Spell Duel between two 20th Level Sorcerers


Advice

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It looks like Meteor Swarm would increase the odds of making it stick. That said, as far as I can see it, this would only be an issue for damaging spells that allow multiple saves in the spell description. Off the top of my head, only meteor swarm does this, but I'm sure someone more savvy will chime in.

Rules wise: Each meteor effect does damage and allows a separate save. Dazing metamagic kicks in for damaging effects. If a save is allowed, a successful one negates the daze metamagic for that effect. An unsuccessful save allows the daze effect to stick.

I do not believe multiple failures would have the daze effect stack, however, as this is an instantaneous spell acting as a single source for the effect.

To prevent the use of, say, Heightened Dazing Magic Missile (or another high number effect without saves), I would interpret Dazing Metamagic's 'no save' clause to kick in at the end of the spell (i.e. after every missile has found a target)


Sorry I haven't been on for a while.

A Lot of good advise.

There were a lot of questions bout the duel rules:
1. No pre-existing spells including 'hanging spells' like contingency and clone. Simulacrum was deemed to fit into that category.
2. 1 minute prior to cast any non-attack spell. Summons are fine, but they can't attack until the spell up period is over. Can't move from your square.
3. Duel proper starts in a cleared area either 1,000' radius or 1,000' diameter (I don't remember which but probably sufficiently large that it doesn't matter which).
4. Duel Ends when the loser is wished dead by the victor.

The duel is adjudicated by the Goddess of Magic. So cheating is...perilous.

Turns out I was wrong...the opponent (current Sorcerer-King) is Draconic (Gold) Bloodline. Someone mentioned using knowledge History, various divinations, and other means to do some leg work and that really paid off. Knowing that he is immune to fire is good to know. His previous tactics involved casting gate to get powerful outsiders on his side (Aeons). Unfortunately, harder to know what lower level spells may have changed since he has the resources of the country to pull on (in our campaign you can Wish (or Limited Wish for low level) a spell known swap.

With Spell Turning and similar abilities single target spells become very dangerous; then with Rod of Absorption.


Yeah, I'd still go with the Time Stop/Wall of Stone/Lava/Antimagic Field sequence.

In your buff time:
Moment of Prescience for your initiative check.
See if you can craft ahead of time a spell-trigger or use-activated item that casts Time Stop once. If so, then drink a potion of Contingent Action, preparing a standard action to activate it immediately before your enemy acts.

In the combat:
Time Stop, by winning initiative or using Contingent Action.
Wall of Stone to surround your opponent in a circle
Wish to create lava above your opponent, if your GM lets it work (try it ahead of time), if not, then use Teleport Object.
Move next to the Wall of Stone, ready an action to use Antimagic Field when Time Stop ends.


Lava won't work, he's immune to fire and that explicitly includes lava.

Use acid instead!


I don't think wishing the lava would work. GM would probably invoke the conjuration rules that require the material be summoned on something capable of supporting it.

Looking at the Teleport Object I see 2 flaws. 1 is that it teleports objects away from you. And second, at caster level 21 it is only about 7 cubic-feet of lava = 2' cube.

And, of course, as 20th level Gold Draconic Sorcerer is IMMUNE to fire.


The Bald Man wrote:

I don't think wishing the lava would work. GM would probably invoke the conjuration rules that require the material be summoned on something capable of supporting it.

Looking at the Teleport Object I see 2 flaws. 1 is that it teleports objects away from you. And second, at caster level 21 it is only about 7 cubic-feet of lava = 2' cube.

And, of course, as 20th level Gold Draconic Sorcerer is IMMUNE to fire.

Yes but breathing (i.e. suffocation) if submerged in hardening lava is going to be an issue, as is moving away while encased in lava/rock.


Are there issues with Shrunk Objects? I'd think they'd count as magic items. In which case:

Ideally, buy a bunch of vats of acid (in lands far away from this man, under a Mind Blank), shrink them, carry them in with you, and then dump them on his head in lieu of the Lava Bomb.

