Artofregicide |
Loren Pechtel wrote:VoodistMonk wrote:Obviously dealing with such a Mythic Wizard is impossible with today's technology.
Despite all our nukes and hypersonic kinetic tungsten telephone poles from space... the number one most effective thing humans have is a single well-placed bullet.
And, even if you manage to surprise the Wizard from a grassy knoll as he visits Dallas... he is Mythic Immortal, and will just respawn like a video game.
Yes, he will respawn but that doesn't mean he will live.
While I don't think the well placed bullet will do it a sabot round from an M-1 tank should be enough. In the time before the respawn you put him in a box of Cobalt-60--use enough of it so the radiation is instantly disabling. Put a lead plate on the bottom of the box, put a spacecraft for midcourse guidance also. Do a slingshot off Venus, then a reverse slingshot off Jupiter to come to a final resting place inside the sun. Every day he respawns and is promptly vaporized.
I think people vastly underestimate just how absurd a level 20 character is compared to our real world and that's before considering how Mythic 10 ranks basically supercharge that even beyond.
Radiation is a poison, can be resisted by the Wizard's saving throws or even better...is probably just straight up immune to it.
Basically the only way we mortals have a chance is if the Wizard is just being nice and letting us puzzle out how to inconvenience him temporarily because
Immortal, Mythic Tier 9 wrote:...
At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon
To jump off here, if we're talking about a 20th level mythic wizard with 20th level hp, ac, and the like then just hitting is going to be far from guaranteed. We can assume (if we're being generous) said tank crew are 8th-10th level fighters (trench fighter) or equivalent for the purposes of this exercise and their weapons are masterwork. That still leaves considerable ground to cover to hit with a tank's primary gun, and if you're within 1 range increment the Wizard almost certainly knows about you.
You also get one shot total. Potentially you make up for this with a battalion of tanks, but even then you'll need quite a few hits to get through the Wizard's hp pool. And if they're still standing after the surprise round, well, they win initiative almost by default and that's game over again.
This is assuming we're talking direct hits and not reflex saves that the wizard will just crush without issue.
And this assumes the Wizard doesn't have contingency, dead man's contingency, clone, a phlyactery, is an illusion, or a billion other things. And remember, this trick works once.
Obviously, against a M10 Wizard it's still pointless because of them being essentially invulnerable, but we have stats for WW1 weaponry in PF1e and extrapolation isn't difficult.
A Wizard 20/M10 beats anything with stats, because mythic is silly like that.
Senko |
No human governments are going to cooperate with each other in order to attack the Wizard... and we all know it. Each government would have its own plan for acquiring the Wizard for their own gain. Even if there was a grand cooperative plan, it would fall apart at the last minute due to human greed.
The Wizard doesn't have to lift a figure other than shooting a fireball at the moon, once. The rest of the world will tear itself apart vying for power they will never possess. Trying to impress the Wizard, capture the Wizard, experiment on the Wizard, kill the Wizard because the Wizard doesn't coincide with their stupid religion...
Human greed is the Wizard's best defense.
Breed the wizard for their own supersoldier program.
Scavion wrote:...Loren Pechtel wrote:VoodistMonk wrote:Obviously dealing with such a Mythic Wizard is impossible with today's technology.
Despite all our nukes and hypersonic kinetic tungsten telephone poles from space... the number one most effective thing humans have is a single well-placed bullet.
And, even if you manage to surprise the Wizard from a grassy knoll as he visits Dallas... he is Mythic Immortal, and will just respawn like a video game.
Yes, he will respawn but that doesn't mean he will live.
While I don't think the well placed bullet will do it a sabot round from an M-1 tank should be enough. In the time before the respawn you put him in a box of Cobalt-60--use enough of it so the radiation is instantly disabling. Put a lead plate on the bottom of the box, put a spacecraft for midcourse guidance also. Do a slingshot off Venus, then a reverse slingshot off Jupiter to come to a final resting place inside the sun. Every day he respawns and is promptly vaporized.
I think people vastly underestimate just how absurd a level 20 character is compared to our real world and that's before considering how Mythic 10 ranks basically supercharge that even beyond.
Radiation is a poison, can be resisted by the Wizard's saving throws or even better...is probably just straight up immune to it.
Basically the only way we mortals have a chance is if the Wizard is just being nice and letting us puzzle out how to inconvenience him temporarily because
Immortal, Mythic Tier 9 wrote:
At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic
There's also the fact a wizard is not likely to be just standing still if a tank drives up aiming at them.
Artofregicide |
VoodistMonk wrote:No human governments are going to cooperate with each other in order to attack the Wizard... and we all know it. Each government would have its own plan for acquiring the Wizard for their own gain. Even if there was a grand cooperative plan, it would fall apart at the last minute due to human greed.
The Wizard doesn't have to lift a figure other than shooting a fireball at the moon, once. The rest of the world will tear itself apart vying for power they will never possess. Trying to impress the Wizard, capture the Wizard, experiment on the Wizard, kill the Wizard because the Wizard doesn't coincide with their stupid religion...
Human greed is the Wizard's best defense.
Breed the wizard for their own supersoldier program.
Artofregicide wrote:...Scavion wrote:Loren Pechtel wrote:I think people vastly underestimate just how absurd a level 20 character is compared to our real world and that's before considering how Mythic 10 ranks basically supercharge that evenVoodistMonk wrote:Obviously dealing with such a Mythic Wizard is impossible with today's technology.
Despite all our nukes and hypersonic kinetic tungsten telephone poles from space... the number one most effective thing humans have is a single well-placed bullet.
And, even if you manage to surprise the Wizard from a grassy knoll as he visits Dallas... he is Mythic Immortal, and will just respawn like a video game.
