Dr. Boom the Blastomancer

Post/Author/DateTimePost
#1

d3f4ult

Apr 15, 2008 23:11:56
Ladies and gentlemen, in light of all the Sorcerer threads being posted, may I present to you Dr Boom. He summons the dead for the sole purpose of being the detonators to his weapons of mass destruction. Let's learn more about him:

The build:
1) Sorcerer 1 - Iron Will, Combat Casting, Empower Spell (through flaws or magical locations)<br /> 2) Sorcerer 2 - <br /> 3) Sorcerer 3 - Magic of the Land<br /> 4) Sorcerer 4 <br /> 5) Sorcerer 5<br /> 6) Sorcerer 6 - Arcane Thesis (Summon Undead III)<br /> 7) Incantatrix 1 - Chain Spell<br /> 8) Incantatrix 2<br /> 9) Spellguard of Silverymoon 1 - Practical Metamagic (Chain Spell)<br /> 10) Spellguard of Silverymoon 2 - Rapid Spell<br /> 11) Spellguard of Silverymoon 3<br /> 12) Spellguard of Silverymoon 4 - Reach Spell, Arcane Thesis (Death Throes)<br /> 13) Incantatrix 3<br /> 14) Incantatrix 4 - Twin Spell<br /> 15) Incantatrix 5 - Rapid Metamagic<br /> 16) Incantatrix 6<br /> 17) Incantatrix 7 - Maximize Spell<br /> 18) Incantatrix 8 - Practical Metamagic (Twin Spell)<br /> 19) Incantatrix 9<br /> 20) Incantatrix 10 - Repeat Spell
#2

phoenix00

Apr 15, 2008 23:31:28
Can you use magic of the land with spellguard when you aren't healing? It doesn't seem to be a defensive spell but instead an offensive one.
#3

fun_at_funerals_dup

Apr 15, 2008 23:32:37
Sorry man, it's a great idea but Death Throes's target is Personal so it can't affect your skeletons. You'll have to use Detonate (9th lvl).

Also, how are you going to apply Twin and Repeat to your 4th spell for Arcane Fusion? You may need Residual Metamagic for that, delay the Boom for 2 rounds instead of 1, maybe you can get that down back to 1 with Celerity

Hope this helps
#4

gaffer

Apr 16, 2008 0:40:10
Level 7 Spell: Reached Chained Maximized Empowered Repeated Death Throes (Personal to Touch through Magic of the Land and Spellguard)

f@f: ?!

Anyways, cute idea. I love psychotic mages who bend the undead to their explosive desires.
#5

d3f4ult

Apr 16, 2008 1:25:59
Can you use magic of the land with spellguard when you aren't healing? It doesn't seem to be a defensive spell but instead an offensive one.

Magic of the land just states that it adds a healing component.

Spellguard defines a defensive spell as, among all others, a spell that increases hit points (temp or otherwise). Magic of the Land gives that healing component.

It is just so happens that I am casting that spell on an undead which deals damage rather than heals it but the spells still has a healing component to it.

f@f: Does this explain how I change it from a personal to touch spell?

Also, Twinned is reduce to +2 spell level through Incantatrix 10 and Practical Metamagic. Repeat is reduced to +1 spell level through Incantatrix.

Arcane Thesis (Summon Monster III) reduce all of them by another 1 when applied to Summon Monster III. Meaning, Repeat is +0 and Twin is +1, a +1 adjustment total. Summon Monster III is level 3 and with +1 adjustment, its level 4.

Hope this clarifies it.
#6

fun_at_funerals_dup

Apr 16, 2008 1:32:27
I see. Awesome idea.

Question: How are you casting Death Throes on your undead, given that it's a personal range spell. Detonate (9th level PHBII) will generate a similar effect, albeit, with a weaker damage potential (a 7d6 explosion per slain target) but still excessive.

Yay for sacrificial undead lamb
#7

d3f4ult

Apr 16, 2008 1:46:22
I see. Awesome idea.

Question: How are you casting Death Throes on your undead, given that it's a personal range spell. Detonate (9th level PHBII) will generate a similar effect, albeit, with a weaker damage potential (a 7d6 explosion per slain target) but still excessive.

Yay for sacrificial undead lamb

Spellguard, a lvl 4 class ability of Spellguard of Silverymoon, allows you to cast a defensive personal spell as a touch spell provided it meets the "defensive" requirement. As explained above, a defensive spell, among all others, is a spell that gives hitpoints.

Magic of the Land allows you to add a healing component (2 * spell level) to your spells provided you make a 15+spell level Knowledge (Nature) check as a free action. This makes the spell eligible for Spellguard, which allows me to cast it as a touch spells. :D
#8

phoenix00

Apr 16, 2008 2:00:08
Adding hitpoints != the same as a healing component.

A healing component may add hitpoints to a human, but to an undead a healing component is not a spell that adds hitpoints, it subtracts them.

