Arcane Arena

Game Master Dave Young 992

Locked in mortal combat, two arcanists must fight to the death! It's mortal combat! To the death! Really!


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Liberty's Edge

Clarification - did you cast fireball from the rod? Even if that was a metamagic rod, you still cast a metamagic spell as a full round action, not a standard action.


10 Board Lurker/10 Nice Guy/

My class feature allows me to do it as a standard action. I have the arcane bloodline.

Quote:
Metamagic Adept (2/day) (Ex) Apply a metamagic feat 2/day without increasing the casting time.

Liberty's Edge

What'dya know. Learn something new every day.


Female Halfling Sorcerer 1

1d20 + 13 ⇒ (11) + 13 = 24
1d20 + 13 ⇒ (11) + 13 = 24

Phew.

Looking a bit scorched from the blazing inferno, Kirche stands her ground and mumbles some arcane words as she fixes an intense gaze at her opponent.

Casts Feeblemind, DC 28. You have a -4 penalty on your save.

status - HP:51/70


10 Board Lurker/10 Nice Guy/

I have the worst luck. There is less than a 10% chance that nobody has failed one of those saves yet.

Will Save:1d20 + 9 ⇒ (18) + 9 = 27

The dice gods hate me.

edit:good game.


LOL!

(That's a sympathy laugh. My dice seem cursed, too.)

Liberty's Edge

Haha, don't sweat it. I had just as bad luck the last game. Wanna go best 2 out of 3?


10 Board Lurker/10 Nice Guy/

Sure.

I just hope I win init again. These contest are mostly rocket tag, and the quickest trigger is most likely to win. :)

Init:1d20 + 14 ⇒ (7) + 14 = 21


Female Halfling Sorcerer 1

My thoughts exactly. At least between the two of us it's not so one-sided.

1d20 + 11 ⇒ (15) + 11 = 26

Looks like I'm up first this time. Gonna go with what works.

Kirche casts feeblemind, DC 28, -4 penalty on save.


10 Board Lurker/10 Nice Guy/

1d20 + 9 ⇒ (5) + 9 = 14

Not even close. :)

Liberty's Edge

I gotta say - a DC 32 will save is pretty crazy for a level 10 character. I could get it even higher if I cast eagle's splendor first. You wanna try the Ultimate Magic spell duel rules? It might make this more interesting than the current one-shot ridiculousness.


10 Board Lurker/10 Nice Guy/

I will look at them later and get back to you. Had I minmaxed I could have gotten my DC up by more than what I did. I just did not count on any two people rolling that well against me that many times. I might do one of these with martial types instead. They tend to last longer.


10 Board Lurker/10 Nice Guy/

I finally got around to reading the dueling rules, and they represent the type of spellcasting that goes on in movies, and potentially allow for longer battles. We can try that out next time.

Liberty's Edge

Sounds good. Do we wait for Lenwe to show up again or do you just want to give it a go?


10 Board Lurker/10 Nice Guy/

We can give it a go. Us sorcerer types are at a disadvantage because it relies on spellcraft which is intelligence based.


Female Halfling Sorcerer 1

1d20 + 11 ⇒ (18) + 11 = 29 - initiative


10 Board Lurker/10 Nice Guy/

init:1d20 + 14 ⇒ (3) + 14 = 17


Female Halfling Sorcerer 1

Without saying a word, the halfling girl suddenly vanishes.

This is a spell-like ability and not susceptible to counterspell.

GM only:

Standard action to activate Fleeting Glance. Moving 20' to B-4


10 Board Lurker/10 Nice Guy/

Just to be clear we are using the rules allowing us to counter spells with caster level checks. Are there any other rules on that page that are going to be used?

Liberty's Edge

unless it REALLY nerfs your build, banning summons and melee and the like would be nice.


10 Board Lurker/10 Nice Guy/

I have other options. :)

Move action: Pull out a bag
Standard action: Becomes invisible.

It is dust of disappearance. Since I am not supposed to know when it will end I will roll the dice at the beginning of my turn. If the number rolled matches the round that just ended then effect ends before the beginning of my next turn.

2d6 ⇒ (1, 3) = 4
If that number had been a 12 my turn would have ended just before my next go.

At the end of my next round I will roll 2d5+1, then 2d5....

GM:
I am moving to S20

Liberty's Edge

So how does counterspelling work with an invisible opponent? Do you get to counterspell at all? Do you have to make a perception check to notice a spell being cast?

Also, does the 50% miss chance for attacks against opponents with total concealment (such as invisible foes) also apply to spells?


10 Board Lurker/10 Nice Guy/

You can't counterspell an invisible opponent because you must be able to see them. You also can target them with target based spells. Example are spells like magic missile and charm person that require you to select a target. Spell that require an attack roll have a 50% miss chance if you can aim for the correct square. AoE's also hit if the person is in the area.