Yes, he will respawn but that doesn't mean he will live.
While I don't think the well placed bullet will do it a sabot round from an M-1 tank should be enough. In the time before the respawn you put him in a box of Cobalt-60--use enough of it so the radiation is instantly disabling. Put a lead plate on the bottom of the box, put a spacecraft for midcourse guidance also. Do a slingshot off Venus, then a reverse slingshot off Jupiter to come to a final resting place inside the sun. Every day he respawns and is promptly vaporized.
Does mythic pass through genealogy? I mean, I don't think it passes 1:1. Also, would cloning work?
To be fair, modern ordinances can be fired from much farther a wizard could see normally.
Not to mention long range missiles, WoMD's, etc etc. But the issue is even targeting someone who can change their appearance at will, teleport, turn invisible, etc. etc.
VoodistMonk |
No mortal will ever lay eyes on the Wizard's true form.
Every time the Wizard chooses to be seen, you are witnessing an illusion.
Given that the Wizard is from Earth, they are aware of ICBM/WoMD, tanks, sabots, bofors cannons, grassy knoll snipers, rail guns, radiation, and all the other crap we humans of Earth are aware of... why would they ever leave themselves open to such an attack?
Senko |
Does mythic pass through genealogy? I mean, I don't think it passes 1:1. Also, would cloning work?
Mythic is a GM call especially given the massive range of sources that can bestow it
The core ones are . . .
Artifact: The character comes into contact with an unstable artifact that unleashes some of its power into her, granting her mythic power. The mythic character might need to protect the artifact, as it is the source of her power. (or the artifact being destroyed may gave them the power permanently)
Fated: The character was born under an auspicious sign, such as a planetary conjunction or lunar eclipse, and as such was destined to greatness. The moment of ascension comes when those circumstances repeat themselves and the character gains mythic power.
Godling: The mythic character is the child of a god, typically born from the union of that deity and a mortal. The moment of ascension is when the character learns of her true heritage or is visited by her divine parent (or an agent of that deity).
Granted: A divine agent or other incredibly powerful being calls upon the character to act as its representative. This role gives the character mythic power, but possibly only while serving the interests of this benefactor and while holding to that patron’s tenets.
Passed On: The character is present at the death of a powerful—perhaps even mythic—creature. In its final moments, it passes on its power to the character, granting mythic abilities. Alternatively, its power might not be given voluntarily, but rather taken by the PCs when they slaying a mythic creature. These methods could even be the way that all mythic power is gained in a campaign.
The two worth noting are godling which is a bloodline of sorts and passed on kill the mythic/become mythic or be granted its power. GM's may or may not allow mythic children to be mythic themselves its a judgement call in a game that rarely deals with sexual matters in its rules. You could easily as a GM say a mythic character can choose when having/impregnating someone to "pass" on their power to create a mythic child without any permanent descrease in their ability e.g. you have conceived. Do you wish the child to be mythic? Y/N if yes you will spend 3 mythic power recovered as normal to make the child mythic latent to be awakened as per the child of a god i.e. when they discover your their parent or some other condition. I think there's even some precedent in some books with certain fantasy species able to choose whether their child will lean towards "human" or "demon/elf/other".
That said sorcerers are a bloodline thing so if your getting sorcerer powers or a magic bloodline (bloodrager, blood arcanist archetype, etc) the child might not have mythic powers but could inherit magic in general. Again GM judgement on exactly how bloodlines work but the very fact it can be passed down parent to child till the right genetic structure to use it crops up again means that it can be inherited.
Considering some of the posts in this thread if a country went "100,000 us dollars for each woman you impregnate/ovum you donate." I imagine some would take them up on the offer. 100 thosuand not enough, 100 million or just try to steal a sample "sniper shot to head.", collect sample from corpse before it cools, eliminate intermediary and frame someone else not fully grasping the characters power. At least prior to the first return to life.
Senko |
Senko wrote:To be fair, if you were a mythic Wizard, would you even consider such a thing? I mean, to do it for others, instead of say, breeding your ownself into your own simulacrum/supers programBreed the wizard for their own supersoldier program.
If you were a woman almost certainly no, if you're a man I can see them doing it. Especially if they had plans to quietly manipulate things behind the scenes so the program will treat the kids horribly and turn them against the government behind it (faulty brainwaashing treatment, cruetly, abuse) then when their old enough to appreciate (early teens) but not really think through the implications you find out and "rescue" you're poor abused children to help tie their loyalty to you.
Loren Pechtel |
Loren Pechtel wrote:VoodistMonk wrote:Obviously dealing with such a Mythic Wizard is impossible with today's technology.
Despite all our nukes and hypersonic kinetic tungsten telephone poles from space... the number one most effective thing humans have is a single well-placed bullet.
And, even if you manage to surprise the Wizard from a grassy knoll as he visits Dallas... he is Mythic Immortal, and will just respawn like a video game.
Yes, he will respawn but that doesn't mean he will live.
While I don't think the well placed bullet will do it a sabot round from an M-1 tank should be enough. In the time before the respawn you put him in a box of Cobalt-60--use enough of it so the radiation is instantly disabling. Put a lead plate on the bottom of the box, put a spacecraft for midcourse guidance also. Do a slingshot off Venus, then a reverse slingshot off Jupiter to come to a final resting place inside the sun. Every day he respawns and is promptly vaporized.
I think people vastly underestimate just how absurd a level 20 character is compared to our real world and that's before considering how Mythic 10 ranks basically supercharge that even beyond.
Radiation is a poison, can be resisted by the Wizard's saving throws or even better...is probably just straight up immune to it.
Basically the only way we mortals have a chance is if the Wizard is just being nice and letting us puzzle out how to inconvenience him temporarily because
Immortal, Mythic Tier 9 wrote:...