That said, the rules explicitly state that you win by Wishing him dead? That's rather interesting, because it actually means that all you really need to do is render him incapable of countering your Wish spell. That means one could win by rendering him mute, for example, because then he can't cast his own Wish to counter yours.


Yeah, acid would work fine as a substitute for lava.


A lot of my strategy hangs on the question of whether Dueling Counter is a thing or not.

Can you ask your GM if that will be a thing, possibly linking to this page for a description of what it is?

Spell Duels

If it is a thing, then you can completely shut your opponent down, no matter what he does, with counterspelling -- barring forgoing magic and smacking you in the face -- but this is a *spell duel*.

Can you counterspell in the buffing round?

Regardless of whether this is a thing or not:

Walking in, I am holding a staff of the master (school unimportant).

My first spell to cast in the buffing minute is Mindblank - quickened using charges from Staff of the Master (6 charges remain). I then use a Time Stop scroll (scroll so I don't use up a 9th level spell slot).

I complete a number of critical buffs that you don't want your opponent knowing about (In order of precedence for me: Aroden's Spellbane (scroll), Greater Arcane Sight (to see his active item effects if he hasn't already gotten Mindblank up), Greater Spell Immunity (scroll) Spell Resistance, Bestow Grace (scroll), etc) while unobservable in Time Stop, Liberal use of Staff of Master + your capstone + (possibly quick draw and an efficient quiver (Edit - Quick Draw not necessary - your not moving around while this tactic is in effect).

Borrowed Time + Lesser Ring of Inner Fortitude is great if you have an immediate action to use (like Dueling Counter!)

Make sure you ask for Spellcraft rolls for each and every spell you can see your opponent cast.

Have your familiar sharing your longer duration buffs via Improved Share Spells.

...

Thoughts?


Adept_Woodwright wrote:

A lot of my strategy hangs on the question of whether Dueling Counter is a thing or not.

Can you ask your GM if that will be a thing, possibly linking to this page for a description of what it is?

Spell Duels

If it is a thing, then you can completely shut your opponent down, no matter what he does, with counterspelling -- barring forgoing magic and smacking you in the face -- but this is a *spell duel*.

It is not a thing.

Adept_Woodwright wrote:
Can you counterspell in the buffing round?

No. Can't interfere during spell-up period.

Adept_Woodwright wrote:

Walking in, I am holding a staff of the master (school unimportant).

My first spell to cast in the buffing minute is Mindblank - quickened using charges from Staff of the Master (6 charges remain). I then use a Time Stop scroll (scroll so I don't use up a 9th level spell slot).

Scroll use is legit. Mindblank defeats arcane sight and the like. Timestop prevents spellcraft of the spells while they are cast. In lieu of, or in addition to we were considering Prismatic sphere. Among other things it will stop the spellcraft-during-casting also. Also gives you a safe haven - at least briefly.

Adept_Woodwright wrote:

I complete a number of critical buffs that you don't want your opponent knowing about (In order of precedence for me: Aroden's Spellbane (scroll), Greater Arcane Sight (to see his active item effects if he hasn't already gotten Mindblank up), Greater Spell Immunity (scroll) Spell Resistance, Bestow Grace (scroll), etc) while unobservable in Time Stop, Liberal use of Staff of Master + your capstone + (possibly quick draw and an efficient quiver (Edit - Quick Draw not necessary - your not moving around while this tactic is in effect).

Borrowed Time + Lesser Ring of Inner Fortitude is great if you have an immediate action to use (like Dueling Counter!)

Make sure you ask for Spellcraft rolls for each and every spell you can see your opponent cast.

Have your familiar sharing your longer duration buffs via Improved Share Spells.

...

Thoughts?

Great ideas. I'm not sure the GM will let Spellbane fly as a spell that exists in the world.

