Artificer Nuke [Archive] - Wizards Community

Post/Author/DateTimePost
Qaetar

12-13-04, 06:55 AM
Basic Combo: Artificer uses a Staff of Apocalypse from the Sky.
He uses Metamagic Spell Trigger to add to his Apocalypse from the Sky Born of the Three Thunders and Explosive Spell, both from Complete Arcane.

Explosive Spell causes 1d6 damage per 10' moved and moves people outside the Area of the spell. At ground zero, at Caster Level 17 (minimum), that's 170 miles = 897,600 ft = 89,760d6, avg 314,160 damage, and it removes them from your presence.

If you don't want to risk your own Reflex save, simply apply Delay Spell then Ethereal Jaunt to remove yourself from the area while your nuke goes off.

Side effects: All unattended, nonmagical objects, including trees, dirt, boulders, vehicles, buildings, take 10d6 sonic damage. 19 out of 20 creatures (for the most part), are jettisonned from the area, taking 300,000 near ground zero.

(Qaetar)

P.S.: Some of you will say Born of Three Thunders does not apply to Aocalypse from the Sky because AftS does not have an energy descriptor. To those I say, CustServ:

"Apocalypse from the Sky, from Book of Vile Darkness, pg. 85, deals
the caster's choice of fire, acid or sonic damage. Does this add the
appropriate energy descriptor ([Fire], [Acid], [Sonic]) to the spell
or is this spell always without Energy Descriptor."

"Yes, it would apply the correct type to the spell."
Talosan

12-13-04, 07:09 AM
Dm: "Yeh, so this new campaign world took me weeks to build. I've written pages of history, loads of individual NPCs and a gripping story line to boot! Boy, you guys are in for a treat. Got your characters ready? So, your all sitting in a bar in the capital city and-"

Player: "I activate my staff"

Dm: "What staff..........oh......"

Seriously though, thats just horrible.
catharz

12-13-04, 07:15 AM
Sonds like a good adventure hook: Stop the evil artificer from making and then using a staff of AftS on Sharn or something.
Magnificate

12-13-04, 08:03 AM
Well, I see a small problem. You need 50 artifacts to craft that kind of staff, didn't you?
Zan

12-13-04, 08:49 AM
Well, I see a small problem. You need 50 artifacts to craft that kind of staff, didn't you?
I guess you could just buy it.
RadicalTaoist

12-13-04, 02:15 PM
I guess you could just buy it.:rofl:

Seriously now, don't forget the metamagic feat Energy Substitution. You need a [lightning] descriptor spell to attach Born of the Three Thunders.
SaintX

12-13-04, 03:22 PM
4d6 wisdom drain per casting... thats a convoluted staff creation process.
prepare the spell, cast the spell for the day while making the item, cast restoration. wash, rinse, repeat 49 more times.
EDIT: nevermind. the item causes the wisdom drain on the user, not the creator.
djinni

12-13-04, 04:22 PM
prepare the spell, cast the spell for the day while making the item, cast restoration. wash, rinse, repeat 49 more times.
creator.

or you could just wish for it....
Impeesa

12-13-04, 04:48 PM
I guess you could just buy it.

Artifacts have no price, so you don't have to figure that in when calculating the market price... right? ;)

--Impeesa--
Zsasz_Diedne

12-13-04, 07:32 PM
Eeeeeevil, the frewits of the :devil:
Thank the gods for Rule 0
:D
lordrin

12-13-04, 08:07 PM
this doesn't work.....
The last paragraph of Explosive Spell says :

"Explosive Spell can be applied only to spell that allow Reflex saves and affect an area (a cone, cylinder, line or burst)"

While you do meet the burst requirement, AftS says "Saving Throw: None"

Otherwise, sweet sassy molassy! I would be all over this!

*EDIT* Didn't completly look at Born of the Three Thunders which DOES make the spell allow for a saving throw so you could add in Explosive Spell, so please ignore me completly. *EDIT*
Funny Slaughter

12-13-04, 09:32 PM
now thats a really nasty exploration! :bow:

gs
Funny
cowdragon

12-14-04, 01:38 AM
I DO love that combo.

I didn't actually realize you needed to cast a spell fifty times to create an item. I figured you could just buy a scroll, craft the staff, go blow stuff up. hmmm...gotta go study the new "item creation" guidelines on the WotC sire.


The Cowdragon :mage:
GooseOfMercy

12-14-04, 01:42 AM
Explosive Spell causes 1d6 damage per 10' moved and moves people outside the Area of the spell. At ground zero, at Caster Level 17 (minimum), that's 170 miles = 897,600 ft = 89,760d6, avg 314,160 damage, and it removes them from your presence.

Wow, WotC needs to learn physics. They do realize that objects max out on speed due to air friction, don't they?....don't they? *echo*
cowdragon

12-14-04, 09:46 AM
Physics and magic are ingredients in a cocktail of evil pain!!!! muhahaha.


The Cowdragon :mage:
Zan

12-14-04, 09:56 AM
Wow, WotC needs to learn physics. They do realize that objects max out on speed due to air friction, don't they?....don't they? *echo*

Well, WW rules allowed a Werewolf to jump more than 40.000 Km with the right optimization.

Ok, ok. D&D has the moon-throwing HH. :)
Iry

12-14-04, 11:47 AM
At the moment I'm playing a misguided War Wizard with just such a vendetta. Everything he's ever heard or learned about the nation of his birth has been a string of terrible upon horrible, stacked up to make it seem as if each inhabitant were worse than Thay from the Forgotten Realms setting. He's being groomed, and designed by his lords to be sent against the realm and lay waste to it with a vengeance. The character is the pawn in the plot, and has yet to even begin questioning his masters, holding a certain disdain from their teachings for the unreliability of Divination magicks and things like 'Prophecy', pfeh.

Mere days after he achieves level 17, should he live so long, he will teleport into a highly populated part of that continent, and get himself a house. There upon, fully mindblanked, he is going to limited wish that the next spell he casts be cast as an Explosive Spell (A feat he will have.), and begin casting the spell. Apocalypse from the Sky that has been Born of the Three Thunders. Sudden Maximized. Sudden Empowered. War Wizard Enhanced Widened.

Effective Caster Level 20 (17+3). Area of Effect 400 Miles Radius.
Average Object Damage: 60 Sonic, 60 Lightning.
Average Person Damage: 211,200d6 Explosive, 60 Sonic, 60 Lightning.

However, the question remains A) Can Maximize/Empower work on the Explosive Damage component? B) Is it completely resonable to cap out Explosive Spell at 20d6, the same as Falling?
RadicalTaoist

12-14-04, 11:48 AM
I'd rather use the spell Erupt from Serpent Kingdoms. Personally.
Impeesa

12-14-04, 03:18 PM
this doesn't work.....
The last paragraph of Explosive Spell says :

"Explosive Spell can be applied only to spell that allow Reflex saves and affect an area (a cone, cylinder, line or burst)"

While you do meet the burst requirement, AftS says "Saving Throw: None"

Otherwise, sweet sassy molassy! I would be all over this!

*EDIT* Didn't completly look at Born of the Three Thunders which DOES make the spell allow for a saving throw so you could add in Explosive Spell, so please ignore me completly. *EDIT*

Yeah, but metamagic only applies to the base spell. ;)

--Impeesa--
cowdragon

12-15-04, 01:00 AM
I just read what Erupt does...craziness!


The Cowdragon :mage:
lordrin

12-15-04, 01:39 AM
so I wasn't crazy?? I was right?? :eek: :blink:

well I'll be a hasted 3 toed sloth.....