Confused about Mythal DCs/ST [Archive] - Wizards Community

Post/Author/DateTimePost
danielmayer

09-10-07, 04:27 AM
Hi all,
I just want to have clarified some saving throw DCs/Spellresistance-matters of epic spells and mythals.

According to W-CoS, Ahrhaigion's Dragonward has a Will DC of 41, according to Dragons of Faerun the DC is 51.
To me, both are wrong.
The DC for a saving throw is 10+Spell lvl (=10, epic spell) + Int (if wizard). According to DoF, the Will DC has been improved by +29. So a end DC of 41 is fully out of question.
But for a DC of 51, the Int of Ahrhaigion would have only been 14...
Is there a write-up of Ahrhaigion anywhere out there? The Int needs to be >=20 to cast any epic spell, but, imho, the casters' Int should have been around 24, resulting in a DC of 56...?

Thus far to the Faerun related topic ;)
The second question concerns the applicable "basis" for mythals per se:
The saving throw DCs and rolls against spell resistance are determined at the casting of the mythal, right? So when casting a mythal at caster-lvl 33, the basis to beat SR for all included prevalent powers/spells, etc would be d20+33? And the ST DCs would be for each spell 10+actual spell lvl+(Int of the caster when creating the mythal)? How are prevalent powers rated then? lvl3/lvl6/lvl9-powers (minor/medium/major power)?
So, to be specific, two cases:
1) Creating a phaerimm-destructive mythal, the destroy-seed shall be included, keyed to phaerimms and powerd up by 20d6, so any phaerimm who enters the range of the mythal shall suffer 40d6 damage. So for this component the calculation is:
= 29 (destroy seed) + 40 (+20d6) x2 (keyed) = +118 DC.
Now, the central caster has lvl 33 and an Int of 34. After destroy has a fortitude ST for half damage, this would make an ST-DC of 10+10+14 = 34. SR would be overcome with d20+33. Right? Do you include INT-bonuses from items when calculating?
The included alarm if some phaerim did survive that, adds another DC of 0.2 (spell-lvl 1 x caster-lvl 1 x 2 keyed to ph.)...

Please comment/correct that ;)


Edit:
Oh, now.... now I'm *really* confused... "area"
Mythal base area = 100 feet.
Epic spells: increament by 100% = +2 DC.

Now....
King-Killer-Shield-area = 12.800 feet radius dome, "increase area by 700% (+28 DC)"
Dracorage-area = all Faerun, "increase to all Faerun intermitted (+925 DC)"
Is anyone able to understand this?
If I calculate: 100'->200'->400'->800'->1600'->3200'->6400'->12.800' = + 700% base. Ok.
But then the DC: +700% area should be +2 per 100% * 7 = +14. Not +28.
But that implies the 7th power with the base 2 (100' * 2^7) for calculating the area.

Now the Dracorage...
DC +925 / 2 (per 100%) implies a power of 462,5 to the base 2, so (100' * 2^462,5). I can't really interpret that area (above 137 * "0" in the numer...), but it's most likely something more than only Toril...

And they are printed in the same book...

*sigh*
Help?
lavekkia

09-10-07, 06:50 AM
The answer un fortunately is simple: they made HUGE mistakes in the writing of these spells.

Try here:
http://boards1.wizards.com/showthread.php?t=548975
There are a bunch of spells that use the mythal seed in combination with other seeds.

As to your mythal... you have 2 choices: make a major custom power (DC + 50) (permanent disintegration) keyed to phaerimm (DC x 2).
The other way is to add the destroy seed to the spell and make it permanent (so DC 29 x 5) plus adding an ad - hoc factor since the destroy seed is instantaneous (at least DC + 30).
The second method is IMHO more appropriate but in the end the choice is yours.
danielmayer

09-10-07, 08:42 AM
Thanks for the answer, your first option resembles the example in LEoF with the meteor swarm on dragons. I think that should do it. But your second one would count only if no mythal seed is present. And that would indeed be better, for I don't like the idea of two "overlapping" mythals...

Thanks for the epic-spells-link, but I remain uncertain.
On the first pages, one counted the range/area linear for to correct a stated spell, resulting in DC 26.xxx, even the would-be-divine-KarsustM states in this (http://forums.gleemax.com/showpost.php?p=8433248&postcount=55) that 20 mile radius = 1000% = DC +40... ok. Energy used as weather effect has 2 mile base radius. But then 20 miles would only be 900% increament, wouldn't it? And there remain the +40 DC for 10*100%... should be +20 DC, then...

