So the discussion of that dragon based CL booster got me thinking of other ways for us to boost that, which eventually lead to looking Ofer the alchemical power components for something useful. There's a surprising amount of stuff that could be useful to us.
Salt - +1 CL to Necromancy school spells for the purposes of effects
Fire Fragment (on this list) - for fire spells flare spell metamagic without a spell slot increase and +1 CL for the purposes of determining damage
Dew of Lunary (on this list) - +1 CL to Divination school spells for the purposes of effects
Sorcerer's Spirits (on this list) - for the next hour after drinking all spells have a +2 CL bonus for the purposes of determining range and duration, but you take a -1 penalty to fort and reflex saves for the duration. Additionally, if you fail one of those two types of saves while under this effect, you must take another DC 20 fort save to avoid being nauseated for one round.

Spirit of Wine (on this list) - +1 CL to all summoning and calling spells for the purposes of duration.

Urea (on this list) - +1 CL for the purposes of effects to all cold spells

Magnesium ( from this list ) - + 1 CL for determining the duration of transmutation spells

Cold Iron ( from this list ) - +1 CL for abjuration spells for CL checks and dispell checks.

Myrrh (from this list) - Same as above.

Mugwort Extract (from this list) - +1 CL in abjuration spells for the purposes of determining range.

Ginger Extract ( from this list ) - +1CL for Transmutation spells for the purposes of overcoming spells resistance.

Phosphorus (from this list ) - +1 CL for the purposes of determining range for light and teleportation spells.

Moon Dew (from this list ) - +1 CL to Divination spells for the purposes of determining all effects.

Darkwood (from this list) - +1 CL to all creation spells for the purposes of determining the effect.

Cooperation Crystals (from this list) - +1 CL to all harmless spells for the purposes of determining duration and effect.

Bloody Mandrake - +1 CL to all effects for spells that remove afflictions and conditions or provide a morale bonus

Acid (from this list) - +2 to the dispel check for all dispelling and counterspelling spells.

Incense of Divinity - allows a mythic caster to burn 2 mythic power while preparing spells to prepare the mythic version of any one spell they know, even if they don't otherwise have access to the mythic version of it. This item lasts for 1 hour, so you may prepare as many mythic spells in this manner as you can normally prepare spells at the same cost in mythic points per spell as the first one.

Moly - Grants a +4 resistance bonus to saving throws against spells and SLAs so long as you're carrying a fresh clipping of it. Such a clipping only lasts 12 hours before it loses this ability. It can also be made into a powder that subjects whatever it's sprinkled on to a dispel at CL 6.
That's all the useful ones I could find, but some of them are very nice. Regular salt working as a +1 CL to all necromancy spells definitely makes it worth keeping some around, even if we don't go for the more exotic stuff.

It's too bad we don't have any Fire Fragments on us for this; a Flare SotD would be hilarious.

edit: I keep finding more cheap ways to provide CL buffs with this stuff, so I'm going to just add them all to the spoiler here and bookmark it for reference next time we have a minute to stock up. If you find anything interesting you want me to track in this list just tag or PM me and I'll add it.
 
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So the discussion of that dragon based CL booster got me thinking of other ways for us to boost that, which eventually lead to looking Ofer the alchemical power components for something useful. There's a surprising amount of stuff that could be useful to us.
Salt - +1 CL to Necromancy school spells for the purposes of effects
Fire Fragment (on this list) - for fire spells flare spell metamagic without a spell slot increase and +1 CL for the purposes of determining damage
Dew of Lunary (on this list) - +1 CL to Divination school spells for the purposes of effects
Sorcerer's Spirits (on this list) - for the next hour after drinking all spells have a +2 CL bonus for the purposes of determining range and duration, but you take a -1 penalty to fort and reflex saves for the duration. Additionally, if you fail one of those two types of saves while under this effect, you must take another DC 20 fort save to avoid being nauseated for one round.

Spirit of Wine (on this list) - +1 CL to all summoning and calling spells for the purposes of duration.