At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon
I'm not saying the radiation would kill. I'm saying that if you make the box hot enough it will disable. The military figures 800 sieverts stops you on the spot. The brain simply doesn't work under that kind of exposure. The wizard has no defense against this unless he has already crafted spells for the purpose.
Loren Pechtel |
Claxon wrote:Tangentially related, but I've always thought that if I had to choose just one super power to have, it would totally be teleportation.
Like, I'm not going to try fighting anything.
But teleportation magic would let me live anywhere while working anywhere. I could visit any place in the world and experience anything I want, at any time.
If I found myself without scruples, I could rob a bank. Otherwise I could employ myself in the transport of small volume but valuable objects that needed to avoid detection or notice. Or even just things that required very fast delivery.
I don't think that it would necessarily make me the wealthiest person in the world, but I think it would make me wealthy enough that I could live very comfortably.
Teleportation only: https://en.wikipedia.org/wiki/Jumper_(novel)
I can think of a way to use it that would pay quite well, though: Teleportation to orbit. The current cheapest to orbit is the Falcon Heavy at $1000/kg, and most payloads aren't that big so they pay more.
Obviously, most satellites are too big to teleport up and since you can't put velocity in your teleport you're going to have to teleport to something--realistically, that means the ISS.
However, there's a lot of stuff that's useful even in smaller packages. Not only are there the ISS resupply missions, but you could port up tanks of fuel and oxidizer which could then be used to refuel rockets heading farther out. The Falcon 9 can't carry nearly as much to GTO as it can to low orbit--but what if it went to the ISS, took on more fuel then headed on up? It runs on kerolox, nothing too nasty to handle.
After posting this I find he wrote a 5th book in the series exploring this--his daughter figured out how to change velocity during a teleport. She became a one-girl space program.
(In the books it's basically teleport self + anything you can lift even for a moment, the destination must either be known by personal experience, visible--optics are acceptable, or a specified displacement from their current location. The teleportation is basically opening a personal gate and going through--you can't teleport while anchored, if you teleport while grappled your grappler comes through and it is possible to concentrate and hold the gate open, the environment will pass through.)
Senko |
Scavion wrote:...Loren Pechtel wrote:VoodistMonk wrote:Obviously dealing with such a Mythic Wizard is impossible with today's technology.
Despite all our nukes and hypersonic kinetic tungsten telephone poles from space... the number one most effective thing humans have is a single well-placed bullet.
And, even if you manage to surprise the Wizard from a grassy knoll as he visits Dallas... he is Mythic Immortal, and will just respawn like a video game.
Yes, he will respawn but that doesn't mean he will live.
While I don't think the well placed bullet will do it a sabot round from an M-1 tank should be enough. In the time before the respawn you put him in a box of Cobalt-60--use enough of it so the radiation is instantly disabling. Put a lead plate on the bottom of the box, put a spacecraft for midcourse guidance also. Do a slingshot off Venus, then a reverse slingshot off Jupiter to come to a final resting place inside the sun. Every day he respawns and is promptly vaporized.
I think people vastly underestimate just how absurd a level 20 character is compared to our real world and that's before considering how Mythic 10 ranks basically supercharge that even beyond.
Radiation is a poison, can be resisted by the Wizard's saving throws or even better...is probably just straight up immune to it.
Basically the only way we mortals have a chance is if the Wizard is just being nice and letting us puzzle out how to inconvenience him temporarily because
Immortal, Mythic Tier 9 wrote:
At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic
Which is fair enough for you or me the issue is in mythic there are abilities starting with permanent spells and going from there.
Which doesn't even consider the simple fact that pathfinder characters are only borderline human (or race of choice) to begin with and are capable of things that we just aren't. Lets take someone who for this just dumped all their points into strength 18 + 2 (racial) + 5 (levelling) + 10 (mythic) = 35 strength with no items or feats raising that further. A LIGHT load for them is nearly half a ton of weight and a heavy load nearly one and a half tons. Think on that no magical enhancements just straight leveling and max starting strength results in someone who can not just LIFT a ton and a half but raise it over their head and walk around with it. They can push or pull over seven tons. By themself they'd have no trouble pushing the average car around and could potentially lift the average weight ones up. Now yes in history there have been people who are supposed to have lifted up to nearly 3 tons. However that is with extreme preperation whereas the pathfinder person can do it to win a bar bet. No special lifting techniques but just grab your car and stagger with it over to some other spot.
Then you take things like mythic pure body and bam poisons, disease like radiation just don't affect you if they aren't from a mythic source. That crippling radiation level for us they just ignore it.
Claxon |
I'm not saying the radiation would kill. I'm saying that if you make the box hot enough it will disable. The military figures 800 sieverts stops you on the spot. The brain simply doesn't work under that kind of exposure. The wizard has no defense against this unless he has already crafted spells for the purpose.
800 sieverts is probably enough to nearly instantly kill a regular human being, as 50 sieverts is the estimated amount of exposure you'd have after standing for 10 minutes next to the Chernobyl reactor after explosion and meltdown.
I think you probably meant 800 microSieverts or maybe milliSieverts.
My point here being that micro is 10^-6 and milli is 10^-3.
In other words one Sievert is 1000 milliSieverts or 1 million microsieverts.
Scavion |
Loren Pechtel wrote:I'm not saying the radiation would kill. I'm saying that if you make the box hot enough it will disable. The military figures 800 sieverts stops you on the spot. The brain simply doesn't work under that kind of exposure. The wizard has no defense against this unless he has already crafted spells for the purpose.
No crafting necessary. He has a long lasting buff that extends across days.
VoodistMonk |
Is the Wizard still comprised of matter?
