so this is a question becouse i have no idea about how revival works in 3.5 but can we revive the pilots of the wyverns later?
We would first have to destroy their newly Undeadified forms, then recover some of their remains. I think one was already destroyed, so hopefully we'll be able to find something that was left.
 
We would first have to destroy their newly Undeadified forms, then recover some of their remains. I think one was already destroyed, so hopefully we'll be able to find something that was left.
good to know, wyvern pilots are hard to train and this would be a terrible way to die.
(also reviving the only 2 casualties (at this point) of their incursion would really rub salt in their wounds and make for a good ending for this story.
 
@DragonParadox, can we also decide on Waymar's Mythic rank? It could be relevant to upcoming combat.

Sure.

good to know, wyvern pilots are hard to train and this would be a terrible way to die.
(also reviving the only 2 casualties (at this point) of their incursion would really rub salt in their wounds and make for a good ending for this story.

There are a trio of CR 17 monstrosities heading towards a town filled with squishy NPCs. It is probably premature to draw a line under the casualties.
 
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does Waymar have a way to make his lightning lance finishing move hit incomporeals or does he have to wait for them to get into ghost trap range

also weird thought but what happens if one of the wyrmwraiths get within range of ghost trap, and become corporeal while still underground? would they have to dig themselves out of the ground
 
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does Waymar have a way to make his lightning lance finishing move hit incomporeals or does he have to wait for them to get into ghost trap range

also weird thought but what happens if one of the wyrmwraiths get within range of ghost trap, and become corporeal while still underground? would they have to dig themselves out of the ground
He can try to hit them from further away, but his spells will have a 50% miss chance against Incorporeal targets.
 
Added this to my plan.

I'll write up a Mythic version of Lightning Lance in a few minutes for you to look over, @DragonParadox, if that's all right?

[] Waymar's 1st Mythic Rank
-[] Mythic Feat: Mythic Spell Lore (Lightning Lance)
-[] Path: Archmage
--[] Mage Strike: As a Swift Action, you can expend one use of Mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one arcane spell that you've prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy damage (your choice of Acid, Cold, Electricity, or Fire) per level of the spell or slot expended. The normal damage from this attack bypasses all Damage Reduction, but the energy damage is still affected by resistances and immunities.
-[] Path Abilities:
--[] Energy Conversion: Whenever you cast a spell with the Acid, Cold, Electricity, or Fire descriptor, you can expend one use of Mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.
 
Is there an equivalent to Antilife shell that repels undead?
There are a couple. Anti-Incorporeal Shell is a 4th level spell which only affects Incorporeal creatures, whether or not they are living or Undead, and Undeath Ward, a 5th/6th level Undead repelling version of Antilife Shell.
 
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@DragonParadox
Overall I've got to say I'm a bit unhappy how you handled sight and information in this arc.

The Wyrmwraiths are very stealthy creatures and they arrived at night, yet our defenders noticed them minutes away, when they should have been difficult to spot-check at 30 feet or so.
And now again, the greatest advantage of the underground-wraiths would have been surprise, but Mel simply knows that they are coming, without even the effort of casting a DIvination and risking the chance of failure or paying for a Commune.

You basically defanged most parts of this encounter by giving us an advantage in information that either D&D Spot/Hide mechanics, nor a common-sense adaption of ghosts in the darkness should have supported.

I never thought that this retaliation could beat the army we brought here, but I hoped there would be a serious price for provoking the Others on their very doorstep. Something like loosing one of the less experienced Moonchasers or so.
Instead they look roughly as competent as the average fiends we beat up for lunchmoney.
This.

On another note, I expect them to slaughter a bunch of NPCs and use their create spawn to try to overrun the town and wreck as much infrastructure as possible. Because at this point they've rather dramatically failed to actually hurt our main PCs or most important minions.
 
How's this, @DragonParadox?

Lightning Lance
Evocation [Electricity]
Level: Sorcerer 4, Wizard 4, Hero of the First Age 3 (Special)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 lightning-lance/five levels
Duration: Instantaneous
Saving Throw: Fortitude half (see text)
Spell Resistance: Yes

You create a crackling lance of lightning that you can hurl at your foes. You must succeed at a ranged touch attack roll to hit. The lance deals 3d6 points of damage from the impact of the strike, plus 1d6 electricity damage per caster level (maximum 10d6). The impact damage is not subject to being reduced by Resist Energy (Electricity), Spark Shield, and similar magic or effects, but the target is entitled a Fortitude save to halve the electricity damage.

You can create and hurl a second lightning-lance at 10th level, and a third at 15th level. All bolts must be aimed at enemies within 30 feet of each other.

Material Component: An amber, crystal, or glass rod.

Mythic: Damage increases to 1d8 points per level. A target struck by one or more Lightning Lance and which fails at least one saving throw is Shaken for three rounds, if it's struck by two or more Lightning Lances and fails at least two saving throws it is also Staggered for two rounds, and if it is struck by three Lightning Lances and fails all three saving throws it is also Dazed for one round. These conditions stack.
  • Augment (3rd Tier): You can expend two uses of Mythic power so that each of your Lightning Lances can jump to a secondary target if they successfully hit their primary target. The secondary target(s) must be within 30 feet of the primary target(s) of the spell and you must make separate Ranged Touch Attacks to hit each of them, though with a -4 penalty. No more than one of these Lightning Lances can strike strike a secondary target.
 
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@Goldfish, I think it needs a bit of a nerf. The first effect should only work if it's struck and fails its save X times. So being hit three times but making 1 save would mean being Staggered, and not Dazed.
I also think that the durations are too big. IMO that should be an augment, with the basic version having each effect last one round.
And making this one-target super-nuke multi-target is definitely more than a 3rd-Tier power, IMO. Make it Tier 6 or something, with the duration increases as 3rd Tier.
 
Mythic spell looks good. The third tier augment would make for some cool PoV sequences since making a separate range touch attack on jumps means you would practically have to sense the world from the perspective of the bolt of lightning.
 
@Goldfish, I think it needs a bit of a nerf. The first effect should only work if it's struck and fails its save X times. So being hit three times but making 1 save would mean being Staggered, and not Dazed.
I also think that the durations are too big. IMO that should be an augment, with the basic version having each effect last one round.
And making this one-target super-nuke multi-target is definitely more than a 3rd-Tier power, IMO. Make it Tier 6 or something, with the duration increases as 3rd Tier.
It has to fail each saving throw for the subsequent condition to be applied. To be Dazed, a target would have to be hit three times and fail all three saving throws.

I don't think the Augment is too strong. Being able to hit up to three nearby targets, each with a single Lightnign Lance, is not OP at all IMO. Waymar will be able to toss Chain Lightning spells around at that point.

EDIT: I just went back and clarified the wording to specifically say that multiple saves must be failed to suffer additional effects.
 
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Yes, but he can't use Arcane Strike and such to Chain Lightning, can he?
Huh? Arcane Strike doesn't work like that.

At most, he could Channel a Mythic Lightning Lance as part of a melee attack against one target and cause three nearby enemies to be targeted by secondary Lightning Lances. That doesn't have anything to do with Arcane Strike, though, and is still much fewer targets than he could hit with a Chain Lightning spell.
 
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