- Location
- Brazil
I mean, @DragonParadox are the other suggestions on the Staff to go with the HoW alright?
Because it's much much neater if so.
Because it's much much neater if so.
Also, having the staff's Legendary power equal the wielder's Mythic power is much too powerful. It also makes the Powerful ability superfluous.
That would be the ideal solution for me, and totally fair considering the power we've put into this sacrifice.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.
@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.
DP has said that he has "things planned" for the war against the Deep Ones...Isn't the Zomock bound to the tree? If so, we are basically making a tremendously expensive lawn ornament.
SD isn't in the habit of getting attacked.
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.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!
We have only one character who can do grafting and thus Fungus Forge research. Everything done there depends entirely on Vee.Honestly, the bonus to future research is tremendously pratical... and incredibly boring.
What's the AoE?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
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.
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?
- 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
Waitwaitwait, what about the Greenseers?-[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
Behold:
Here you go.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.
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.
Added that to my plan.
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.
A few are votes cast before DP allowed four boons instead of three, a few flat out don't want Hammer of the Waters and don't care that we can have it and other shinies.Why are people voting for the plan that doesn't give us as many things?