I'm not quite getting what you have in mind there, but if you give me the wording I'll add it.
Sunburst specifically Dispels any Darkness spell of lower than 9th level within its AoE. That's only an 80 foot radius compared to the darkness' huge area, but if he is close enough and he knows approximately where it is, Nirah can drop a Sunburst on the Ward Anchor to remove the effect on that portion. It might help if his Greater Dispel fails.
Greater Dispel is still limited to a +15 CL bonus, right?

Did he have something better prepared?
No, Greater Dispel caps at +20. Dispelling Breath is the only Dispel I know of that caps at +15.
 
Inserted tally
Adhoc vote count started by Crake on May 1, 2020 at 4:50 PM, finished with 53 posts and 11 votes.
 
@DragonParadox, can we have a Thenn PoV retrospective of the battle when it's over? I'm curious what the bronze age people will think about our soldiers taking on what amounts to a minor god.
 
Hey, @DragonParadox, do these 3rd-party spells exist?
Are they available to us via Wish/Miracle mechanics?
Where do we find them if not?
Freeze Time
School
conjuration (dimensional); Level magus 2, sorcerer/wizard 2, witch 2
CASTING
Casting Time 1 immediate action
Components S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target One moving object in a 15-ft. cube totaling no more than 25 lbs./level
Duration until triggered or 1 round/level
Saving Throw none; Spell Resistance yes (object)
DESCRIPTION
You grasp the space between a moving object and its destination and stretch it in a tall arc through an alternate dimension, allowing you to pause surrounding events at will. To all observers, when you trigger this spell's effect, the moving object appears to stop abruptly and pause for 1 round. It then resumes its original velocity. During the paused round, you (or anyone else) might sidestep a killing arrow, kick in a door before letting paused bullets fly, or pull a head free just before a guillotine's blade slams down.
Wyrmfold
School
conjuration (teleportation); Level sorcerer/wizard 9
CASTING
Casting Time 1 standard action
Components V
EFFECT
Range personal + variable radius; see below
Effect 1-ft.-radius/level sphere, plus variable;see below
Duration instantaneous
Saving Throw none (Reflex special); Spell Resistance no
DESCRIPTION
A blending of teleport and plane shift, wyrmfold allows you to instantaneously travel to any point you have physically visited before, regardless of distance or planar location.
There is no chance of error, and any barrier or warding short of a deity's intervention is ignored.
The wyrmfold effect has a variable radius, up to 1 ft. per caster level, but it is always a sphere centered on the caster. Everything inside the sphere is transported. Only volume matters; mass does not.
You can also sacrifice hp to increase the radius. Every 5 hp sacrificed adds 1 ft. to the radius, but you may not reduce yourself to less than 1 hp by casting wyrmfold.
You may also reduce the radius below the 1 ft. per level norm, but your body must always fit completely inside the sphere�you cannot reduce it in a way that only covers yourself partially.
If you are standing on a solid surface, a hemisphere of that material will travel with you to the destination and so with the air within the area of effect. Because wyrmfold transports everything in the radius, it creates a total vacuum immediately after the spell is cast. Everything within 100 ft. of the outer radius suffers from a gust of wind directed into the center of the void. Creatures or objects within 10 ft. of the outer radius take 5d8 hp bludgeoning damage from the air rushing in to fill the void (Fortitude halves).
Any creature bisected by the outer edge of the radius of the wyrmfold must make a Reflex save; if successful, they may choose to either go entirely into or entirely out of the spell area. If the Reflex save fails, the creature is subject to a disintegrate spell (Fortitude save as normal, but with no spell resistance), but is otherwise in or out of the spell area as they chose. Any non-living object or matter inside the sphere is teleported to the destination, with any portion outside the sphere staying where it is (no save or spell resistance allowed).
Time Step
School
clockwork (transmutation) [temporal]; Level sorcerer/wizard 3
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range personal
Target you
Duration 1 round /level (D)
DESCRIPTION
When you cast this spell, your movements become as darting as a hummingbird's, as if the rest of the world briefly pauses while you move and act.
For all natural modes of movement (including land, burrow, climb, fly, and swim) your base movement distance is doubled, including 5-ft. steps (which in essence become 10-ft. steps). You can, for instance, cast a spell or take some other standard action and then make what would normally be a double move.
This will stack with another spell or similar effect that grants an enhancement bonus to your base speed (such as expeditious retreat) but it will not stack with a magically conferred movement type with a set speed (such as fly or burrow) or an enhancement with a specified maximum (such as haste). As with expeditious retreat, this spell will affect your jumping distance.
 
@DragonParadox, can we have a Thenn PoV retrospective of the battle when it's over? I'm curious what the bronze age people will think about our soldiers taking on what amounts to a minor god.

Sure, that sounds interesting to write

Hey, @DragonParadox, do these 3rd-party spells exist?
Are they available to us via Wish/Miracle mechanics?
Where do we find them if not?

Everything except Wyrmfold both exists and is accessible vial wish/miracle. Wyrmfold itself feels a bit too broad thematically and powerful mechanically.
 
Sure, that sounds interesting to write

Everything except Wyrmfold both exists and is accessible vial wish/miracle. Wyrmfold itself feels a bit too broad thematically and powerful mechanically.
If Wyrmfold allowed a saving throw and Spell Resistance, or even could only transport willing individuals, would it be acceptable then?
 
If Wyrmfold allowed a saving throw and Spell Resistance, or even could only transport willing individuals, would it be acceptable then?

Still not comfortable with it. I do not want to open the door to single spell bulk teleportation even at level 9. It poses some issues for the world-building

Can Time Step be Permanenced?

Technically it might be posibile but creating a persistent disruption in the time stream involves dangers out of all proportion to the reward gained.
 
[X] Azel

I don't think I understand, why did a spell that cause us to lose line of sight lead us to losing two wyverns?
 
Well it's past midnight again so no third update unfortunately. Still the updates tomorrow should take less background work so I should be back to three per day by then.

On that note good night guys, see you tomorrow with more battles over The Valley of the Thenns and the locals' reaction.
 
There were dangerous incorporeal enemies still in play. As long as the wyverns could see them they could outrun them and shoot. In the dark however a pair likely got caught
Okay, but why are they missing? If the pilots got killed wouldn't they fall to ground and outside of sphere, or does sphere currently cover ground as well?
 
So my notes from the battle.

@Goldfish A constant, all encompassing Force Field is better than Pin-Point defenses when it comes to incorporeal enemies.
 
So my notes from the battle.

@Goldfish A constant, all encompassing Force Field is better than Pin-Point defenses when it comes to incorporeal enemies.
IIRC, it would take at least two more Brilliant Barrier Projectors and a full minute of continual usage to sheath a Moonchaser in a force field, and then they would have to keep using it for that, replacing sections whose duration has expired. It's possible, but expensive. Another 10,800 IM per Moonchaser, I think.

There isn't really any other way to do it that I can think of.
 
IIRC, it would take at least two more Brilliant Barrier Projectors and a full minute of continual usage to sheath a Moonchaser in a force field, and then they would have to keep using it for that, replacing sections whose duration has expired. It's possible, but expensive. Another 10,800 IM per Moonchaser, I think.

There isn't really any other way to do it that I can think of.
I did suggest a research project for this very reason, in addition to the fact that unless modified it can't be shot through by us.
 
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