Does Planetary Adaptation protect against the gravity of a black hole?
How, exactly, you get the Wizard/Lich (and its phylactery) to a black hole...? I don't know. But that's where you send it. Not the sun.
Black holes don't burn out in billions of years... they just grow, and accumulate layers of matter over the atoms of the immortal Wizard... his immortal atoms are evenly spread out, one atom thick, all over the impact sight where they contacted the body of the black hole. His phylactery equally squished against the surface of the black hole.
Now, if he is an incorporeal Lich... I guess we have to figure something else out. Ghost Syrup is CHEAP when you are going to take the dive into Lichdom.
Senko |
Is the Wizard still comprised of matter?
Does Planetary Adaptation protect against the gravity of a black hole?
How, exactly, you get the Wizard/Lich (and its phylactery) to a black hole...? I don't know. But that's where you send it. Not the sun.
Black holes don't burn out in billions of years... they just grow, and accumulate layers of matter over the atoms of the immortal Wizard... his immortal atoms are evenly spread out, one atom thick, all over the impact sight where they contacted the body of the black hole. His phylactery equally squished against the surface of the black hole.
Now, if he is an incorporeal Lich... I guess we have to figure something else out. Ghost Syrup is CHEAP when you are going to take the dive into Lichdom.
Pathfinder and even starfinder haven't really bothered with black holes to my knowledge. So I think its a gray area it might be considered a hazard of deep space or a world itself. Either way planetary adaption would probably protect against it. Of course a GM might rule the extreme twisting of reality affects your spells, hard to say. Personally given there's a 9th level spell to simulate a mini one I'd imagine it wouldn't stop them.
Either way I imagine a wizard/lich could escape long before reaching even the nearest one given current technology.
As for how the lich gets there at higher/mythic levels there's a number of ways. Interplanetary teleport, the silver maiden (which interestingly enough can only be destroyed by the captain sailing it into a black hole) or the starfarer mythic path ability.
Xarath |
VoodistMonk wrote:Is the Wizard still comprised of matter?
Does Planetary Adaptation protect against the gravity of a black hole?
How, exactly, you get the Wizard/Lich (and its phylactery) to a black hole...? I don't know. But that's where you send it. Not the sun.
Black holes don't burn out in billions of years... they just grow, and accumulate layers of matter over the atoms of the immortal Wizard... his immortal atoms are evenly spread out, one atom thick, all over the impact sight where they contacted the body of the black hole. His phylactery equally squished against the surface of the black hole.
Now, if he is an incorporeal Lich... I guess we have to figure something else out. Ghost Syrup is CHEAP when you are going to take the dive into Lichdom.
Pathfinder and even starfinder haven't really bothered with black holes to my knowledge. So I think its a gray area it might be considered a hazard of deep space or a world itself. Either way planetary adaption would probably protect against it. Of course a GM might rule the extreme twisting of reality affects your spells, hard to say. Personally given there's a 9th level spell to simulate a mini one I'd imagine it wouldn't stop them.
Either way I imagine a wizard/lich could escape long before reaching even the nearest one given current technology.
As for how the lich gets there at higher/mythic levels there's a number of ways. Interplanetary teleport, the silver maiden (which interestingly enough can only be destroyed by the captain sailing it into a black hole) or the starfarer mythic path ability.
Then again, a mythic Wizard could probably whip up a Immunity to Radiation spell or something similar? 7th or 8th level, make it into an item and voila, immunity.
LordKailas |
Then again, a mythic Wizard could probably whip up a Immunity to Radiation spell or something similar? 7th or 8th level, make it into an item and voila, immunity.
Such a spell would be quite valuable on Golorian as there aren't currently any spells that make you immune to radiation. At best there are spells that grant a bonus to your save against radiation effects.
As for making it into an item. Sure, there is a magic item that makes you immune. However, that's assuming that the materials exist on our world to make legit magic items. Wealth may not be an issue as a high level wizard and there's even a mythic ability that eliminates the need for a spellbook. But, while having magic makes it easier to create magic items, it's possible to create them without being a spellcaster. This suggests that the magic infused in the item comes from the material components used. The fact that our world isn't overflowing with magic items also indicates that such components are at best rare and worst non-existent.
glass |
Black holes don't burn out in billions of years... they just grow, and accumulate layers of matter over the atoms of the immortal Wizard
Black holes only grow if you can feed them matter faster than they are evaporating. If not, then they can certaibly be gone in a billion years (or less, depending on their initial mass). And when the evaporate below a certain mass limit, they explode.
As an aside, "layers" are not really a thing inside the event horizon of a black hole, and "atoms" are certainly not.
_
glass.
Scavion |
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Xarath wrote:Then again, a mythic Wizard could probably whip up a Immunity to Radiation spell or something similar? 7th or 8th level, make it into an item and voila, immunity.Such a spell would be quite valuable on Golorian as there aren't currently any spells that make you immune to radiation. At best there are spells that grant a bonus to your save against radiation effects.
As for making it into an item. Sure, there is a magic item that makes you immune. However, that's assuming that the materials exist on our world to make legit magic items. Wealth may not be an issue as a high level wizard and there's even a mythic ability that eliminates the need for a spellbook. But, while having magic makes it easier to create magic items, it's possible to create them without being a spellcaster. This suggests that the magic infused in the item comes from the material components used. The fact that our world isn't overflowing with magic items also indicates that such components are at best rare and worst non-existent.
Radiation is classified as a poison effect so anything that grants resistance or immunity to poison also aids you not to mention the Planetary Adaptation spell I linked from earlier.
LordKailas |
Radiation is classified as a poison effect so anything that grants resistance or immunity to poison also aids you not to mention the Planetary Adaptation spell I linked from earlier.
