Also, having the staff's Legendary power equal the wielder's Mythic power is much too powerful. It also makes the Powerful ability superfluous.

Legendary Items have a minimum of 2 uses per day. They can have more.

And before we descend into endless rounds of salt and recriminations, @DragonParadox could we do Zomok + Staff + Forge + Seers from all the sacrifice juice? This is a pretty enormous expenditure of power, and all of those are highly thematic to the OGs.
 
Legendary Items have a minimum of 2 uses per day. They can have more.

And before we descend into endless rounds of salt and recriminations, @DragonParadox could we do Zomok + Staff + Forge + Seers from all the sacrifice juice? This is a pretty enormous expenditure of power, and all of those are highly thematic to the OGs.
That would be the ideal solution for me, and totally fair considering the power we've put into this sacrifice.
 
@DragonParadox, could you please clarify the actual power of Hammer of the Waters?

People seem to think it's Maximised Apocalypse From The Sky.

Also, reminder that this spell would be massively penalized when we try to cast it on the Plane of Fire or Valyria. It's strictly worse the Shadow if the Doom.
  1. Fair enough, the Hammer of the Waters would be about twice as destructive as mythic Shadow of the Doom against objects (and landscape) with no petrification of living things and half damage compared to SotD against them. The save against it would be fortitude
  2. Also I feel like I have to clarify things the Hammer of Waters is not unique to this set of circumstances, just rare.If you did a grand ritual in the Neck around a place of power you could get the effect.
 
I don't care how much powerful the staff can be. This is a unique opportunity though to get the Hammer of the Waters as a spell.

Casual voters, I appeal to your sense of shiny over cheesiness. Vote for the Summon ala Final Fantasy instead of boring numbers!
This is disingenuous. Do you honestly believe we get a spell that can destroy a country as a 1/day item? Even maximal Mythic Doom does only a fraction of the damage you are implying.

And even if it was, when would we ever cast this?
Honestly, the bonus to future research is tremendously pratical... and incredibly boring.
We have only one character who can do grafting and thus Fungus Forge research. Everything done there depends entirely on Vee.
 
Legendary Items have a minimum of 2 uses per day. They can have more.

And before we descend into endless rounds of salt and recriminations, @DragonParadox could we do Zomok + Staff + Forge + Seers from all the sacrifice juice? This is a pretty enormous expenditure of power, and all of those are highly thematic to the OGs.

Thinking about it yeah, in the interest of avoiding sodium poisoning you guys can have all four. @Azel makes a good point about the guardian not being that powerful in practice in spite of its high CR.
 
This is disingenuous. Do you honestly believe we get a spell that can destroy a country as a 1/day item? Even maximal Mythic Doom does only a fraction of the damage you are implying.

And even if it was, when would we ever cast this?

Not that powerful, a city sure. This is a spell version, not the original ritual that shattered a landmass.

Valyria, City of Brass, Hell. Anything else where fire damage gets a penalty and water damage gets an extra.
 
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  • Fair enough, the Hammer of the Waters would be about twice as destructive as mythic Shadow of the Doom against objects (and landscape) with no petrification of living things and half damage compared to SotD against them. The save against it would be fortitude


It doesn't have a flesh to salt ability? That is disappointing. No capture method so...not as cool anymore
 
Plan updated. Zomok specified as a guardian of the entire island and the Hammer of the Waters added, if enough power remains from the other effects.

[X] Plan Goldfish
-[X] Get a bonus on all future research in the Fungus Forge by having the Old Gods aid the people working there.
-[X] Turn Reva and Liset into true Greenseers.
-[X] Raise the ancient Green Dragons corpse as a Zomok. to act as a guardian for not only the Heart Tree of the Dawn Age, but for the entire island on which Sorcerer's Deep rests.
-[X] Upgrade the Runestaff of the Old Gods with the following:
--[X] Becomes a Legendary Item.
---[X] Has the Metamagician, Perfect Surge and Powerful abilities.
---[X] May have any one spell cast into it if it was a Spellstaff, as the spell of the same name.
---[X] Provides constant Divine Favor effect to the wielder.
---[X] Runestaff capabilities upgraded with the following:
----[X] Find the Path (5th), Earthquake (8th), Rain of Roses[reskinned to Weirwood leaves] (7th), Master Earth (7th), Undermaster (9th).
----[X] Include the Hammer of the Waters spell, if enough sacrifice power remains.
 
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-[X] Get a bonus on all future research in the Fungus Forge by having the Old Gods aid the people working there.
-[X] Raise the ancient Green Dragons corpse as a Zomok with the possibility of being restored as a True Green later in the future after the requisite research is complete.
-[X] Upgrade the Runestaff of the Old Gods with the following:
--[X] Becomes a Legendary Item
---[X] Has the Metamagician, Perfect Surge and Powerful abilities.
---[X] May have any one spell cast into it if it was a Spellstaff, as the spell of the same name.
---[X] Provides Endure Elements to the wielder.
---[X] Runestaff capabilities upgraded with the following at 3/day:
----[X] Find the Path (5th), Earthquake (6th), Rain of Roses (7th), Master Earth (7th), Wandering Weather (8th), Undermaster (9th) (Cast as swift action for 1 use of mythic power, alternatively make it last 5 minutes with 3 uses of mythic power).
---[X] Hammer of the Waters 1/?? (?th) - Mythic
Waitwaitwait, what about the Greenseers?
 