Argh. Am I the one who can't calculate??
:confused: :confused: :confused: :confused:

What DC increament by which % would be a mythal of about 60 miles radius?
lavekkia

09-10-07, 08:54 AM
I don't know for sure but i suppose that the real radius is 22 miles
and by looking the SRD area increase by 100% is DC + 4
Karsus the Mad

09-12-07, 08:44 AM
Thanks for the epic-spells-link, but I remain uncertain.
On the first pages, one counted the range/area linear for to correct a stated spell, resulting in DC 26.xxx, even the would-be-divine-KarsustM states in this (http://forums.gleemax.com/showpost.php?p=8433248&postcount=55) that 20 mile radius = 1000% = DC +40... ok. Energy used as weather effect has 2 mile base radius. But then 20 miles would only be 900% increament, wouldn't it? And there remain the +40 DC for 10*100%... should be +20 DC, then...

Argh. Am I the one who can't calculate??
:confused: :confused: :confused: :confused:

What DC increament by which % would be a mythal of about 60 miles radius?
That would be my fault. I meant increase to 1,000%, not increase by 1,000%. I then calculated according to my mistake, for +40 rather than +36.
The 'increase area 100%' factor is +4, not +2.
What DC increament by which % would be a mythal of about 60 miles radius?
316,800 feet radius. Mythal has a base radius of 100 feet (316,800ft-100ft (for base radius of mythal seed) so 316,700ft/100ft. You'd have to apply the factor 3,167 times. You're looking around a +12,668 DC.
That's rather hefty. Various mitigating factors can be used to decrease it somewhat, but it's still huge. You could go the simple route and instead of making it 60 miles, increase it to only 3 miles (roughly) for +632, and then apply the increase area by level (+25). That'd give you a minimum area of around 60 miles. You could then simply cap it at 60 (if you're higher than 21st level). Some DM's tho' would find that method of getting around high DC's a bit cheesy.
Zarreth_Nessad

09-12-07, 01:05 PM
That would be my fault. I meant increase to 1,000%, not increase by 1,000%. I then calculated according to my mistake, for +40 rather than +36.
The 'increase area 100%' factor is +4, not +2.

316,800 feet radius. Mythal has a base radius of 100 feet (316,800ft-100ft (for base radius of mythal seed) so 316,700ft/100ft. You'd have to apply the factor 3,167 times. You're looking around a +12,668 DC.
That's rather hefty. Various mitigating factors can be used to decrease it somewhat, but it's still huge. You could go the simple route and instead of making it 60 miles, increase it to only 3 miles (roughly) for +632, and then apply the increase area by level (+25). That'd give you a minimum area of around 60 miles. You could then simply cap it at 60 (if you're higher than 21st level). Some DM's tho' would find that method of getting around high DC's a bit cheesy.

Quick question: Where does it say about increasing the area based on level? The only area increase modifier I can find is the first one mentioned (at +4 for 100% increase).
Karsus the Mad

09-12-07, 01:18 PM
Quick question: Where does it say about increasing the area based on level? The only area increase modifier I can find is the first one mentioned (at +4 for 100% increase).
It's a factor used in various epic spells in Champions of Ruin.
danielmayer

09-12-07, 02:59 PM
Ok, thankss,
the level-dependend increase may be cheesy, but I can't think of another way to get some larger-scale effects.
It's kind of a thing: 60 mile mythal vs. 200+ dead casters.... really a little bit hefty. The mythal wouldn't have any effects so far :rolleyes: :rolleyes:
Imho, your "Killing Storm" is a kind of misuse of the SRD-rules btw. Using a weather-effect to get a miles-wide type of acid-ball isn't what the rules meant. There you'd have to increase range and area for energy(acid) independend I think. getting such a nice killing-thing for DC60+ against a non-functional 60mile-magical-field with DC 12.000+.... the relation is missing by somewhat :D
Ok, using the level-dependend rule, a lvl-30-mythal-caster would just need to develop the area to 2 miles to get a final 60 mile-radius, right?
So a base DC of 25 + (10460ft/100=105*4=420) +25 lvl-dep = 450. For getting a 60mile-mythal that should be ok. Even if the Dracorage-Mythal only has DC 925 for world-wide ;)
Perhaps someone can get Boyd&Bernstein explaining the spells? ;)
I can live with your solution, KM, thanks.
EytanBernstein