Planetary adaption adapts you to the world you're on. So unless the world is completely irradiated it won't do anything for you. Wizards don't actually have a lot of spells that make them immune to poison effects. Clerics do, but wizards don't. I suppose you could use the wish spell to cast cleric spells to make yourself immune.
It just strikes me as a lazy argument to say "well, you're powerful so I'm sure you can cast a spell that just does X". I can make the equally bland statement of "Well, magic has limitations so I'm sure there's a way around it."
Edit: statements along the lines of "X isn't possible", naturally rub me the wrong way because they're often used by people who don't fully understand the intricacies of what they're talking about. Making it an ill-informed statement at best and downright false at worst.
Scavion |
Scavion wrote:Radiation is classified as a poison effect so anything that grants resistance or immunity to poison also aids you not to mention the Planetary Adaptation spell I linked from earlier.Planetary adaption adapts you to the world you're on. So unless the world is completely irradiated it won't do anything for you. Wizards don't actually have a lot of spells that make them immune to poison effects. Clerics do, but wizards don't. I suppose you could use the wish spell to cast cleric spells to make yourself immune.
Spell Sage. But I'm like 99.99% sure Planetary Adaptation covers it. It's basically turbo endure elements and our planet has naturally occurring places that are incredibly irradiated. Heck, the Merriam-Webster dictionary lists radioactive gas as an example of toxicity which Planetary Adaptation specifically states it protects you from.
TheGreatWot |
Mortals couldn't kill a 20/10 mythic wizard (or any character at 9th rank or above, really), because we don't have any artifacts. The best we could do is deprive them of anything they need to cast a spell (hoping that they don't have Eschew Materials or the like), immobilize them as best we can (difficult, due to mythic saving throws and the unstoppable ability) and blast them into the void of space, never to return.
And even with those precautions, it only really works against a mythic spellcaster that has no way to speak in the void of space, cast without components, or some other method of escape, plus it assumes that we mortals could apprehend and stop them for long enough to do all of that stuff.
Nigrescence |
Why would I possibly want to prove it? Just put a giant target on me?
I would use combinations of my own demiplane and teleportation skills to corner the shipment industry and get insane money.
All deals would be done through a Simulacrum which has also altered itself to look different from me, or another sufficient representative (the options are nearly endless).
Not to mention I could make tons of money off of fabrication contracts for even simple manipulation of materials to accomplish all kinds of tasks for absurd quantities in an incredibly short amount of time.
What's more, I could be the most effective philanthropist of all time. I wouldn't need the money to accomplish any of it, I just need the money as a cover so that people can believe it's possible I've been able to accomplish so much good.
Also wishing for scientific cures for cancer and whatnot.
Senko |
A thought occurs on reading Nigrescence's post.
Simulcrum even if its ONLY half level/no mythic abilities the mage dissapears into their demiplane spends say a week and then has 14 lvl 10 versions of themselves under their command to send out and serve their interests. Use the sphere's of power mythic version and they even have telepathic linkage to them as long as their within 100 miles and on the same plane. Spend a year and you have hundreds of lvl 10 mages serving your desire faithfullly that wont age and if killed just crumble into snow and ruby dust. Use the mythic ignore component ability and you don't even have to provide the rubies/snow. A lvl 10 mage that just dissolves to nothing if killed.
Doombot's anyone?
Nigrescence |
A thought occurs on reading Nigrescence's post.
Simulcrum even if its ONLY half level/no mythic abilities the mage dissapears into their demiplane spends say a week and then has 14 lvl 10 versions of themselves under their command to send out and serve their interests. Use the sphere's of power mythic version and they even have telepathic linkage to them as long as their within 100 miles and on the same plane. Spend a year and you have hundreds of lvl 10 mages serving your desire faithfullly that wont age and if killed just crumble into snow and ruby dust. Use the mythic ignore component ability and you don't even have to provide the rubies/snow. A lvl 10 mage that just dissolves to nothing if killed.
Doombot's anyone?
I like it. After all, why risk yourself when you can use representatives that are already infinitely more powerful than anyone on the planet, as well as being incomprehensible. Remember to pick the Immortality discovery at level 20 so that you can live forever, in your personal demiplane that nobody else can ever access, and make your personal demiplane either half time so that your efficiency is even more ridiculous. I also strongly suggest Eschew Materials just as a matter of course, to avoid having to hunt down things that would be difficult or impossible to obtain. Most of the expensive materials that don't qualify can be found relatively easily even if they're expensive still. Picking the Fast Study discovery especially would also be a must. Only ever prepare a fraction of your spells, maybe half at most. As long as you have one minute (extremely common), you can prepare one or several spells. Worst case scenario your Time Stutter discovery can be used to let you completely safely teleport out and/or to your demiplane (The last thing anyone sees of you or any of your level 10 Simulacrums would be them saying "STOP" and then they've disappeared.) This way you keep others from ever being able to find out about your spellcasting.
Maybe even take the Conceal Spell feat so that you can have the Simulacrums or yourself openly cast with nobody or few ever knowing.
The opportunities are nearly endless.
Xarath |
Yeah, I just don't see radiation being what slows/stops/incapacitates/harms/kills the Wizard.
I think we need to abandon all hope if we are banking the future of humanity as we know it on using radiation to combat the Wizard. Pack it in, boys, we lost.
Well, technically YOU are the mythic caster, so you know as you prepare all your contingencies etc, you could just pop onto some forums to pick a few brains on how to handle stuff, including radiation related stuff
Xarath |
Why would I possibly want to prove it? Just put a giant target on me?
I would use combinations of my own demiplane and teleportation skills to corner the shipment industry and get insane money.
All deals would be done through a Simulacrum which has also altered itself to look different from me, or another sufficient representative (the options are nearly endless).
