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Reflex save: 1d20 + 18 ⇒ (3) + 18 = 21...fails!
Ravarel's acid burns the spellweaver, who fails to evade the brunt of the acid ball. It screams in pain! Its eyes narrow on the wizard, as he erects his force sphere. Spellcraft check to identify spell: 1d20 + 15 ⇒ (4) + 15 = 19 vs. DC 19. It screams, "You are never safe from me! I will kill you!"
Four of its arms rise and cast magic and an instant later, the undead spellweaver appears inside the force sphere next to Ravarel and the unconscious Elise (Dimension Door and Sphere is 5' radius so there are 2 5' squares available next to Ravarel! Then one arm rises, casts magic surrounding itself with a green glow and then another hand does the same! Both hands reach out to touch Ravarel, inflicting acid damage! Corrosive touch.
Touch attack: 1d20 + 5 ⇒ (18) + 5 = 23
Siggut is up, though I don't know if there is much he can do. Ravarel's spell has provided him with a 140 hp wall of force basically. Ravarel, if you're still going for the wand, that will provoke an AoO.
That's the spirit! Also, think about this way. You have 6 2nd level slots at 14th level. The spellweaver has burned 4 2nd level spells already that you know (3 admonishing ray and 1 mirror image) and that's if he didn't buff with a resist energy or other type of spell. So he cannot cast mirror images or admonishing rays forever either.
Okay to address the issues:
Need the rest of Ravarel's action.
I looked on the boards in answer to your question. I liked this response:
Spells do only what they say they do, no more. Glitterdust does not say it reveals mirror image, so it doesn't.
Why are you running? It can't cast spells infinitely. That took 3 castings of Admonishing Ray. I know the cleric is down but you guys are basically at full hit points. Up to you.
Ravarel, on past greater dispel magics cast by Elise, we've been playing one roll only. Success - you dispel 3 highest spells; failure you dispel none. Since the 20 is your first roll, you fail to dispel any of the Spellweaver's spells.
Reflex save: 1d20 + 18 ⇒ (16) + 18 = 34...success!
The spellweaver gets burned again by the acid but still looks very healthy.
Seeing the powerful bolt of positive energy streak past its head, the spellweaver decides to focus on the priestess. "To you of the living kind, sometimes the softest blow is the most punishing!"
The orb it carries glows, as two of its arms raise and cast magic, causing 3 rays of force to fly out and strike the priestess!
Seeing her still standing, 2 more of the spellweaver's arms raise up and cast the same spell at Elise, as 3 more rays fly out at her!
Beaten and bruised, the priestess still stands! Unfortunately, she can't stop the spellweaver from raising 2 more arms and casting its last spell for the round.
Ranged touch attack: 1d20 + 14 ⇒ (14) + 14 = 28
Elise collapses to the ground unconscious after suffering 151 (31 real damage) points of non-lethal damage!
Party is up!
Siggut and Ravarel take 20 acid damage each. Thankfully, Elisen is not teleported to another plane.
Siggut tries to move forward but cannot due to the field. He then raises his axe and focuses on dispelling the field through his training. He brings down his axe, "cutting" through the arcane energies in place and severing the link they have to this plane, causing the field to disappear! Very cool image btw!
The priestess moves up and readies an action.
The spellweaver and his images look worried, after the party saves against one of his most powerful spells and his anti-melee field has been so soundly dispelled in seconds.
The fireball explodes around the spellweaver but fire seems to be absorbed around him leaving him unharmed. The acid on the other hand does harm him, though he manages to avoid the majority of the blast as well.
Reflex save: 1d20 + 18 ⇒ (11) + 18 = 29
Round 1: Spellweaver
If anyone wishes to get closer than the 60' distance you are now, you will need to make a Will save after your Will/Reflex saves as there is a Repulsion field protecting the spellweaver. Keep in mind for your turn.
You know spellweavers are accomplished telepaths and intense students of magic, so they can cast multiple times per round in any combination of 1st-5th level of magic spells using their arms or can cast higher levels (6th and higher) using all their arms and they can modify them with metamagic as well. They also use the orbs they carry to store spells in there as well.
Mal'akar initiative: 1d20 + 2 ⇒ (17) + 2 = 19...Rav is up first!
As Rav starts casting, the spellweaver sighs, "I thought you would accept the inevitability of it all, the destruction that awaits you and your world, and just give up. I guess I was mistaken."