Urea (on this list) - +1 CL for the purposes of effects to all cold spells

That's all the useful ones I could find, but some of them are very nice. Regular salt working as a +1 CL to all necromancy spells definitely makes it worth keeping some around, even if we don't go for the more exotic stuff.

It's too bad we don't have any Fire Fragments on us for this; a Flare SotD would be hilarious.
One of the best ones is to use Liquid Ice as a Power Component for Cone of Cold. We've used this tactic a couple of times when Vee was sending swarms of Orglash-templated Air Elementals at our enemies. We give them each a bandolier with three vials of Liquid Ice and each of their Cone of Cold SLAs inflict +1 extra Cold damage per caster level.
 
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Sounds like something we can ask Maelor to search for in the City of Brass
I wouldn't be surprised if they're considered a nuisance byproduct of the Plane of Fire. Efreeti in the City of Brass probably have teams of slaves sweeping them off the streets so they don't pile up and cause issues.
 
Other important one I missed, Magnesium (from this list) gives transmutation spells +1CL for the purposes of determining duration. SotD is a transmutation spell, so for the cost of 2/5 IM we can buy another hour of immolation. We can probably find that sold wholesale on the plane of earth.
 
That was the first attempt; this is going to be the full fat version. It's pretty great that this god fragment made a whole proclamation about how this wasn't their pyre to burn on only to eat the spell twice in a row.

GodBits: *Menacingly* " This is not our pyre to burn on"

Viserys: " Really?" *Lights up countryside*

GB: " wait what the fu-"

Visery: " now let me really put my back into it"

GB: *smolders dejectedly*
 
I saw a few other really good ones in there:

cold iron (+1 cl for dispels and other abjuration spells for dispel and cl checks) - dispels are always useful
Myrrh: does the same thing as cold iron
Ginger extract (+1 cl for overcoming spell resistance to transmutation spells) - Amber Sarcophagus has no save, only SR and touch AC
 
We can probably get magnesium, cold iron, phosphorus, salt, darkwood and possibly Moondew in one trip through SD's market. That gives us + 1 CL for all purposes in necromancy, divination, and creation spells, +1 CL for range in light and teleport, +1 CL for duration in transmutation spells, and +1CL for caster level checks and dispel checks in abjuration spells.

The most expensive of those is about 4 IM for all the doses used in one casting, so we can afford to use them all the time.
 
-[X] Viserys casts Ancestral Awakening as a Swift Action to learn the Sudden Empower feat, then casts a Maximized Empowered Mythic Shadow of the Doom spell augmented using two Mythic Power (432 Searing Fire damage, plus 12 points of Ability Damage to Strength & Dexterity), targeting the eight remaining creatures and directing the remaining fourteen 20-foot cubes to target any enemy that looks important, especially priests, sorcerers, and commanders, along with other large war beasts (hereafter referred to as "important looking enemies" in the rest of the plan).
I think your damage math here is off. Viserys is casting at cl 22, has fire mastery (+1 damage/level), and draconic spell power (1d6 damage/level). This should be 220 ( maximized base spell damage) + 22 ( fire mastery) + 132 (draconic spell power 1d6/level maximized) = 374 damage with no empowering. Which is enough to 1 shot the Colossus (assuming its unmodified) that is in charge of this force. 374*1.5=561 damage with empowering. I think the non-empowered version will 1 shot everything anyways.

I think its worth switching sudden empower to sudden widen to hit a lot more enemies. This would give each cube a 1600 ft area for a total area of 28,160 square ft hit. This one spell could legitimately kill 25000+ enemy undead.
 
assuming its unmodified
Much to assume.
The thing is in the middle of a fuckhuge Undead army wholly subservient to it.

The very least I expect of it, is having ~1000 HP while surrounded by (fluff-wise wuite subsumeable) forces of it's.

Better to overestimate it, than underestimate, imo.

Much thanks for those damage calls.
Viserys is about to "Ki Ko Fuck Yourself" that thing.
:V
 
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