Thus it isn't a legal target.
---
Now you could do the same trick with summon monster line of spells, but that wouldn't be as fun.
#9

fractalsoul

Apr 16, 2008 2:37:32
Adding hitpoints != the same as a healing component.

A healing component may add hitpoints to a human, but to an undead a healing component is not a spell that adds hitpoints, it subtracts them.

Thus it isn't a legal target.
---
Now you could do the same trick with summon monster line of spells, but that wouldn't be as fun.

I can't really agree. What about a normal healing spell, like...Heal? It has a healing component (and name), but what happens if it's cast on undead? It's still a healing spell, but being healed just happens to hurt them. That's an effect of the undead type, moreso than the spell in question being healing/not. That said, I think the Spellguard + Magic of the Land is pretty cheesy, and this just adds to it, so I don't mind a little eyebrow raising towards the trick.

Me, I'd just do it with Explosive runes, or a Glimmerskin. *BOOM*
#10

phoenix00

Apr 16, 2008 2:55:06
I can't really agree. What about a normal healing spell, like...Heal? It has a healing component (and name), but what happens if it's cast on undead? It's still a healing spell, but being healed just happens to hurt them. That's an effect of the undead type, moreso than the spell in question being healing/not. That said, I think the Spellguard + Magic of the Land is pretty cheesy, and this just adds to it, so I don't mind a little eyebrow raising towards the trick.

Me, I'd just do it with Explosive runes, or a Glimmerskin. *BOOM*

Thing is spellguard of silverymoon doesn't care about whether a spell has a healing component or not. All it cares about is whether the spell actually grants hitpoints temporary or normal.
#11

d3f4ult

Apr 16, 2008 3:05:24
Adding hitpoints != the same as a healing component.

A healing component may add hitpoints to a human, but to an undead a healing component is not a spell that adds hitpoints, it subtracts them.

Thus it isn't a legal target.
---
Now you could do the same trick with summon monster line of spells, but that wouldn't be as fun.

Hmm. The exact wording of the Spellguard ability is:

"For this purpose, a defensive spell is one that improves AC, increases a saving throw, or grants additional hit points (either by healing wounds or by bestowing temporary hit points)."

I believe the feat, Magic of the Land, gives the spell the ability to heal 2 * spell level of damage with a Knowledge (Nature) check. This in itself already qualifies the spell to be used with Spellguard. Note that Spellguard specifies what a spell should have rather than how it is used.

But i guess this is still up to DM and I do not want to go into a RAW argument. Shall we just leave it as it is? :P
#12

phoenix00

Apr 16, 2008 3:24:12
But i guess this is still up to DM and I do not want to go into a RAW argument. Shall we just leave it as it is? :P

Sounds good to me, I can see your view, I just believe it is wrong, but that is what DMs are for :P
#13

man-rata

Apr 16, 2008 9:43:38
I love the idea, think I'll use it on my players next time they annoy me.

You can do it in 18 levels, you don't need the Rapid Metamagic feat, you can use the player option from PHB II, where you drop the familiar and gain Rapid Metamagic for free, win/win option.
#14

d3f4ult

Apr 16, 2008 22:51:46
I love the idea, think I'll use it on my players next time they annoy me.

You must be REALLY annoyed to want to do this.

You can do it in 18 levels, you don't need the Rapid Metamagic feat, you can use the player option from PHB II, where you drop the familiar and gain Rapid Metamagic for free, win/win option.

Technically, looking at my build, by level 12 with a Rod of Chaining/Reach, you have the spell levels, spells and abilities to be able to do it. You just need 2 rounds or just use celerity/belt of battle. You would just be summoning only 4 undead skellies though without Twin Spell. But at that level, i think it should be enough damage.
#15

wih

Apr 17, 2008 0:26:59
You can do it in 18 levels, you don't need the Rapid Metamagic feat, you can use the player option from PHB II, where you drop the familiar and gain Rapid Metamagic for free, win/win option.

The PHBII Rapid Metamagic ACF is limit to use of 3+INT times/day. The feat is superior.
#16

d3f4ult

Apr 17, 2008 1:05:54
The PHBII Rapid Metamagic ACF is limit to use of 3+INT times/day. The feat is superior.

Not only that, you can get to use your familiar. With the Imbue Familiar with Spell Ability spell, you can let your familiar summon the undead while you blow them up instead. :D
#17

man-rata

Apr 17, 2008 1:25:09
The PHBII Rapid Metamagic ACF is limit to use of 3+INT times/day. The feat is superior.

Ahh, never noticed that before, easy to overlook when try write it at the top of the second colum.
#18

man-rata

Apr 17, 2008 1:27:39
You must be REALLY annoyed to want to do this.

Well, you should see some of the things they do to my poor mobs :D

No disregard for their poor feelings, bodys or relatives in any way, just straight to the chop-chop-stop existing part.