Anabstercorian
First Post
17 days. I have chosen what to flavor your dog with.
I won't say exactly what it is just yet, but I think it has some exciting repercussions for epic games.
In one relatively small region of Toril there are: 24th, 25th (4*), 27th, 28th, 29th (2), 30th, 32nd, 35th = 12 epic characters (13 counting Driz'zt who must be 20th+ by now), and thats only the ones in the ELH, there are probably a dozen or so more that just haven't been updated yet.
By illustrating this I mean to point out that the Forgotten Realms make it look like getting to epic level is easy, but I no longer think thats the case.
It may be something like (and much of this is off the top of my head):
- 20th-level spell = Teleport City
- 30th-level Spell = Stasise Country
- 40th-level spell = Dead Magic Zone (Planetwide)
- 50th level spell = Destroy Planet
- 60th level spell = Create Sun
- 70th-level spell = Summon Black Hole
- 90th-level spell = Move Galaxy
Kerrick said:You know, you're just evil... I've been waiting for some tidbits on your epic spell system, and now you dangle this in front of us. I tell you...
Kerrick said:I'm probably nitpicking, but in what "relatively small region" are you putting all these characters? Halaster's in Waterdeep, Elminster's in Shadowdale, Manshoon is in Citadel Raven, The Simbul is in Rashemen (or somewhere around there), and that priestess of Auril lives somewhere near the Great Glacier. And yes, Driz'zt is over 20... I think he's 23-24 now.
Kerrick said:I dunno.. the common complain I'm seeing is that characters level too fast. Our group went from 1st (just beforer 3E came along) to 29th-31st in about 3 years.
Kerrick said:Granted that this is off the top of your head, I think you're scaling them a bit too quickly.
Kerrick said:Teleport city is about right (I have one based on the 2E estate transference that's L22). Placing an entire country under stasis I'd place around 35; a planet-wide dead zone... umm, around 60? Destroying a planet is hefty; my DM's old group had two spells, one called hammer strike that made the core of the world ring (created earthquakes all over the place for a month afterwards, but required the sacrifice of 1.5 million XP in magic items and 850 levels of spellcasters (all 10th+ level); the other was called earthwrack - it welded all the continental plates and recracked them. The second spell was cast only once, and then only partially; even then it very nearly wiped out all life on the planet, and eradicated winter for the next 500 years. I'm not sure what levels those were in 1E, though.
Kerrick said:I'd have to agree with S'mon - spells that create/destroy matter on a galactic scale should be huge... at least 70th (IOW, only accessible by a number of extremely high-level beings - likely gods - getting together in a ritual to cast them).
S'mon said:>>What is so significant about '100th-level'? Why do you 'need' it and more to the point why do you need it to be so feeble?<<
You seem to have overlooked that:
1. In my conversion Greater Gods start at 40th & Doomstar is 96th, so 100th is very high
but
2. In your standard conversion Doomstar would be ca 348th level, Thrin is over 80th (+ a divine CR mod presumably), and apparently lots of critters are 100+
S'mon said:So letting 100th levellers destroy planets will have far more impact in your 'official' rules than in my game.
S'mon said:>>When initially created Doomstar was, in terms of power:
Overgod > Doomstar > Greater God (Correct!?)<<
He was much higher level than any Overgod - Doomstar 500th, Overgods ca 100th in their highest class. He had less hit points though, being single-classed M_U - ca 540 hp as opposed to 1000 for an Overgod. I'd say he was more powerful than an Overgod on neutral terrain but would not wish to face Ahriman on his home plane.
He's 96th level by my conversion. I suspect Overgods are lower than that, probably 60-80. Plus CR divinity mods of course.
S'mon said:I think arguing about _my_ campaign is slightly pointless, since I am free to ignore your work if it doesn't suit me.
S'mon said:You should think about how having 100th-levellers destroy planets affects your own power gradient, where AIR Greater Gods are around 100th level?
S'mon said:Can Boccob destroy a planet?
S'mon said:>>It should be noted that although Thrin was 117th-level in 1e, he would be nowhere near that figure had we applied the 3rd Edition methods for advancement and you know it. You even converted him to about 44th, which I think is probably a fair appraisal of where he would actually be. <<
I was more interested in appraising actual relative power rather than advancement, but you're probably right.
S'mon said:OK, I'll look at increasing the cost of a Nat Armour Bonus, maybe it should be similar to a Deflection bonus given that they both cost the same in magic items cost. Actually the obvious sensible thing to do would be to not make the DC linear, but to use the same formula as for magic items. I'm thinking 10 + (Bonus squared x 4) for natural armour - so +4 would be base DC 74. Sound about right? For regular Armour bonus I'd use 10 + (Bonus squared x2) since item Armour bonuses are half as expensive as natural armour, and also IMC Nat armour is harder to come by.
S'mon said:Edit: My copy of Fortify doesn't mention it being able to improve AC.
S'mon said:>>- 20th-level spell = Teleport City
- 30th-level Spell = Stasise Country
- 40th-level spell = Dead Magic Zone (Planetwide)
- 50th level spell = Destroy Planet
- 60th level spell = Create Sun
- 70th-level spell = Summon Black Hole
- 90th-level spell = Move Galaxy <<
The first 3 are arbitrary in that their difficulty mostly depends on how magic works. Plane shifting a city might be much easier than teleporting it to a designated location, for instance. And creating a planetary dead magic zone might be far easier than stasising a country - after all Temp Stasis is 9th level, 1 target, where A-M shell is 6th and affects an area.
S'mon said:The other effects aren't really comparable to me, they seem on a different scale with each increment being ca 100 billion times more powerful than the one before, except summoning a black hole is only about 13 times as difficult as creating a sun-sized star. So I think your scale is kinda wonky.
S'mon said:If I were you using your level gradient I'd maybe put plane-shifting a city-sized area at 20th, a global dead magic zone at 40th (depending on duration), scouring a planet with windstorms 50th, a global stasis zone at 60th,
S'mon said:vapourising a planet with a word ca 500th, creating a (real-world) sun maybe 5000th, creating a black hole ca 5050, moving a (real-world) galaxy 50,000.
S'mon said:But you should be considering the physics of the universe - if the sun is a 6' orb drawn across the sky by a chariot, it may be quite easy to create.
I don't 'put' effects at a given level, theres nothing arbitrary about this (although I suppose on the basis of my spell list you might well have come to that assumption).
Upper_Krust said:So your overgods are not really the planet creating, reality shaping entities from mythology that you previously mentioned were one of the primary factors in creation myths, but instead operate on a less than city-wide strata of power...if even that?