As in their dream, the party passes through the misty door. This time, however, they are confronted by a different foe. For 60' away from you stands a six-armed undead alien-looking foe holding a silver orb in two of its hands or at least 7 images of the creature.
In your minds you hear, "Ah...the intruders I sensed. I must assume then that Kyuss' undead minions have been destroyed, but you have also suffered losses. Excuse my rudeness, I am Mal'akar, the Harbinger of the Age of the Worms. The Age will soon be upon us...there is nothing you can do to stop it. Tell me, has the outside world progressed much in my absence? I only remember a primitive world of savages, the thousands of souls who powered Kyuss' ascension."
You can talk or roll initiative.
You feel yourself petrified....a laughing image mocking your efforts....the sense of palpable evil...and then falling, falling, from a great height....a fall you know you can't survive! A fall that will shatter the stone pieces of your body! Closer and closer...the end approaching!
You suddenly snap out of the quasi-dream you were in and find yourself along with your allies standing in front of the same fog-covered entrance that you saw in your "dream". But now your memories of past events are altered. The party did not survive the prior battle intact. You now remember the Overworm in the prior room with the Sea of Worms swallowing whole the warpriest and dragging the paladin under as well before it died! In the sea of worms, your allies slowly died with no ability on your part to save them. So the three of you are all that are left. You attribute the "quasi-dream" and the death of your allies to your proximity to the ascension of Kyuss into godhood, where a small fraction of his malevolent energies still run amok, corrupting the fabric of reality.
Only one place left to go as before: through the fog!
I hope you buy that explanation: it's the best I have! :) Let me know any preparations and when you go through the mist-covered entrance. Deja vu anyone?
Good point about the Herolab, Siggut. I was referring to how broken mages are at 15th level with Spell Perfection, as I just illustrated with the TPK. With all the metamagic feats (Dazing, Persistent, Bouncing, etc.) available, it's hard for the other classes to keep up. Imagine if I brought out the wizard with minions! And in the AoW AP, at high levels all the bad guys have sorcerer or wizard levels. Since it is a 3.5 module, the designers just added a bunch of caster levels to bump the creatures' CR to match the party.
Wabbit, I think the best resolution for the Dazing Spell is that it simply functions as the Daze spell, with regards to whom it affects and who is immune. I know that would mean undead are immune and this is an undead trying to bring about the end of the world campaign but there are plenty of parts of this AP with non-undead, such as evil outsiders, dragons, giants, humanoids, etc. Your Dazing spell would be very effective; you just can't be a one trick pony and need to have other spells for when the undead show up. What do you think?
I would like to continue the game as well. Just wanted to hear your thoughts. Leave as is and just modify Dazing Spell? Allow Wabbit to remod his character in the face of these changes? I don't know. Just asking for opinions.
Siggut Frost wrote:
Yeah, thanks. I was so focused on battling the dazing balls of lightning, I made a specialist wizard and even though his CR was 1 above the party, Spell Perfection at 15th level is a game-changer. My apologies, I enjoyed the group.
Sorry all that I disappeared. Basically, I could not figure out a reason why the wizard would not fling the statues of the petrified party members down the shaft with his ring of telekinesis (or getting rid of you some other way) thereby killing 3 of the 5 party members and I had already killed 2 party members, so it was going to kill any momentum the game had, as only one original team member was going to remain. Then he would have hidden until he recovered his most powerful spells the next day and fought you again. I just felt I had to confess that. I hope you are all enjoying your current games.
Sure, you can voluntarily blind yourself, but then you remain blind until the start of your next turn, with all penalties that entails.
Oreana's blow cuts the mage deep and she hears his scream of pain. She hears spellcasting and then nothing.
On her turn, she opens her eyes and the tiefling is nowhere to be seen. Furthermore, with her low Perception, she does not hear him either. Now what do you do on your Round?
Sure, you can voluntarily blind yourself, but then you remain blind until the start of your next turn, with all penalties that entails.
Oreana's blow cuts the mage deep and he hears his scream of pain. She hears spellcasting and then nothing.
On her turn, she opens her eyes and the tiefling is nowhere to be seen. Furthermore, with her low Perception, she does not hear him either. Now what?
Yes, the mage has mirror images up again.
The wizard takes a 5' step back, casts defensively just to be safe and auto-makes Concentration check. He casts magic and 3 spiked balls of force fly at the paladin!
