I never got around to design the Manticores, though yeah, if we build them, I'd toss a good number of those in there too. Same for assault shuttles. The additional passenger compartments are mostly meant to carry additional soldiers. Such as a nice little cohort of Praetori.@Azel Are you going to diversify that fighter complement with some Manticore Heavy Fighters?
A couple of shuttles might not go amiss either.
What we need are Erupt Rounds. Once Lya can cast 9th level spells, we're going to start churning out the equivalent to magical tactical nuclear weapons.We need to have a stockpile of every kind of bane enchantment ammo, then. With Imperial Steel shrapnel.
Put it on Imperial Steel and that's a free Searing enchantment.What we need are Erupt Rounds. Once Lya can cast 9th level spells, we're going to start churning out the equivalent to magical tactical nuclear weapons.
170 Fire damage in a 1,700 foot radius...that's how you say hello to your enemies.
Is there a way to also slap on the Energy Substitution and have those be [Sound] damage?What we need are Erupt Rounds. Once Lya can cast 9th level spells, we're going to start churning out the equivalent to magical tactical nuclear weapons.
170 Fire damage in a 1,700 foot radius...that's how you say hello to your enemies.
Don't forget those sweet Disjunction rounds against warded fortifications and Disintegrate rounds against armored targets.What we need are Erupt Rounds. Once Lya can cast 9th level spells, we're going to start churning out the equivalent to magical tactical nuclear weapons.
170 Fire damage in a 1,700 foot radius...that's how you say hello to your enemies.
Depending on the Wall to remain inviolate is really dangerous. The Others only have to fight past the Wall if the Wall is still the keystone of the Builder's Anchor ward. If we make the Wall too difficult to assault, they might not even try, instead directing their efforts and significant magical power toward alternate avenues.It kind of seems like they have to attack it. Sure their strongest and a small number of other (heh) assets can slip past it, but if they want to bring the majority of their war beasts through they have to going through it.
Unfortunately, a spell effect wouldn't benefit from the properties of Imperial Steel.Put it on Imperial Steel and that's a free Searing enchantment.
It's possible, but only if Lya learns Energy Substitution (Sonic) as a Metamagic feat.Is there a way to also slap on the Energy Substitution and have those be [Sound] damage?
Just for the sheer "FUCK YOU", as, well, you yourself pointed out many times that protecting fro it is sticky as hell.
If DP approves the use of the spell, I propose that Viserys cast it on himself every day using Wild Arcana.
That's a hell of a great spell. I also want it on Viserys' daily use.If DP approves the use of the spell, I propose that Viserys cast it on himself every day using Wild Arcana.
These are the kind of spells that i would be wary of casting. The thing makes you part of the cosmos. But the cosmos here is broken. Do you really want to feel the void at all times.If DP approves the use of the spell, I propose that Viserys cast it on himself every day using Wild Arcana.
Is it worth the trouble to get Tools of Amazing Manufacture? Once a day they let a caster do 2000 gp of crafting in an hour. Not sure if we already have something like this, but if there's ever a time to mention this kind of thing it's while planning ludicrously high military spending.@Crake, your price for the batteries is slightly off.
We later included an Endure Elements effects to the turrets to shield the crew from the waste heat building up and it would help a lot to have that on the Wall when not firing to stay warm. It knocks up the price per turret by 200 IM, for a total of 1,150 IM per turret.
The full battery is then: 11,500 IM (10x Turrets) + 2,180 IM (Everflame Generator) = 13,680 IM
Sadly I misremembered about the turret effects being made by Permanency. That's just 2,000 IM from the generator, so we need to account for 11,680 IM -> 58.4 man-days of crafting per battery.
One set of targeting optics costs 425 IM to enchant, so 4,250 IM -> 21.25 man-days per battery. If we can get them from the Glassmaker Guild for a 20% markup, we would be slashing the enchantment time by a third and only pay 850 IM extra per battery. That would be 205,700 IM in profits for the guild, if they get the whole project.
To be honest, while I would use it if DP rules it is available, I hope he doesn't.@Goldfish I don't like that spell. For numerous reasons... but it's also just badly worded and doesn't specify continual accrual of aging benefits like nearly every other SRD ability or spell which relates to aging.
And larger scope, Viserys having it constantly active permanently thanks to the full stop "no aging" means he will never age past Mature Adult age category.
I keep forgetting about the Tools. Can you add these to your goody post?Is it worth the trouble to get Tools of Amazing Manufacture? Once a day they let a caster do 2000 gp of crafting in an hour. Not sure if we already have something like this, but if there's ever a time to mention this kind of thing it's while planning ludicrously high military spending.
Also, if we're going to be doing wall additions we should think about spamming land mines. We could go the responsible route and use stuff like Levitating Land Mines since they'd trip up undead hordes without risking leaving lethal ordinance around if we win and people try to resettle the area.
Or we could use dust of dryness and single use water to acid items to rig surprise acid flood mines. Collecting the leftovers after the battle would be a pain, but just imagine the looks on their partially dissolved faces.
Sure, also added the levitating mines, and one other similar item that isn't super relevant or this since it's mind effecting. I think I've hit my allotment webpages containing the word land mine without getting put on a list for the year.I keep forgetting about the Tools. Can you add these to your goody post?