Not to mention I could make tons of money off of fabrication contracts for even simple manipulation of materials to accomplish all kinds of tasks for absurd quantities in an incredibly short amount of time.What's more, I could be the most effective philanthropist of all time. I wouldn't need the money to accomplish any of it, I just need the money as a cover so that people can believe it's possible I've been able to accomplish so much good.
Also wishing for scientific cures for cancer and whatnot.
Well, how would you handle it if people found out you did have phenomenal cosmic powers? and said people were too numerous enough that erasing/modifying their memories would be too time consuming, not to mention all the stuff they've posted online.
How would you approach the world/society then?
Senko |
I like it. After all, why risk yourself when you can use representatives that are already infinitely more powerful than anyone on the planet, as well as being incomprehensible. Remember to pick the Immortality discovery at level 20 so that you can live forever, in your personal demiplane that nobody else can ever access, and make your personal demiplane either half time so that your efficiency is even more ridiculous. I also strongly suggest Eschew Materials just as a matter of course, to avoid having to hunt down things that would be difficult or impossible to obtain. Most of the expensive materials that don't qualify can be found relatively easily even if they're expensive still. Picking the Fast Study discovery especially would also be a must. Only ever prepare a fraction of your spells, maybe half at most. As long as you have one minute (extremely common), you can prepare one or several spells. Worst case scenario your Time Stutter discovery can be used to let you completely safely teleport out and/or to your demiplane (The last thing anyone sees of you or any of your level 10 Simulacrums would be them saying "STOP" and then they've disappeared.) This way you keep others from ever being able to find out about your spellcasting.
Maybe even take the Conceal Spell feat so that you can have the Simulacrums or yourself openly cast with nobody or few ever knowing.
The opportunities are nearly endless.
I prefer component freedom . . .
When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1.
Straight out duplicates the effect of a fully powered mythic eschew components ignoring 1,000 GP worth of materials and as an added bonus you can choose at casting to instead ignore that or a different component meaning you can with this duplicate the effects of still/silent spell with no cost. Take it 3 times and all your spells require no somatic, verbal or material components worth less than 1,000 GP.
VoodistMonk wrote:Well, technically YOU are the mythic caster, so you know as you prepare all your contingencies etc, you could just pop onto some forums to pick a few brains on how to handle stuff, including radiation related stuffYeah, I just don't see radiation being what slows/stops/incapacitates/harms/kills the Wizard.
I think we need to abandon all hope if we are banking the future of humanity as we know it on using radiation to combat the Wizard. Pack it in, boys, we lost.
flash of omniescence 100% accurate advice on the best course to take as long as you have time to use it.
Nigrescence wrote:Why would I possibly want to prove it? Just put a giant target on me?
I would use combinations of my own demiplane and teleportation skills to corner the shipment industry and get insane money.
All deals would be done through a Simulacrum which has also altered itself to look different from me, or another sufficient representative (the options are nearly endless).
Not to mention I could make tons of money off of fabrication contracts for even simple manipulation of materials to accomplish all kinds of tasks for absurd quantities in an incredibly short amount of time.What's more, I could be the most effective philanthropist of all time. I wouldn't need the money to accomplish any of it, I just need the money as a cover so that people can believe it's possible I've been able to accomplish so much good.
Also wishing for scientific cures for cancer and whatnot.
Well, how would you handle it if people found out you did have phenomenal cosmic powers? and said people were too numerous enough that erasing/modifying their memories would be too time consuming, not to mention all the stuff they've posted online.
How would you approach the world/society then?
Well that depends on how the universe works if its the "multiverse where every choice play's out somewhere" Just hop over to one where you didn't get powers, replace yourself and try again. Or if your not comfortable with killing/tossing an unpowered you into a world that's after them go to one where you just assume a different life. Planeshift, alter apperance, wish ID, "Hello I found these fire opals in blah, blah and I'd like to sell them.", live new life.
If that's not the case this is where sanctum or create demi-plane come in and just retreat to a quiet place humanity has no ability to reach for a century or so.
If you're worried about friends family that's where the problem comes in as they presumably wont want to leave their lives behind and now you've an ongoing need to protect potential hostages.
LordKailas |
Spell Sage. But I'm like 99.99% sure Planetary Adaptation covers it. It's basically turbo endure elements and our planet has naturally occurring places that are incredibly irradiated. Heck, the Merriam-Webster dictionary lists radioactive gas as an example of toxicity which Planetary Adaptation specifically states it protects you from.
My interpretation of the spell is that it protects you from any prevalent hazards that natives to the planet are adapted to. Not that it protects you from every natural hazard that exists anywhere on the planet. There is also the problem that if you are a native to earth then casting the spell on earth specifically doesn't do anything. The spell is based on (and even references) planar adaption which (in addition to other things) only grants resistance 20 (not even immunity) to a single element prevalent on the plane. If there's more than 1 you have to choose and are just out of luck for the rest.
Spell Sage, would certainly help since you actually cast the spells instead of casting them as Spell like abilities, meaning you can apply metamagic to them.
Meirril |
LordKailas wrote:Radiation is classified as a poison effect so anything that grants resistance or immunity to poison also aids you not to mention the Planetary Adaptation spell I linked from earlier.Xarath wrote:Then again, a mythic Wizard could probably whip up a Immunity to Radiation spell or something similar? 7th or 8th level, make it into an item and voila, immunity.Such a spell would be quite valuable on Golorian as there aren't currently any spells that make you immune to radiation. At best there are spells that grant a bonus to your save against radiation effects.