Scarab Sages

The winning condition is "You must wish the opponent dead" correct? How rule literal is this world you're in? I don't know you're gm, but thinking outside the box all you might have to do is say "I wish he was dead." Not cast it, just say it. I highly doubt it would be that easy though.


Huh. If there is no spell bane, then it is a question of who goes first. (Especially because there is no movement in buff round!) Grab a fresh staff of the master.

Hit the vicinity of the caster with Persistent Mage's Disjunction. (2 slots). This will take down Prismatic Sphere, which at worst is 20 ft from caster center (Mage's Disjunction has 40 ft radius) and will continue effecting spells inside. (After all, it will hose anything inside if it manages to take down Antimagic Field, and Prismatic Sphere is no Antimagic Field) Use Quickened Wish to Wish him dead when your opponent has no defense against it.

...

Or does the opponent actually need to be dead in order for the Wish to stick?


Assuming you get to go first, I think the best way to shut down a caster would be to Wish a small stone with Silence cast on it into their stomach.


That'd be nice, but I'm reasonably sure you can't teleport/conjure things into other creatures. Without guidance, we have to assume that Wish follows that limitation.


Ruske Bell wrote:
The winning condition is "You must wish the opponent dead" correct? How rule literal is this world you're in? I don't know you're gm, but thinking outside the box all you might have to do is say "I wish he was dead." Not cast it, just say it. I highly doubt it would be that easy though.

Not that easy...but if the opponent were already dead...and somehow I were out of 9 level spells...I might be able to get away with it.

Adept_Woodwright wrote:
Does the opponent actually need to be dead in order for the Wish to stick?

No, but they don't get a save if dead. It would be a will save, so while reliable in the the long run, I might not survive his initiative.

prismaticsoul wrote:
Assuming you get to go first, I think the best way to shut down a caster would be to Wish a small stone with Silence cast on it into their stomach.

As mentioned by Adept_Woodwrigh that isn't going to work due to the 'rules of magic'.

Adept_Woodwright wrote:

Hit the vicinity of the caster with Persistent Mage's Disjunction. (2 slots). This will take down Prismatic Sphere, which at worst is 20 ft from caster center (Mage's Disjunction has 40 ft radius) and will continue effecting spells inside. (After all, it will hose anything inside if it manages to take down Antimagic Field, and Prismatic Sphere is no Antimagic Field) Use Quickened Wish to Wish him dead when your opponent has no defense against it.

This seems like the opening salvo of choice.


I have played in a 20th level spell caster duel, part of a tournament at a gaming shop. It was a necromancer cleric (me) vs a necromancer wizard, but I think the general stuff still applies. It was a game of rocket tag, where each of us took to the air and started lobbing save or die spells every round. Our defenses were incredible, and since no one was rolling very low on saves, no one was dying. Even when he hit me with a few enervations spells, it still wasn't enough to really hinder me. I finally cast anti-magic field and we both fell to the ground, but (comically) neither one of us even carried a melee weapon, so we were literally punching each other. I dropped that strategy and the save or dies kept flying, until he finally rolled low and turned into a pile of dust.

At that level in a duel scenario, I'd call even the best strategy a crap shoot. I'm not saying I had a good strategy, but this is a team game and at 20th level the difference between life and death can literally be one bad roll. I suppose if I did it over again, I would go with spells that avoided saving throws altogether.


I'd be sure to prep a 'Clashing Rocks' that you can apply Dazing to, if he gets a foolish notion to hide behind an anti-magic field. (-- this was posted nearly simultaneously with the other - this is a tactic from several days ago that I brought up because I remembered it. I meant nothing by it!)

As for Wishing while still alive, a sorcerer's Will save, without any spells/items, is going to be pretty miserable.

Yeah. If there is no spellbane, the goal is to buff your initiative as much as you can with your build. Grab every advantage you can in that regard.

I figure you'll actually take the roll before the buff round, so I don't know how helpful spells will be. I also figure that, if you lose, you aren't allowed to take a hold-action to place your initiative before his in the order.

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