Well, it's been fun and informative to watch the batting back and forth of the little details. For one thing, it's taught me that Explosive Runes and similar spells clearly need some house ruling. Not because that would change the outcome of the conflict, but to prevent argument and confusion in games where PC's might try to overproduce free magical traps. The fact of the matter is the hypothetical wizard, as many posters have explained, would only stand so much of a chance as the GM decided to allow. Here's one silly, but entirely RAW legal example: 1) Cthluhu awakens, already briefed on any major foes or obstacles by the dreams of his worshipers.
FLite wrote: Anzyr seems to just be assuming that his character can do whatever he wants, and because the system does not have a rule "If you aquire more than 1,000,000 gp, there is a 20% chance each week that someone will attempt to rob you" that there is no chance that he will be robbed because the system doesn't say it can happen. Amusingly in Conan d20 they have this "High Living" wealth rule: Page 122 wrote: Every week, all characters will spend a minimum of 50% of their current wealth on high living, if that wealth is currently over 50 silver pieces.
Anzyr wrote:
Up until now I'd just assumed Anzyr had this down tight, but after reading this plan, man is it full of big holes. What if at step 2, your Greater Demiplane has an ambush waiting for YOU? Also, what if around step 6, Cthulhu or a minion detects you and gets off a surprise attack? With, heaven forbid, a Greater Dispel of it's own? You can't win initiative if it's never rolled. Around step 9, what if Cthulhu is accompanied by a cloud of acid, or flames, burning up the papers as they fall? Sure, the plan might work perfectly, but more than likely, a single stumble and it's all for naught.
One problem with the Explosive Runes spell is that it violates the games own rules for magical traps. It has no expensive material component, yet it creates a magical trap that would normally cost 1,400 gp for the spell alone. A simple fix would be to limit the spell's duration to one day. So that if you wanted a permanent trap, you'd have to use the regular trap rules. This would at least limit stockpiles of Explosive Runes to the caster's available spell slots or impose a gold piece cost if they wanted a lasting supply. This issue was brought to my attention when it was illustrated how a cache of prepared Explosive Runes could one-shot anything, including Cthulhu!
One problem with the Explosive Runes spell is that it violates the games own rules for magical traps. It has no expensive material component, yet it creates a magical trap that would normally cost 1,400 gp for the spell alone. A simple fix would be to limit the spells duration to one day. So that if you wanted a permanent trap, you'd have to use the regular trap rules.
FLite wrote: By the way, am I the only one who thinks casting divination spells on Cthulhu (or any great old one) should be grounds for an insanity / fear effect? Not only that, but to understand the answer you would have to voluntarily fail the saving throw, since only the insane would understand it.
EvilPaladin wrote: Stockpiling Explosive Runes is something I have been wanting to start since I first read the spell, and have been told is commonplace for non-PFS wizards IRL. This makes it pretty clear that the new version of the Explosive Runes spells opens an exploit. Definitely something a reasonable DM would have to adjust. Stretching this fairly low level special purpose spell into an "I Win" button would seriously detract from enjoyable play. Literally every single person of power or means would have a pocket nuke if this silliness was allowed.
Scavion wrote: Flavor text is not rules text. As "being composed of fire" is simply the description entry it has no effect mechanically on anything. This is the classic divide between gamist and simulationist. Gamists say if it's not printed exactly in the rules, it's irrelevant. Simulationists say if the rules fail to cover something, adjust them to fit or make new ones as needed. Each game group has to decide if they are playing something more like a board game or more like a fantasy world simulation.
I think this thread deserves to be enshrined as one of the great troll threads of the year. It sucks you in and just won't let go. Having said that, I'm still firmly in the 'It's an Illusion' camp. Especially since N N 959 and Dimminsy went the extra mile and laid it all out plain and clear. Also I'm betting this thread gets 'no answer required': Ravingdork wrote:
Since the magic type is clearly listed as Illusion. You may need to word the question differently Ravingdork. Still, I FAQ'ed it anyway. |