17 in an Epic ritual). Wizard has two Epic spell slots, and does this twice per day.</p><p></p><p>After four days (8 Solars), with the Couatl's he's still Calling, he can get the ritual spell mitigation up to 584; and the Summon seed has a note that you can double the DC to get more (and with D&D doubling, that's triple for three, quadruple for four, and so on). For DC 560, he can Permanenly Summon two at a time. In four more days (16 more Solars, total 24), can can Permanently Summon three at a time. In three more days (18 more Solars, total 42) he can Permanently Summon four at a time (and can make a mitigation DC of 1,162). This is exponential growth. He can mitigate some truly absurd spellcraft DC's to 0 this way; after a year of this, DC 10^100th is no sweat at all. The only question? Where to put all those Solars.... I hear the Plane of Air is infinite....</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3777297, member: 29252"] Eh, ignore the examples in the book. They're not very optimally designed. Now, if you use the rules as they're written.... When you mitigate an Epic spell down to DC 0, it costs no time, money, or XP to research; that is, technically, you can pretty much cast it on the fly. Consider the generalist Wizard-21 with Epic Spellcasting. Let's suppose he's got Charisma-8 (base, never actually improved it), and picks up a Cloak of Charisma +6 for this particular task (it's needful) for a final Charisma score of 16. Base Intelligence 18 (or 16, and +2 racial), +5 for level, +5 from a Tome, +6 from a Headband; intelligence of 34. Let's say he also took Spell Focus (Conjouration). With Planar Binding, Magic Circle Against Good, Dimensional Anchor, Quickened Dispel Magic, and Moment of Prescience (each prepared four times), and a month of down-time, he can Call a Couatl with a 95% chance of success for it falling into his trap (he's got a save DC of 29 on Planar Binding, and a couatl only has a +10 Will save - needs a 20), and a 95% chance of success of convincing it to do his bidding (Couatl has a Charisma modifier of +3; as it's an opposed Charisma check, Wizard gets a +21 from Moment of Prescience, and a +2 from Charisma-14; rolling a 2, he gets a 25; most the Couatl can get is a 23; the Wizard only faces the nat-1 clause for failure, which happens 5% of the time; due to the Calling Diagram and Dimensional Anchor, the Couatl has no other way to escape). He's got a 90.25% chance of succeeding on both rolls. Just for a safety margin, we'll call that 80%. Preparing and casting four such sets each day (which still leaves him with all his 9th Level, Epic level, and bonus spell slots for defense) in 20 days, he's expected to have 64 Couatl's under his control (and they'll start leaving on day 21 - but that's okay, he can keep this up indefinately, and maintain a supply of 64 Couatls). Each Couatl casts spells as a 9th level Sorcerer - which means they have 4th level spell slots to contribute to a ritual epic spell. With 64 of them, that's 448 points of mitigation. Permanently Summoning a Solar by way of the Epic Summon seed is DC 280. More than enough. Each Solar casts as a Cleric-20, which means 9th level spells (and mitigation factor 17 in an Epic ritual). Wizard has two Epic spell slots, and does this twice per day. After four days (8 Solars), with the Couatl's he's still Calling, he can get the ritual spell mitigation up to 584; and the Summon seed has a note that you can double the DC to get more (and with D&D doubling, that's triple for three, quadruple for four, and so on). For DC 560, he can Permanenly Summon two at a time. In four more days (16 more Solars, total 24), can can Permanently Summon three at a time. In three more days (18 more Solars, total 42) he can Permanently Summon four at a time (and can make a mitigation DC of 1,162). This is exponential growth. He can mitigate some truly absurd spellcraft DC's to 0 this way; after a year of this, DC 10^100th is no sweat at all. The only question? Where to put all those Solars.... I hear the Plane of Air is infinite.... [/QUOTE]
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