The Inquisition thanks you for your prudence, citizen.Sure, also added the levitating mines, and one other similar item that isn't super relevant or this since it's mind effecting. I think I've hit my allotment webpages containing the word land mine without getting put on a list for the year.
A macabre, if effective protective buff. Definitely something I can see someone like Garin having on him when on a mission, though.Sacrificial Monkey
School conjuration (creation); Level sorcerer/wizard 4, witch 4
CASTING
Casting Time 6 hrs.
Components V, S, M (freshly killed body of a monkey)
EFFECT
Effect one creature
Duration 1 day/caster level
Saving Throw none; Spell Resistance no
DESCRIPTION
You create a shadow monkey, a foul, animated object that clings to you like a sickened baby.
The sacrificial monkey has a single use: to stop a confirmed critical from affecting you. When an enemy confirms a critical hit against you, the monkey throws itself before the melee, ranged, or ranged touch attack and takes the hit itself. The monkey always stops such attacks and never stops any other attacks. The monkey cannot stop damage inflicted by critical hits from spells or spell-like abilities.
The monkey cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but dissipates if it takes 6 hp damage/caster level (it gets no save against any attacks it stops).
The sacrificial monkey can be dismissed or commanded to remain at a given location. Issuing such a command temporarily suppresses the benefit of the sacrificial monkey until it is again within your space. You can never have more than a single sacrificial monkey at any given time.
+3 untyped to Cha-rolls isn't bad, though the duration sucks.Devil's Charm
School transmutation; Level bard 2, cleric/oracle 2, druid/shaman 2, sorcerer/wizard 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S, M/DF (a devil's sweat)
EFFECT
Range personal
Target you
Duration 6 rounds
Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
Glib and full of guile, you suddenly become a paragon of stunning personality though quite briefly. You gain a +6 bonus to Charisma the round after casting the spell, and this bonus declines by 1 at the start of each following round. The bonus is +5 in the next round, +4 the round after that, and so on, ending in the seventh round after casting.
Very situational, maybe powerful if used at the right moment.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.
This feels open for cheese.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).
One more thing into the "rocket tag"-pile.Quell The Tide
School abjuration; Level sorcerer/wizard 8
Components V, S, M (a vial of blood from a spellcaster)
CASTING
Casting Time 1 standard action
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Fort negates; Spell Resistance yes
DESCRIPTION
You briefly use the power in your blood to quell the reservoir from which the target can draw its abilities.
Any spellcaster or creature with spell-like abilities targeted by quell the tide must make a Fortitude save or feel the magical power stripped from its blood. While affected by quell the tide, creatures cannot cast any spells, and a creature with spell-like abilities cannot access them. Extraordinary and supernatural abilities, however, are not affected. Creatures that fail their save are also sickened.
Any creature affected by this spell may make a Fortitude save each round to negate the spell's effects.
Additionally, quell the tide can be used to deny a sorcerer access to his bloodline powers and a wizard access to his arcane school powers, causing them to fail (or be unavailable) while the spell is in effect.
and a flavor of fate-turning to boot.Starry Vision
School illumination (divination); Level cleric/oracle 6, shadowsworn 5, sorcerer/wizard 7
CASTING
Casting Time 1 standard action
Components S, M (diamond dust worth 500 gp)
EFFECT
Range close (25 ft. + 5 ft./two levels)
Area four 5-ft. squares/level
Duration 1 round/2 levels
Saving Throw none; Spell Resistance no
DESCRIPTION
You see the fate of all creatures in the spell's area. You can act on this knowledge with these effects: � All creatures in the area are flat-footed against you for the spell's duration.
- You may move during any creature's turn in a round. This expends your move action this round.
- You gain a +8 insight bonus to your AC and any saving throws arising from the actions of a creature within the area of the spell.
- As a swift action, you can warn one other creature, which has not yet acted in a round, whether its spell or attack will fail. If the warned creature wishes, it may choose to take another action when it acts. The creature may reroll one failed attack roll this round against an affected creature, or the player may take a different action or attack a different target. For purposes of this spell, all attack actions are considered equivalent to one another, and all spellcasting actions are equivalent to one another
The first two spells aren't terribly impressive, but the last three are very nice. Wyrmfold is awesome and I can imagine many uses for it.Aight, I found some neat spells in the list.@Goldfish, note.A macabre, if effective protective buff. Definitely something I can see someone like Garin having on him when on a mission, though.
The duration is just grand, though.
+3 untyped to Cha-rolls isn't bad, though the duration sucks.
Very situational, maybe powerful if used at the right moment.
Can effectively stop an insta-kill trap or a surprise arrow to the head.
Za Warudo, motherfuckers.
This feels open for cheese.
Bottom line, with this and some health-buffing, I'm pretty sure Viserys couldstealloot stuff like never before.
One more thing into the "rocket tag"-pile. and a flavor of fate-turning to boot.
Tired now, will see through more later.
Could you use that in a combat situation? Like say, dragging an entire enemy group somewhere?The first two spells aren't terribly impressive, but the last three are very nice. Wyrmfold is awesome and I can imagine many uses for it.