Waitwaitwait, what about the Greenseers?
Behold:

[X] Plan Unique Opportunity
-[X] The Erinyes guard the perimeter in case anything tries to approach.
-[X] For the most part all Companions handle the sacrifice and making sure nothing manages to escape or kill anyone, but towards the end have the Treants bleed the Ala's before the Tree due to the nature of Ala and how they are born, Scarbrand the Winter Hag, then dispel the Amber Sacrophagus while impaling the Wight Lord as the final sacrifice.
-[X] Take extra care with the Qartheen Lich and the Mythic Ancient Wight Lord, those are particularly dangerous. Make sure they can't teleport away (in the Lich's case) or kill anyone. Also collect all loot from the Lich and the Wight Lord after.
-[X] Be sure to harvest bits and pieces of the monsters for trophies via Make Whole.
-[X] Boon 1: Get a bonus on all future research in the Fungus Forge by having the Old Gods aid the people working there.
-[X] Boon 2: Raise the ancient Green Dragons corpse as a Zomok with the possibility of being restored as a True Green later in the future after the requisite research is complete.
-[X] Boon 3: Upgrade the Runestaff of the Old Gods with the following:
--[X] Becomes a Legendary Item with uses of Legendary Surge equal to its wielder's uses of Mythic Power, recharging every sunrise.
---[X] Has the Metamagician, Perfect Surge and Powerful abilities.
---[X] May have any one spell cast into it if it was a Spellstaff, as the spell of the same name.
---[X] Runestaff capabilities upgraded with the following at 3/day:
----[X] Find the Path (5th), Earthquake (6th), Rain of Roses (7th), Master Earth (7th), Wandering Weather (8th), Undermaster (9th) (Cast as swift action for 1 use of mythic power, alternatively make it last 5 minutes with 3 uses of mythic power).
---[X] Hammer of the Waters 1/?? (?th) - Mythic
-[X] Boon 4: Turn Reva and Liset into true Greenseers.
 
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This is all going over my head so I'm just gonna throw this out there and call it a day.

[X] Azel

All I want is the ancient green dragon revived in some way, a gigantic tree as a FUCK YOU to the Seven and the Others, and the Old Gods getting so jacked up on sacrificial crystal meth that they start punching metaphysical shit in right and left like Little Mac on a no hit run of Punch Out.

Everything else to me is just gravy.
 
I'd like it to be about 2/3 as much as Mythic Shadow of the Doom but I can't find the mythic version for comparison.
Here you go.
Mythic: Damage increases to 1d8 points per level on a successful saving throw, the temperature raises by 4 bands, and those affected suffer 1d6 points of Strength, Dexterity, and Constitution damage as their flesh partially transforms into obsidian. You cannot, however, designate creatures to be unaffected by a Mythic Shadow of the Doom spell.
  • Augment (3rd Tier): You can expend two uses of Mythic power to increase the damage inflicted to 1d10 per level, raise the temperature by five bands, and the ability damage to 2d4 points.
  • Augment (8th Tier): By expending ten uses of Mythic power, the range of Mythic Shadow of the Doom becomes Line of Sight and its area of effect changes to 1,000 foot radius per caster level plus Mythic tier.
 
I'd like it to be about 2/3 as much as Mythic Shadow of the Doom but I can't find the mythic version for comparison.

650' per level, range of line of sight would be about 2/3rds, I think. I might misremember.
Adhoc vote count started by Snowfire on Apr 15, 2019 at 8:19 AM, finished with 300627 posts and 13 votes.

