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Post by Naelwyn on Dec 5, 2010 15:04:29 GMT -5
Not telling how I got this one, but, once a day, uses create water to create:
40960.00 Pounds , 640 cubic feet of water.
(BEST. SPELL. EVER.)
I shall call him the Floodamancer.
"That's not what -mancer means!" You might protest.
"It's very easy to tell the future when everything is underwater.", he would reply.
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Post by markuswolfe on Dec 5, 2010 15:37:21 GMT -5
Broken casting system is broken.
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Post by viamede on Dec 5, 2010 16:14:34 GMT -5
Flash flood is an awesome spell. and its 10,000 cubic feet of water
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Post by Naelwyn on Dec 5, 2010 16:16:55 GMT -5
...
Where is this spell, and what level is it?
(Because I can totally use that to upgrade mr waterlogged.)
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Post by viamede on Dec 5, 2010 16:17:27 GMT -5
8th level cleric/druid spell sandstorm
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Post by Naelwyn on Dec 5, 2010 16:18:19 GMT -5
Oh, see, mr flood is doing this at 10th level, and does not have access to 8th level spells yet.
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Post by Naelwyn on Jan 21, 2011 18:48:59 GMT -5
Nygil inspired this one with a story of his, and I wanted to see how far I could take it.
Great Bow. 120' Range Increment. Made of Dragonbone + 20' Range Increment. (140') Distance Weapon Enhancement. (280') Far Shot. (350') Extend Range Psychic Warrior Power, ML 21 (x7 Range Inc) (2450')
Cragtop Archer 3 (15 Range Increments Max.)
Effective Range of 36750 Feet, 7 Miles.
Effective Projectile Speed 7 Miles in 6 seconds, 4200 Miles Per Hour, Mach 5.4.
You only qualify as artillery if divination magic is more effective at finding targets than a spot check.
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Post by Peachey on Jan 21, 2011 19:41:11 GMT -5
one more for you druid spell: WIND TUNNEL 5th lvl druid spell +5 competence on attack and x2 range increment all you need is a single druid walking around with you
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Post by Naelwyn on Jan 21, 2011 19:53:30 GMT -5
The druid can use create water and scrying, too!
[There are now two more NPCs in my books.] [Their names are Firebase and Spotter. Guess what they do? Muahahaha. Ha.]
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Post by viamede on Mar 9, 2011 15:37:49 GMT -5
Ring of the White Wyrm: A ring of the white wyrm is fashioned from the tooth of a great wyrm white dragon. The ring can produce the following effects on command: • Icewalking (at will): As spider climb, but the surfaces the wearer climbs must be icy. • Freezing fog (2/day): As solid fog, but the effect also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The wearer of the ring is immune to the grease effect because of the icewalking power the ring imparts. • Wall of ice (1/day) In addition, the wearer gains the ability to speak and understand the Draconic language as long as the ring is worn, and the ring grants the wearer resistance to cold 10. The primary function of the ring, however, is to infuse the wearer with the energy and power of a dragon. Once per day, the wearer may call upon the ring to transform herself into a half-dragon. This is a full-round action that provokes attacks of opportunity, and the transformation lasts for 1 hour. While transformed, the wearer gains the following benefi ts: • +4 natural armor bonus to AC. • Bite and claw attacks as a half-dragon of the same size as the wearer. • Breath weapon usable once per transformation (30-ft. cone, 3d6 cold damage, Refl ex DC 16 half). • Immunity to cold. • +8 Strength, +2 Constitution, +2 Intelligence, +2 Charisma. These bonuses are considered racial bonuses and stack with other racial bonuses the wearer may have. The ring’s transformation power also changes the wearer’s appearance into a draconic form. The wearer’s general shape and size does not change, although her equipment is altered in shape so it can still be utilized. Unlike polymorph, the user’s equipment does not merge with the new form; it remains in place and fully functional while the user is in half-dragon form. Dragons and half-dragons cannot benefi t from the effects of the ring’s transformation powers, although they can utilize the ring’s other abilities. Rumors abound that other rings exist that are keyed to different dragons, granting different powers. Strong transmutation; CL 13th; Forge Ring, polymorph, protection from elements, wall of ice, solid fog, spider climb, creator must be a dragon or half-dragon; Price 64,000 gp.
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Post by illios on Mar 16, 2011 8:29:16 GMT -5
For those days when you need to kill an entire city at once: Locate City (RoD) + Snowcasting (FB) + Flash Frost (PHB2) + Energy Substitution (electricity) (CAr) + Born Of Three Thunders (CAr) + Explosive Spell (CAr) + Cast Contingency(teleport when unwillingly moved 10ft. or more) before hand + Cast Locate City and apply said metamagic feats in that order = Everything within (caster level) miles makes a reflex save (DC 11+ability mod) or is blown to outside the spell's effect taking (feet moved / 10)d6 damage. Oh and don't be fooled by 11+ability mod... that ability mod is UP there. Credit not mine.
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Post by illios on Mar 16, 2011 9:05:34 GMT -5
Oh and the Love's Pain nuke is fun too... does require CL 17 but hey its pretty hilarious imo. Use Mindrape BoVD to make a commoner love your target, then hit him with Love's Pain (Also BoVD), SR no, Save no, Range infinite, for damage to a target of your chosing... you don't even need to recast the mindrape... just keep love's pain nuking the target because it doesn't even hurt the commoner.
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Post by viamede on Mar 16, 2011 11:45:02 GMT -5
harpaderp 36,960d6 anyone?
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keeez
Nerd-Newbie
Posts: 34
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Post by keeez on Mar 16, 2011 12:22:36 GMT -5
If you want to take out an entire city, you could just use Apocalypse from the Sky (BoVD 85). Deals 10d6 damage to all creatures and objects within a mile/level radius, no save.
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Post by viamede on Mar 18, 2011 13:07:11 GMT -5
10d6 or 36,960d6
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