Female Halfling Sorcerer 1

The air gets suddenly very cold just before great hailstones fall from the sky followed by sleet and heavy snow.

3d6 ⇒ (3, 5, 3) = 11 - bludgeoning damage
2d6 ⇒ (4, 5) = 9 - cold damage
Map link for convenience
blue area is heavy snow and sleet. -4 on perception, area is considered difficult terrain. I believe the concentration DC is 5+spell level.

GM:

Kirche casts Ice Storm and moves to C-7. Round 1/20 of Ice Storm. Round 2/10 of invisibility.


10 Board Lurker/10 Nice Guy/

The spell does continuous damage so the DC is "10 + 1/2 damage dealt + spell level".

I never thought of using Ice storm that way though. Forcing casters to try their luck with concentration check or exit an area before they cast. Nice way to control the battlefield.

My concentration check is high, but the dice gods have not been kind to me lately.

OOC knowledge: I am not going to test my luck.

My next spell has been cast
Please don't be an 11: 2d5 + 1 ⇒ (3, 4) + 1 = 8

GM:
I am at M20, and I have cast the fly spell.

Liberty's Edge

Did I miss something? You said you cast a spell but didn't post a concentration check.


10 Board Lurker/10 Nice Guy/

My assumption is that you take ongoing damage for staying inside the storm. The rules don't say what happens when you leave the area. I will post the a concentration check. That is a good rules question however.

concentration DC goal 33: 1d20 + 21 ⇒ (2) + 21 = 23

edit:actually that should have been a +17 since combat casting does not
apply in this situation which would have made it more difficult.

edit2:This result will stand so we can keep things moving, but I am going to open the question up to the board so I can know what to do in an actual game.


10 Board Lurker/10 Nice Guy/

The spell does not do continuous damage. There should not have been a save since you only make a concentration against things affecting you while you are casting. I learned something new.
Your turn. :)

Liberty's Edge

Ah, so it was as I initially thought, just a concentration DC of 5 + spell level being cast, due to the ongoing weather effects, which you made easily.

Just out of curiosity though, how did you intend to leave the area AND cast a spell in the same round while avoiding the check? From the way I see it, the only way you could have gotten out (due to the difficult terrain) was by double moving. Quicken spell?


Female Halfling Sorcerer 1

Green vines spring out from the dirt, grabbing at anything within reach.

Entangle, DC 19

GM:

Move to D11. Round 2/20 of Ice Storm, Round 3/10 of invisibility.


10 Board Lurker/10 Nice Guy/

Reflex: 1d20 + 12 ⇒ (15) + 12 = 27

Finally a good roll.

edit:your turn, and I forgot to roll for the invis effect

Please don't give me a 10 dice gods: 2d5 ⇒ (4, 2) = 6

edit 2:
If you have some way to see invis it does not work in the Dust of Disappearance

Quote:
A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge.

GM:
I flew 60 feet up

Nice catch.


Female Halfling Sorcerer 1

Yeah, I was aware of that particularly annoying feature of the dust, which is why I haven't attempted to do anything about it. Pretty much the only thing I could do would be to cast fairy fire on you or something - but I'd have to already know where you are and I don't have the spell anyways.

DM:

Casts Eagle's Splendor, moves to E-14. Round 3/20 of Ice storm, 4/10 of invisibility.


10 Board Lurker/10 Nice Guy/

GM:
Cast See invisibility, and move to E20

Your turn.


Mr. Swagger

Spoiler:
He's in E14.

Liberty's Edge

Swagger - you forgot your dust check


10 Board Lurker/10 Nice Guy/

no 9 please :2d4 + 1 ⇒ (4, 1) + 1 = 6

ok now it is your turn. :)


Female Halfling Sorcerer 1

Having lost her opponent and lacking in recourses to find him, Kirche tries to make herself as difficult to spot as possible.

spellcheck DC 16:

Casting Reduce Person

1d20 + 9 ⇒ (3) + 9 = 12 - stealth. I'm sure I'll take a huge penalty for this but running out of options. Add +1 if my spell is successful.

gm:

Moving to F-17, Round 4/20 of Ice storm, 5/10 of invisibility.


10 Board Lurker/10 Nice Guy/

spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31
You need cover or concealment to hide, and I am observing you until you find cover or concealment.

I will continue my action after verification of the cover/concealment issue.

Liberty's Edge

No need to wait. Just because she's trying it doesn't mean it's actually going to work. Besides, crappy roll anyways.