As for making it into an item. Sure, there is a magic item that makes you immune. However, that's assuming that the materials exist on our world to make legit magic items. Wealth may not be an issue as a high level wizard and there's even a mythic ability that eliminates the need for a spellbook. But, while having magic makes it easier to create magic items, it's possible to create them without being a spellcaster. This suggests that the magic infused in the item comes from the material components used. The fact that our world isn't overflowing with magic items also indicates that such components are at best rare and worst non-existent.
Radiation is a poison effect. Planatary Adaptation doesn't give any sort of protection from poison, even if the planet is covered in it. There are also a few spells based on radiation and for dealing specifically with radiation.
Scavion |
Scavion wrote:LordKailas wrote:Radiation is classified as a poison effect so anything that grants resistance or immunity to poison also aids you not to mention the Planetary Adaptation spell I linked from earlier.Xarath wrote:Then again, a mythic Wizard could probably whip up a Immunity to Radiation spell or something similar? 7th or 8th level, make it into an item and voila, immunity.Such a spell would be quite valuable on Golorian as there aren't currently any spells that make you immune to radiation. At best there are spells that grant a bonus to your save against radiation effects.
As for making it into an item. Sure, there is a magic item that makes you immune. However, that's assuming that the materials exist on our world to make legit magic items. Wealth may not be an issue as a high level wizard and there's even a mythic ability that eliminates the need for a spellbook. But, while having magic makes it easier to create magic items, it's possible to create them without being a spellcaster. This suggests that the magic infused in the item comes from the material components used. The fact that our world isn't overflowing with magic items also indicates that such components are at best rare and worst non-existent.
Radiation is a poison effect. Planatary Adaptation doesn't give any sort of protection from poison, even if the planet is covered in it. There are also a few spells based on radiation and for dealing specifically with radiation.
Planetary Adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air.
Depending on what toxicity means to you that should answer your question. In game terms, toxicity frequently refers to poison. It's also a higher spell level than most of the radiation spells.
Nigrescence |
Planetary Adaptation is clearly designed to provide protection from blanket conditions across the entire plane. Let's use the radiation example. Assume that all locations habitable to native organisms on that plane are bombarded with extreme amounts of radiation non-stop with no possible place to hide (or very rare). Assume that air simply doesn't exist in any otherwise inhabited location on that plane.
It would allow you to persist in those specific conditions which are plane-wide.
Let's take real life for example, though. Just because radiation exists and is a hazard doesn't mean you would get immunity to it. And just because breathable air is statistically sparce in the universe doesn't mean that you would be granted the ability to breathe in space (unless you specifically cast it to breathe in space as its own separate world). We also have deadly volcanoes. Fire immunity? Frigid climate zones. Cold immunity? Lightning storms (and our power grids). Electricity immunity? Plenty of natural acid areas. Acid immunity?
Of course not.
It's meant so that on the plane of fire you don't immediately burn to death (and even then you don't get immunity, you would only get resist fire 20). On a plane with no air you don't suffocate. Stuff like that. Regular situational hazards STILL APPLY.
Xarath |
Hmm, if say, you have been active around the world as a mythic Caster, how do you think groups around the world are going to work on replicating your abilities?
Straight out experimentation, trading with you or even trying to kidnap you (if that could even work out). Hostage taking, especially any family or close friends you might have?
Senko |
I think cleric would be the dangerous one. I'm a wizard/cleric/psychic/fighter its me, my powers, my skills, my knowledge. A cleric generally (I know pathfinder lets you be a cleric of the abstract conciousness of oneness with the wokening) comes with a god attached and now, now its not just an insanely powerful but still theoretically mortal being who may be acting on this world. It's a god a being able to alter and shape reality, to empower their worshipers with divine powers and send forth angels/demons/dragons/etc to do their work. Plus its quite likely they wont be the only one drawn here as other gods work to aid/hinder them. That changes the whole dynamics of the situation.
Nigrescence |
Radiation is far more common than all of those things on our particular "material plane"
However it's a situational hazard. On our planet (our world) the background radiation we receive from the sun is essentially non-harmful. Fire and cold are also incredibly common on our planet, but you wouldn't gain resistance to those either, or water-breathing.
Scavion |
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Ryan Freire wrote:Radiation is far more common than all of those things on our particular "material plane"However it's a situational hazard. On our planet (our world) the background radiation we receive from the sun is essentially non-harmful. Fire and cold are also incredibly common on our planet, but you wouldn't gain resistance to those either, or water-breathing.
Then...the spell does nothing? Despite it specifically stating it protects you from harmful environmental effects on the planet. There's nothing that says in the spell text that says it only protects against situational hazards. It also specifically states it protects you from lack of air which considering the majority of our planet is water, water-breathing seems pretty obvious.
Also the sun not being harmful is kinda hilarious. Extreme Temperatures it specifically states it protects against. It goes on to say Additionally you get some energy resistance vs a prevalent energy type on the planet. Guess what Earth is primarily composed of? Molten rock.
Endure Elements is a 1st level spell. This is the big daddy of version of it at level 5.
Scavion |
1 person marked this as a favorite. |
I think cleric would be the dangerous one. I'm a wizard/cleric/psychic/fighter its me, my powers, my skills, my knowledge. A cleric generally (I know pathfinder lets you be a cleric of the abstract conciousness of oneness with the wokening) comes with a god attached and now, now its not just an insanely powerful but still theoretically mortal being who may be acting on this world. It's a god a being able to alter and shape reality, to empower their worshipers with divine powers and send forth angels/demons/dragons/etc to do their work. Plus its quite likely they wont be the only one drawn here as other gods work to aid/hinder them. That changes the whole dynamics of the situation.
With mythic, you can straight up be a Cleric of yourself. :D And grant spells to your new religion. In that scenario, I'd probably just try to unite all the world's religions into my own faith.