  • [X] Plan Boons
    -[X] Get a bonus on all future research in the Fungus Forge by having the Old Gods aid the people working there.
    -[X] Raise the ancient Green Dragons corpse as a Zomok.
    -[X] Turn Liset and Reva into real girls Greenseers.
    [X] Plan Unique Opportunity
    -[X] Boon 1: Get a bonus on all future research in the Fungus Forge by having the Old Gods aid the people working there.
    -[X] Boon 2: Raise the ancient Green Dragons corpse as a Zomok with the possibility of being restored as a True Green later in the future after the requisite research is complete.
    -[X] Boon 3: Upgrade the Runestaff of the Old Gods with the following:
    --[X] Becomes a Legendary Item
    ---[X] Has the Metamagician, Perfect Surge and Powerful abilities.
    ---[X] May have any one spell cast into it if it was a Spellstaff, as the spell of the same name.
    ---[X] Runestaff capabilities upgraded with the following at 3/day:
    ----[X] Find the Path (5th), Earthquake (6th), Rain of Roses (7th), Master Earth (7th), Wandering Weather (8th), Undermaster (9th) (Cast as swift action for 1 use of mythic power, alternatively make it last 5 minutes with 3 uses of mythic power).
    ---[X] Hammer of the Waters 1/?? (?th) - Mythic
    -[X] Boon 4: Turn Reva and Liset into true Greenseers.
    [X] Goldfish
    [X] Goldfish
    -[X] Get a bonus on all future research in the Fungus Forge by having the Old Gods aid the people working there.
    -[X] Turn Reva and Liset into true Greenseers.
    -[X] Raise the ancient Green Dragons corpse as a Zomok. to act as a guardian for not only the Heart Tree of the Dawn Age, but for the entire island on which Sorcerer's Deep rests.
    -[X] Upgrade the Runestaff of the Old Gods with the following:
    --[X] Becomes a Legendary Item
    ---[X] Has the Metamagician, Perfect Surge and Powerful abilities.
    ---[X] May have any one spell cast into it if it was a Spellstaff, as the spell of the same name.
    ---[X] Provides constant Divine Favor effect to the wielder.
    ---[X] Runestaff capabilities upgraded with the following:
    ----[X] Find the Path (5th), Earthquake (8th), Rain of Roses[reskinned to Weirwood leaves] (7th), Master Earth (7th), Undermaster (9th).
    ----[X] Include the Hammer of the Waters spell, if enough sacrifice power remains.
    [X] Plan Megadeath Metal Blood Funnel Feeder...of Death :V
    -[X] *Insert speech here
    -[X] Throughs to funnel blood into the tree have been dug previously, this is where most of the sacrifice will be fed to.
    -[X] Sacrifice the fiends as per Duesal's list, neatly categorized by type and CR. The Twins sacrificing the polymorphed ones, us and companions, the sealed ones. So sacrifice in that order until we get to the Wintertouched.
    -[X] Have the Treants bleed the Ala's before the Tree, Scarbrand, the Winter Hag, then dispel the Amber Sacrophagus while impaling the Wight Lord as the final sacrifice.
    -[X] Boon 1: Get a bonus on all future research in the Fungus Forge by having the Old Gods aid the people working there.
    -[X] Boon 2: Raise the ancient Green Dragons corpse as a Zomok with the possibility of being restored as a True Green later in the future after the requisite research is complete.
    -[X] Boon 3: Upgrade the Runestaff of the Old Gods with the following:
    --[X] Becomes a Legendary Item
    ---[X] Has the Metamagician, Perfect Surge and Powerful abilities.
    ---[X] May have any one spell cast into it if it was a Spellstaff, as the spell of the same name.
    ---[X] Runestaff capabilities upgraded with the following at 3/day:
    ----[X] Find the Path (5th), Earthquake (6th), Rain of Roses (7th), Master Earth (7th), Wandering Weather (8th), Undermaster (9th) (Cast as swift action for 1 use of mythic power, alternatively make it last 5 minutes with 3 uses of mythic power).
    ---[X] Hammer of the Waters 1/?? (?th) - Mythic
    -[X] Boon 4: Turn Reva and Liset into true Greenseers.
 
Hey people. DP still wants to know how will we do the ritual and not just the boons.

[X] Plan Megadeath Metal Blood Funnel Feeder...of Death :V
-[X] *Insert speech here
-[X] Throughs to funnel blood into the tree have been dug previously, this is where most of the sacrifice will be fed to.
-[X] Sacrifice the fiends as per Duesal's list, neatly categorized by type and CR. The Twins sacrificing the polymorphed ones, us and companions, the sealed ones. So sacrifice in that order until we get to the Wintertouched.
-[X] Have the Treants bleed the Ala's before the Tree, Scarbrand, the Winter Hag, then dispel the Amber Sacrophagus while impaling the Wight Lord as the final sacrifice.
-[X] Boon 1: Get a bonus on all future research in the Fungus Forge by having the Old Gods aid the people working there.
-[X] Boon 2: Raise the ancient Green Dragons corpse as a Zomok with the possibility of being restored as a True Green later in the future after the requisite research is complete.
-[X] Boon 3: Upgrade the Runestaff of the Old Gods with the following:
--[X] Becomes a Legendary Item
---[X] Has the Metamagician, Perfect Surge and Powerful abilities.
---[X] May have any one spell cast into it if it was a Spellstaff, as the spell of the same name.
---[X] Runestaff capabilities upgraded with the following at 3/day:
----[X] Find the Path (5th), Earthquake (6th), Rain of Roses (7th), Master Earth (7th), Wandering Weather (8th), Undermaster (9th) (Cast as swift action for 1 use of mythic power, alternatively make it last 5 minutes with 3 uses of mythic power).
---[X] Hammer of the Waters 1/?? (?th) - Mythic
-[X] Boon 4: Turn Reva and Liset into true Greenseers.
 
... Getting ALL THE EFFECTS!!1!1 feels like cheating to me, to be honest.

Less salt is good, but... Eeeh...
*slightly strains SoD*
 
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