villadelfia's page

Organized Play Member. 32 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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Even four years down the line, I would still very much like to see the finale of this, either Mikaze or one of the players.


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The biggest issue is that the choice of "level-dependent variables" is a very poor word choice.

I mean, everything is level-dependent, isn't it? And that would mean that very fundamental things would be modified by gaining a negative level like: Your BAB (derived from the table of your class, which you read according to your level), your bonus stat points gained at levels 4, 8, 12, 16 and 20, your hp (I hope you kept your hp rolls because you gain HD+CON mod hp each level), class features, skill points (amount is dependent on how many level you have), amount of feats, eligibility for feats, and so on...

In fact, if you get down to it, the RAW definition of a negative level is brutal. Because it basically says "remove one of your levels entirely, and in addition to that take a -1 to many rolls, oh, and you lose 5 hp".

I don't think an FAQ is enough, that section needs a rewrite because it's a mess that is TOO open for interpretation. Discussing it is pointless because it's so vague that an answer that everyone would be able to agree to (a.k.a. "a rule") would be impossible.


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As written there are two main issues with Mage's Disjunction.

1. It is not completely clear if the caster's effects and items are immune, or only the items. I am assuming the former because that reflects older versions of the spell without the ambiguous wording.

2. The spell has been given a duration, RAW this means that the spell would be a cloud that stays for minutes per level. I'm pretty sure it's intended to be an instantaneous flash of disjunction and then a duration on the following suppression. By wanting to make minimal changes to the text of 3.5 spells, they accidentally introduced this error. I'm pretty sure they meant it to be an instantaneous flash because otherwise the spell would have text describing what happens if you start/end your turn in it, and what happens if you enter the effect.

In light of those two issues and the obviously intended interpretation of the ambiguities, I have rewritten Mage's Disjunction for use in my group to remove the ambiguities and still retain all of the intended functionality.

School abjuration; Level sorcerer/wizard 9; Domain magic 9

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)

Duration instantaneous (see text)

Saving Throw Will negates (object); Spell Resistance no

DESCRIPTION

All magical effects and magic items within the radius of the spell, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the 1 minute per caster level. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed. Magical effects on, or magic items carried by or touched by the caster are immune to this spell's effect.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

You can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.


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I've started working on all the maps in reverse order, since threelite seems to be working up.

This is the first map I've ever created, so it'll probably suck. All maps will be made with roll20 in mind (so 70ppi).

Spires of Xin-Shalast: The Eye of Avarice (34x23)