3 lv.9 spell, immediate action time to throw BBEG to Positive plane with no save? [Archive] - Wizards Community

Post/Author/DateTimePost
royard

01-16-07, 07:55 PM
I think this either doesn't work, or is old. But anyways it looks solid (well, as far as I am the one looking at it, anyways).

New feature: No chance of getting the spells dispelled.

Feat: Improved Familiar, Familiar Concentration, Sudden Extend, delay spell. Metamagic School Focus (Evocation), Arcane Thesis (Telekinetic Sphere), Arcane Mastery, 7 total.

If you want, get Spell Penetration, Greater Spell Penetration, 9 total. Get some more SR defeating ones. If you must, use character flaw and get two more.

So, a Delayed Telekinetic Sphere is 9th level (thesis -1, Metamagic School Focus -1 usable 3/day).

Class: Evoker. Start with a 18 INT, and put at least one point in there.
Race whatever, Total feat 11+, used 7.
Familiar: Any. Size small is preferred.

Equipment: Ioun Stone Orange (+1 CL, so you have 21CL +take 10), See text.

On your round, Cast Celerity. Using the SA granted, Sudden Extended Time Stop.
No chance of dispell here, since celerity-granted action is similar to time stopped actions (you are getting your next round, effectively).

Round 1: Dazed.
Round 2: Gate (positive energy plane) 10 ft next to BBEG, and let your familiar concentrate on it. According to Share Spell of familiar quality, It should be with you. Remember to give your familiar a Headband of Int +4 (before this encounter) to make it possible for it to concentrate on a 9th level spell.
gate:
http://www.d20srd.org/srd/spells/gate.htm

Round 3 to round last-2: Waste.
Round last-1: Move action, swift action Assay spell resistance (spell compedium, +10 to beat SR, total 21 CL +10 +take 10 = 41, optional), Delayed (1 round) Telekinetic Sphere
http://www.d20srd.org/srd/spells/telekineticSphere.htm

Note: Telekinetic Sphere affects an area, so delay works. no targeting is needed, so time stop works.
Round last: Standard action, Move action, greater celerity.

Right after you cast greater celerity but before you take that standard action + move action, time stop ends.
Delayed Telekinetic Sphere kicks in right after time stop ends.
Now a Telekinetic Sphere is on BBEG, he cannot do anything to prevent that. (Only object gets a save and SR)

No chance of dispell here, since it happened .


Standard action from gtr. celerity:
Move that sphere into the other side of gate.


Move Action from gtr. celerity: let your familiar stop concentrating on Gate, closing it.


After this, you are dazed, but BBEG is effectively dead.

Total cost: 9th level x3, 8th level x1, 4th level x1.


...Of course, this is a varyation on the gate trick. Anything works with a gate works with this one.

So, essentially this is a trick to take out non-casters really fast, while mainteining a somewhat healthy build and not so much feat-intensive; also this is somewhat of a simple build. FR specific, sadly, but oh well.

...Does this thing work?
PhoenixInferno

01-16-07, 08:04 PM
It sounds a lot like the ol' Reverse Gravity + Gate combo.
Hanniball

01-16-07, 08:28 PM
...Does this thing work?

It appears so, but you're actually using 3 9th lvl spells, an 8th lvl spells and a 4th lvl spell; not 2 9th lvl spells :P
mercury529

01-16-07, 08:42 PM
Resilient Sphere grants a Reflex save to creatures. Telekinetic Sphere allows objects to be included in the sphere and also grants objects a Reflex save. Does the fact that Resilient Sphere granted a reflex save to creatures give Telekinetic Sphere a reflex save to creatures? It just seems a little weird that objects woudl get a reflex save and creatures wouldn't.
jedrious

01-16-07, 09:22 PM
two 5th level spells and one 9th level spell
1 plane shift to positive energy plane
2 gate specific individual to your side ordering them to sit here until further instructions
3 plane shift back
Drill_Sgt

01-17-07, 12:33 AM
2 gate specific individual to your side ordering them to sit here until further instructions

Unique individuals do not have to answer the summons through a gate, and should they choose to, they are not bound by the orders of the summoner.
royard

01-17-07, 12:34 AM
So the slightly new build exclude the chance of getting the spells dispelled, even when the enemy might have celerity.



It appears so, but you're actually using 3 9th lvl spells, an 8th lvl spells and a 4th lvl spell; not 2 9th lvl spells :P

I coundn't count...


Resilient Sphere grants a Reflex save to creatures. Telekinetic Sphere allows objects to be included in the sphere and also grants objects a Reflex save. Does the fact that Resilient Sphere granted a reflex save to creatures give Telekinetic Sphere a reflex save to creatures? It just seems a little weird that objects woudl get a reflex save and creatures wouldn't.

I would argue Telekinetic Sphere is an improvement on Forcecage, which doesn't grant saving throws or SR.
Lafing Cat

01-17-07, 02:29 AM
The (object) line in Telekinetic sphere does *not* mean that only objects get Saves/SR. It means the effect *works* on objects

(object)

The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, or the like) by a creature resisting the spell, in which case the object uses the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects.) A magic item’s saving throw bonuses are each equal to 2 + one-half the item’s caster level.

The spell is *not* an improved version of Forcecage, its an improved version of Resilient Sphere. (It even says 'as resilient sphere except'). Sorry, they get a save.