Ranged touch attack: 1d20 + 7 + 4 + 2 ⇒ (11) + 7 + 4 + 2 = 24
Sorry for my absence, folks. I am back and will at least finish the campaign to its end, even if it ends in a TPK. Moving along...
Oreana finally finds her way out of the confusing maze and reappears in the same place where she disappeared from. Statues of her companions populate the room now, as well as the tiefling and his images, as always, floating in the air.
"Well, that took awhile, didn't it? You're not the smartest knife in the shed I see. Well, in your absence, I have vanquished your companions. Now it's just you and me. I must say it has been awhile since I vanquished a foe without stoning them, but I remember a few tricks up my sleeve, such as this one...
The tiefling flies up near the ceiling of the room and casts magic, causing a spray of acid to fly from his hands in a straight line at the paladin!
I wanted him to be a diviner because of the fluff but of course then had to give him offensive abilities and I looked around for different builds. I saw a nice disintegrate one, again with Spell Perfection, but it did not fit his passive personality to disintegrate his foes in combat. So built it around Flesh to Stone. And the Bouncing metamagic just fit nicely as did Heighten to up the save DC. I did not think I would run out of the spell though. Very nice tactic with the readied action.
1d20 ⇒ 10
The tiefling, confident if he can get the spell off, will succeed in eliminating the priestess, begins to cast his favorite spell when the Radiant Assault strikes him! He uses the 10 roll to successfully pass the save, thereby taking another 25 damage!
Concentration check DC 41: 1d20 + 15 + 8 + 4 ⇒ (15) + 15 + 8 + 4 = 42
Lol...that comment about the 15 almost made me spit up my drink!
Again, with nerves of steel, despite the damage, Kilros gets the spell off!
You did great work even if you fail, Elise, making all those saves...he has no more 6th, 7th or 8th level spells left and he used up his MoP. Also, he has only one more free action d20 roll at beginning of round left.
Lol..The +15 was the bonus from MoP (caster level), not his regular bonus.
Elise uses her Hero Point and survives the Persistent Flesh to Stone again much to the tiefling's dismay! "By the gods, am I fighting Sarenrae herself??? The odds of you resisting my spells twice are less than 5%!"
Kilros, brilliant as ever, realizes he needs to start using more of his mind and abilities to defeat the resilient priestess now before the holy warrior he banished earlier returns. "I predict that very soon you will fail to resist my magic and turn to stone, priestess." The tiefling smiles. Immediately she feels an uneasy aura emanating from the wizard now, making her feel unsure of herself. He then flies to within 20' above her. That is his action for this round.
Elise, if you have it, you can roll a Knowledge (arcane) to know what he did. If not, we move to Round 11. Same readied action to interrupt his spellcasting?
1d20 ⇒ 17
Kilros smiles as he sees the priestess not attacking him. "You forget I am a diviner, I can tell your intent. However, let's see whose magic prevails."
Kilros begins casting and Elise's Destruction spell goes off! The diviner uses his Moment of Prescience bonus of +15 on the Fortitude save: 1d20 + 15 ⇒ (19) + 15 = 34 and he passes the save without even taking into account his class bonus and modifiers, thereby taking 28 damage. He grits his teeth and continues casting his favored Flesh to Stone on the cleric. Almost impossibly, the tiefling manages to maintain focus despite the damage and gets the spell off!
For his Concentration check, Kilros uses the 17 he rolled. 17+15 (caster level) +8 (Int modifier) +4 (combat casting) = 44. The DC = 38+spell level (6)= 44. Success!
As you still have your Hero Point, 3 Fortitude saves Elise.
Remember he is a diviner, so of course he would take MoP as his bonus 8th level spell.
Blessed by the gods, Elise resists the tiefling's magic without using her Hero Point. The tiefling appears from invisibility..."Interesting,rarely does someone resist that spell, as your fellow companions can attest to. I may have to study you after I petrify you."
Kilros is 30' from Elise, flying 20' above the ground.
Round 6: Kilros
1d20 ⇒ 3
Kilros steps back 5' and chuckles, "Time to go back to the heavens outsider..."
With that, he incants magic and dismisses the Azata!
Dispel magic check: 1d20 + 15 ⇒ (17) + 15 = 32 vs. DC 24...success!
With no one else around, the tiefling twiddles his thumbs....
Fast forwarding along to end of Round 7 and beginning of Round 8...
However, before she can process what happened in her absence, she feels powerful magics trying to turn her to stone!