09-12-07, 04:49 PM
Ok, thankss,
the level-dependend increase may be cheesy, but I can't think of another way to get some larger-scale effects.
It's kind of a thing: 60 mile mythal vs. 200+ dead casters.... really a little bit hefty. The mythal wouldn't have any effects so far :rolleyes: :rolleyes:
Imho, your "Killing Storm" is a kind of misuse of the SRD-rules btw. Using a weather-effect to get a miles-wide type of acid-ball isn't what the rules meant. There you'd have to increase range and area for energy(acid) independend I think. getting such a nice killing-thing for DC60+ against a non-functional 60mile-magical-field with DC 12.000+.... the relation is missing by somewhat :D
Ok, using the level-dependend rule, a lvl-30-mythal-caster would just need to develop the area to 2 miles to get a final 60 mile-radius, right?
So a base DC of 25 + (10460ft/100=105*4=420) +25 lvl-dep = 450. For getting a 60mile-mythal that should be ok. Even if the Dracorage-Mythal only has DC 925 for world-wide ;)
Perhaps someone can get Boyd&Bernstein explaining the spells? ;)
I can live with your solution, KM, thanks.

Eric Boyd is a better person to ask than I am. He did all the epic spell work I can recall in Dragons, Power, and other recent books.
danielmayer

09-12-07, 04:57 PM
:bow: :bow: :bow: :bow: :bow: :bow: :bow:
I'm blessed by an author's answer!
- Now I know how a cleric feels who successfully cast a commune :D
Karsus the Mad

09-12-07, 11:02 PM
Ok, thankss,
the level-dependend increase may be cheesy, but I can't think of another way to get some larger-scale effects.
I think that was the reasoning behind it :) How to mechanically explain some spells effects that are facts in canon? :P
Imho, your "Killing Storm" is a kind of misuse of the SRD-rules btw.
To be honest, pretty much every Epic Spell I've ever developed is a misuse of the SRD. It's part of being a wizard. How to manipulate the laws of reality (or in this case, the RAW of Epic Spellcasting) is a standard course in "Wizards of 21st level or above". Also, I was attempting to mechanically represent a high magic ritual, which, despite 3.5 statements of High Magic being the elven term for Epic Magic, is not easily (if at all) duplicated utilizing the 3.5 Epic SRD. There's a few spell effects in which I've had trouble duplicating (the Sundering, Mavin's World Weave [I think I did as good a job as possible tho'], Proctiv's Breach Crystal Sphere, and Karsus's Avatar, to name a few), simply because of mechanical....difficulties.
Using a weather-effect to get a miles-wide type of acid-ball isn't what the rules meant.
Actually, I think I did get it right in this regard. It was afterall a storm (an arcane and horrific perversion of a natural storm, but a storm none the less). The Weather aspect of the Energy seed seems only natural (to me at least). Obviously I added in Energy (fire) and Energy (acid), in accordance with Epic Spellcasting rules.
There you'd have to increase range and area for energy(acid) independend I think.
Only the primary seed dictates such, which I deemed to be the Energy (weather) seed. The fire and acid aspects of the Energy seed were secondary seeds and effects. Depends on interpretation I suppose.
getting such a nice killing-thing for DC60+ against a non-functional 60mile-magical-field with DC 12.000+.... the relation is missing by somewhat
Part of the problem. I purposely attempted to *explain* an ALREADY successful spell (it's part of Faerun's history) utilizing *current* rules. You're attempting to create something NEW utilizing *current* rules. See the difference? :)
Ok, using the level-dependend rule, a lvl-30-mythal-caster would just need to develop the area to 2 miles to get a final 60 mile-radius, right?
Yep. It's "per level", as in Caster Level (can be soooooooo abused.....). It's an epic spell so it's automatically 21st caster level to begin with.
So a base DC of 25 + (10460ft/100=105*4=420) +25 lvl-dep = 450. For getting a 60mile-mythal that should be ok. Even if the Dracorage-Mythal only has DC 925 for world-wide
The dracorage mythal also has numerous aspects to it that make it less than it seems. One, it only affects dragons, two, it's only functional while the kingkiller star is present. There may be more, but I don't know anymore. I don't have Dragon's of Faerun. I'm going by what I remember reading at the bookstore when it first came out.
Perhaps someone can get Boyd&Bernstein explaining the spells?
I can live with your solution, KM, thanks.
It's sweet that Bernstein noticed. I just hope I live up to their epic capabilities:lop:
EytanBernstein

09-13-07, 02:14 PM
:bow: :bow: :bow: :bow: :bow: :bow: :bow:
I'm blessed by an author's answer!
- Now I know how a cleric feels who successfully cast a commune :D

It's sweet to be likened to a game effect, though I would hardly equate myself with a deity :)
Karsus the Mad

09-13-07, 11:00 PM
It's sweet to be likened to a game effect, though I would hardly equate myself with a deity :)
One of the perks of a designer is being above deities:king: