| Xelah |
Right, so Curse Terrain Supreme lets the caster create up to a CR 15 encounter using hazards that up to CR 14 each... but only up to 7 hazards can be included.
This pretty much pigeon holes the caster into using the CR 9+ hazards in order to maximize the effect of the spell.
Which basically means these:
Abyssal Geysers (CR 2+)
Apocalypse Fog (CR 12)
Bottomless Pit (CR 9)
Claws of Frozen Rage (CR 10)
And then with however many hazards are left after stacking those how you want, fill in the gaps with other hazards.
Why not one huge field of bone (CR 6) that is 24 fields rolled into one generating 24d6 worth of skeletons (not under caster control) per turn? It's a CR 15 encounter, and even though the skeletons aren't a real threat to the players, they do have to spend resources squashing them, and you could always do this while the party is on an escort mission. The skeletons might not be a threat to the players, but they might be a threat to the escort.
I realize this technically can be fixed with a simple "The GM says so" ... but I like working with the established rules on how things work with only minimal use of "I'm god, stfu."
Is there a mechanical or fluff reason that I've missed on why there is a limit of seven hazards?