10 Board Lurker/10 Nice Guy/

Ice Storm does not provide cover or concealment as written.

pull out the rod of persistent metamagic.

cast black tentacles spellcraft DC 19
grapple check:1d20 + 15 ⇒ (10) + 15 = 25
Concentration check to cast while grappled: 10 + 15 + spell level

invis roll, no 8's please 2d4 ⇒ (1, 1) = 2

edit:The black tentacles area has the blue center with the rest in red.


Female Halfling Sorcerer 1

The spell grapples me, which means I take 1d6+4 damage
1d6 + 4 ⇒ (1) + 4 = 5

Kirche struggles against the tentacles to cast a spell
1d20 + 19 ⇒ (17) + 19 = 36 - concentration

spellcraft DC 18:
Casting Dispel Magic on black tentacles
1d20 + 10 ⇒ (11) + 10 = 21 vs DC 21

gm:
HP: 65/70, Round 5/20 of Ice storm, 6/10 of invisibility.


10 Board Lurker/10 Nice Guy/

spellcraft check: 1d20 + 11 ⇒ (15) + 11 = 26

Standard action: Dazing persistent fireball in the same area as my opposing caster.
DC 23
Roll 2 saves and pass both or be dazed for 3 rounds.
Damage:10d6 ⇒ (4, 3, 3, 2, 4, 5, 1, 5, 3, 5) = 35

Move action:

GM:
same square as Kirch, but still 50 feet up

invis roll no 7's" 2d3 + 1 ⇒ (3, 2) + 1 = 6


Female Halfling Sorcerer 1

1d20 + 15 ⇒ (16) + 15 = 31 - reflex 1
1d20 + 15 ⇒ (8) + 15 = 23 - reflex 2

Lucky!

The black tentacles wither away just in time for Kirche to be struck by a fireball seemingly out of nowhere. Luckily, she manages to avoid the worst of the blast and shrugs off the other effects.

Spellcraft DC 15:

Kirche casts resistance on herself

GM:

HP: 48/70, Round 6/20 of Ice storm, 7/10 of invisibility, 1/10 of resistance


10 Board Lurker/10 Nice Guy/

spellcraft:1d20 + 11 ⇒ (1) + 11 = 12
Standard action: Dazing persistent fireball in the same area as my opposing caster.
DC 23
Roll 2 saves and pass both or be dazed for 3 rounds.
10d6 ⇒ (3, 5, 3, 6, 4, 2, 4, 1, 3, 3) = 34

non invis roll, avoid the 6: 2d3 ⇒ (1, 1) = 2

move action:

GM:
I am not using my ability to cast a metamagic spell as a standard action this time. I have one more use left. In short I am not taking a move action. :) The metamagic rod has 1 more use on it also.


Female Halfling Sorcerer 1

1d20 + 16 ⇒ (4) + 16 = 20 reflex 1
1d20 + 16 ⇒ (3) + 16 = 19 reflex 2

And...my luck ran out.

gm:

HP: 14/70, Round 7/20 of Ice storm, 8/10 of invisibility, 3/10 of resistance, 1/3 dazed


Couldn't log on for a while, there.

Carry on. No one's dead. Yet. LOL


10 Board Lurker/10 Nice Guy/

Next 3 rounds:

Cloudkill Fort Save DC 22:1d4 ⇒ 3

invis dice no 5:1d4 + 1 ⇒ (1) + 1 = 2

----------------------------------
Cloudkill Fort Save DC 22:1d4 ⇒ 3

Fireball DC 22(lower since I am not using metamagic)10d6 ⇒ (6, 4, 6, 5, 6, 1, 1, 1, 5, 3) = 38

invis dice no 4:1d4 ⇒ 3
------------------------------------------
Cloudkill Fort Save DC 22:1d4 ⇒ 3

Fireball DC 22(lower since I am not using metamagic)10d6 ⇒ (6, 1, 4, 5, 5, 3, 1, 2, 6, 4) = 37

invis dice no 3:1d3 ⇒ 1

GM:

I only have one 5th level slot left if he some how survives.


Female Halfling Sorcerer 1

1d20 + 11 ⇒ (11) + 11 = 22 Fort Save 1
1d20 + 11 ⇒ (1) + 11 = 12 Fort Save 2
1d20 + 11 ⇒ (17) + 11 = 28 Fort Save 3
1d4 ⇒ 2
1d4 ⇒ 3
1d4 ⇒ 2
1d20 + 16 ⇒ (10) + 16 = 26 Reflex save 1
1d20 + 16 ⇒ (17) + 16 = 33 Reflex save 2

Round 1: 1pt con damage.
Round 2: 3pts con damage. HP loss plus fireball damage does me in. GG!

In retrospect, going invisible wasn't a good choice for me since you had the dust. That stuff's crazy! I gotta say, even though I lost this was much more fun than the previous battles. Go again?


Yeah, the duel rules are great.

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