Nigrescence |
Then...the spell does nothing? Despite it specifically stating it protects you from harmful environmental effects on the planet.
The spell would do nothing... on Earth. Unless you were naturally unable to survive in our atmosphere normally.
The spell would only give fire resistance in something like... the plane of fire. Which has burning EVERYWHERE. Also I specifically pointed out situational hazards as being NOT protected by the spell.
Senko |
1 person marked this as a favorite. |
Nigrescence wrote:Ryan Freire wrote:Radiation is far more common than all of those things on our particular "material plane"However it's a situational hazard. On our planet (our world) the background radiation we receive from the sun is essentially non-harmful. Fire and cold are also incredibly common on our planet, but you wouldn't gain resistance to those either, or water-breathing.Then...the spell does nothing? Despite it specifically stating it protects you from harmful environmental effects on the planet. There's nothing that says in the spell text that says it only protects against situational hazards. It also specifically states it protects you from lack of air which considering the majority of our planet is water, water-breathing seems pretty obvious.
Also the sun not being harmful is kinda hilarious. Extreme Temperatures it specifically states it protects against. It goes on to say Additionally you get some energy resistance vs a prevalent energy type on the planet. Guess what Earth is primarily composed of? Molten rock.
Endure Elements is a 1st level spell. This is the big daddy of version of it at level 5.
...
With mythic, you can straight up be a Cleric of yourself. :D And grant spells to your new religion. In that scenario, I'd probably just try to unite all the world's religions into my own faith.
True but generally speaking with clerics you get gods.
As for planetary adaption its intended more for planetary hazards than environmental ones. That is human + earth = nothing exceptions aside you live on the planet fine however human + mercury = immunity to the extreme heat, cold and radiation that would otherwise kill you, human + jupiter = immunity to the immense gravity and toxic gasses. Its a very useful spell you just have to look at the average planetary/planar conditions to see if/what it protects against.While earth has some exceptions its generally very hospitable to humans and thus the spell isn't much use to a human here, if however you needed methane to breathe then it'd protect you against earths toxic to you atmosphere.
Xarath |
Senko wrote:I think cleric would be the dangerous one. I'm a wizard/cleric/psychic/fighter its me, my powers, my skills, my knowledge. A cleric generally (I know pathfinder lets you be a cleric of the abstract conciousness of oneness with the wokening) comes with a god attached and now, now its not just an insanely powerful but still theoretically mortal being who may be acting on this world. It's a god a being able to alter and shape reality, to empower their worshipers with divine powers and send forth angels/demons/dragons/etc to do their work. Plus its quite likely they wont be the only one drawn here as other gods work to aid/hinder them. That changes the whole dynamics of the situation.With mythic, you can straight up be a Cleric of yourself. :D And grant spells to your new religion. In that scenario, I'd probably just try to unite all the world's religions into my own faith.
Mythic Divine Source? A lot of damage you could do with that, especially since you're granting spells/power to everyone?
That's going to escalate things no?
Zepheri |
Zepheri wrote:Let's change the class what about if you are a druid, cleric or psychic lv 20/mythic 10 can affect in our world.A psychic would be the least obvious, since calling yourself a psychic would just file you away with the rest of the so called "psychics", correct?
Well every time I play a psionic it's to be the psychiatrist because the gm use the horrors adventure in aeons, the 2 runelords AP and in wrath ap
Scavion |
2 people marked this as a favorite. |
Scavion wrote:Senko wrote:I think cleric would be the dangerous one. I'm a wizard/cleric/psychic/fighter its me, my powers, my skills, my knowledge. A cleric generally (I know pathfinder lets you be a cleric of the abstract conciousness of oneness with the wokening) comes with a god attached and now, now its not just an insanely powerful but still theoretically mortal being who may be acting on this world. It's a god a being able to alter and shape reality, to empower their worshipers with divine powers and send forth angels/demons/dragons/etc to do their work. Plus its quite likely they wont be the only one drawn here as other gods work to aid/hinder them. That changes the whole dynamics of the situation.With mythic, you can straight up be a Cleric of yourself. :D And grant spells to your new religion. In that scenario, I'd probably just try to unite all the world's religions into my own faith.Mythic Divine Source? A lot of damage you could do with that, especially since you're granting spells/power to everyone?
That's going to escalate things no?
Well not everyone. Just the people who agree with me and follow my code of conduct like any cleric. Morality will be a lot more clear to people and my clerics will have a hard time hiding their own wrongdoing if they suddenly lose their powers.
Xarath |
Xarath wrote:Well not everyone. Just the people who agree with me and follow my code of conduct like any cleric. Morality will be a lot more clear to people and my clerics will have a hard time hiding their own wrongdoing if they suddenly lose their powers.Scavion wrote:Senko wrote:I think cleric would be the dangerous one. I'm a wizard/cleric/psychic/fighter its me, my powers, my skills, my knowledge. A cleric generally (I know pathfinder lets you be a cleric of the abstract conciousness of oneness with the wokening) comes with a god attached and now, now its not just an insanely powerful but still theoretically mortal being who may be acting on this world. It's a god a being able to alter and shape reality, to empower their worshipers with divine powers and send forth angels/demons/dragons/etc to do their work. Plus its quite likely they wont be the only one drawn here as other gods work to aid/hinder them. That changes the whole dynamics of the situation.With mythic, you can straight up be a Cleric of yourself. :D And grant spells to your new religion. In that scenario, I'd probably just try to unite all the world's religions into my own faith.Mythic Divine Source? A lot of damage you could do with that, especially since you're granting spells/power to everyone?
That's going to escalate things no?
I think if you start the Divine Source, its going to be a wild time. For one thing, people praying to you can actually receive, genuine tangible power.
Its gonna change a lot of things.