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 [ZG]Clockwork Timer, Thousand Darts « View previous topic :: View next topic » 
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varianor
PostPosted: Sun Mar 15, 2009 10:58 am    Post subject: [ZG]Clockwork Timer, Thousand Darts Reply with quote

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Relevant portion of the spell text:

A caster who spends 10 minutes crafting a clockwork timer and who then succeeds at a Spellcraft check (DC 15 + the spell level) can make the timer more resistant to dispel magic and similar effects.

My question is, how much more resistant? Or does it work in other ways? Has anyone houseruled this yet? I note that since it takes ten minutes to cast it this way, but the timer's duration is rounds or minutes, that one isn't going to want to do this too often.

Thousand Darts has a max damage of 20d4+20. This is untyped damage (and not force). That is above the single-target max damage cap in the DMG (which doesn't get to 20 dice until 6th level). Would you let it ride? Houserule it? I also noticed it has a Reflex save currently. It might be a fix to drop it to 1d4+1 (max 10d4+10) and make it a ranged touch roll. That's still pretty lethal, doing 35 hp damage average if the mage hits. Thoughts? Flames?

(I'm going through the ZG this afternoon for something, can you tell?)
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varianor
PostPosted: Fri Apr 17, 2009 5:28 am    Post subject: Reply with quote

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Bueller? Anyone? Bueller?
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Amy Carrier
PostPosted: Tue Apr 28, 2009 1:17 pm    Post subject: Reply with quote

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Hmmm, I'm not familiar with this spell... Is it 4E?

Anyhow, here's my two cents worth: This sounds like a spell that is normally set as a magical trap, so the 10 minute casting time (100 melee rounds in v3.5 terms) is not really a huge penalty - this is not something that would be cast in combat anyhow. Based on that, I'd give it only a +2 on it's saving throw to resist being dispelled.

However, I gather from your post that this spell also expires pretty quickly; its not like Explosive Runes, which can hang around for years until someone sets it off. So, how about this: If the caster spends the extra time, they get to choose: Make the spell stronger (+2 vs dispell) or longer (add 1 minute per caster level to the duration).

Does this sound good, or have I missed the entire thrust of the spell?
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varianor
PostPosted: Tue Apr 28, 2009 3:02 pm    Post subject: Reply with quote

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Those are good points. Thanks. (The spell is from the Zobeck Gazetteer.) With Clockwork Timer being a 2nd level spell, that seems about right. I might even consider dropping the casting time to 1 minute. It's still out of combat no matter what.
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