| aceDiamond |
So I love Mage's Sword. I think it's the flavor more than anything else, since it seems pretty underpowered. I mean, if you have long encounters, those extra 14-16 points of damage per round on average is alright, but it's nothing to write home about for a 7th level spell.
But then it hit me. It doesn't say in the RAW that you can only have one MS in effect at a time. So that 14-16 damage can multiply if you're committed. The only problem is that it takes a while to line up those ducks.
Then it hit me again. Time Stop. Depending on your resources, you can bring forth 2 (on an unlucky roll) to 8 (5 rounds plus greater quickening rod) Mage's Swords before anyone knows what hit them. It's costly, but you essentially spend your stopped time to throw swords like a certain enigmatic stand-user. Like I said, not the best use of resources, but it does indeed look cool.
My question is this. Since anything that isn't me is immune to my spells when I've stopped time, does that mean I can target the Swords to hit when time starts again? Or do they use the same rules as me within Time Stop?
| aceDiamond |
Like I said, the resources going into this are nuts. A dedicated number at the same level could have destroyed a city block in this time. But I was also thinking that if you had to cut down your enemies over a good deal of time, this spell could help a lot more.
Plus, you can take a move action after one enemy goes down to redirect your swarm of blades.
| SaladMuffin |
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Well let's see, to do Dio's combo, we have to look at the components of his combo:
1. ZA WARUDO (Toki wa tomare!) Here we have Time Stop
2. POSE (vitally important)
3. Knife throws (multiple casts of Mage's Sword, although there has to be another spell more accurate to the knife throws)
4. Jumping into the air and coming down with a bulldoser (here I'm thinking Dimensional spell with Featherfall, then pulling out a shrunken item construction engine, but anything Large sized will do)
5. Pose and WRRYYYYYY! (also vitally important)
6. Punch object into the subject for massive combos (as a wizard, this can't be done, perhaps another spell, or just punch anyways for the flavor), don't forget the MUDAMUDAMUDAs, also important.
7. Jump off object, POSE.
8. Soshite, toki ga ugoki desu (roughly meaning "let time flow again")
So let's break it down:
1. Time Stop (verbal component only, and come one, we know what it's gonna be), standard action, 1d4+1 rounds of stopped time
2. POSE (free action, flavor)
3. Knife Throws (2x Mage's Sword, one standard, one swift with Quicken, probably have to do more than 1 round for more of these, but two sword will suffice)
4. Dimension Door with Feathfall (standard, immediate actions respectfully), and taking out a shrunken Large Object and command word to unshrink (free, since it's speaking). Fly works well here too (standard), since it makes it look like you're jumping into the air and smashing the object down.
5. Large Object falls onto subject, you safely land, Pose and WRRRYYYYY! (move action and free)
6. Punch the object into the subject, although as a Wizard it won't do much it's mostly for flavor, although if there's a spell that can emulate it, I'd be happy to hear.
7. Jump and POSE (move and free)
8. Soshite, toki ga ugoki desu. (free, although I don't think you can disperse Time Stop, in which case, keep posing)
Gonna break it down some more for the actions:
1. standard action (rnd 1)
2. free action (rnd 1)
3. standard action and swift action (assuming one set) (rnd 2)
4-5. move action and I wanna say a standard to get object out, then free action to unshrink item (rnd 3)
6. standard action (to punch the object or cast a spell to do so) (rnd 4)
7. move and free action (rnd 4)
8. free action for flavor (can also be part of rnd 4)
And that's how you DIO.