Help with picking spells for Sublime Chord at epic levels

Post/Author/DateTimePost
#1

brainpiercing

Sep 09, 2008 15:42:09
I have a Lvl 36 Lich Dreadnecro 20/Homebrew PrC10/Marshal 1/Bard 1/Sublime Chord 2, plan on finishing Sublime Chord.
Caster level is not an issue due to consumptive field. His Cha will probably be WAY through the roof soon (somewhere around 100), thanks to Epic Fortify seeds, which my DM was stupid enough to allow.

Now, I'm doing Epic casting on a budget, actually my Cohort is doing it for me. So I need to use that secondary spell progression from SC to maximum effect.

I've read all the wizard handbooks and the spell school guides, but I thought that there might be some new handy spells to pick, which I might have missed, so far.

Another note: Any spell with variable benefits up to CL20 has it's CL-cap removed, which means that some buffs that get benefits up to 20th can get very strong. Also, there are no erratas in effect, everything goes by the books.

I'd like to avoid more Necromancy, too. Also, SoDs or SoSs are not really handy due to high immunities and obscene save bonuses the critters get that the DM throws at us. Also, the SoSs will generally not cause enough suck to even be notable . So I'm looking for utility, mainly. I don't have enough metamagic to make blasts really viable (even though they basically could be), I do have Automatic quicken, though, but not yet enough feats for Extra swift spells.

Sources ARE restricted at the moment, but it was a sort of a snapshot restriction, not on principle, so I could work towards getting more books allowed - which means put forth anything, I'll look at it and try to get it allowed.

Candidates I have so far:

lvl 4: Legend Lore (for game purposes this might be handy)
Assay Resistance
Dispelling Screen. (Even though it doesn't move it's almost as good as Effulgent Epuration when dealing with Greater Dispel Magic and the likes - it stops one, which is exactly what EE does.)

Lvl 5:
Teleport, well he has other ways of doing so, including minions, but having it himself isn't bad.

Scry Location from CS, this is very neat with a high CL, since you can throw a look at any unprotected location.

I was thinking about Swift Etherealness, but overall I don't know if it's really worth a 5th level slot.


Lvl 6:
Hindsight, again for game purposes this is very useful. It has proven useful twice already, and likely will do so again. Previously I had to spend a Miracle on it, though, which is just too much effort on the long run.

Ruby Ray of Reversal: The ONLY thing that can absolutely reliable kill a Shapechange regardless of the enemy caster level. This is one powerful debuff.

Hardening, would be better if this were instantaneous, but as it is, it's still sometimes useful.

Contingency; I do have this from minions, but only with low CL.

Animate Objects + Permanency: You can do nice things with this, and the danger of dispelling is not as great as one might think. I just doesn't fit a Necro thematically, and undead area still cheaper.

Lvl 7:
Disintegrate, mostly for demolition.

Forcecage, I guess, but at these levels everybody and your mother can teleport.

Greater Teleport if I don't take normal Teleport

Lvl 8:
Polymorph any object
Superior Invis
Screen, perhaps, but it's rather situational.
Greater Prying Eyes seems useful, information is king, especially in epic

Lvl 9:
Shapechange

Sphere uf UD; It's sort of meh, because it's so slow. On the other hand, it's disintegrate (and uncapped in our case) that cannot be stopped by a measly Ray Deflection, and could be used for demolition, too.

Undermaster could be useful, but only persisted+extended to offset the cost. Well, I could do that with an Icantatar minion.

Time stop I have 1/day so far, could still take it, I guess.

So you see at a lot of levels there are still some good spells missing. I would be happy for suggestions, paying mind to the following:

CL is quite high at 53, so minute/level durations are already viable as longer-term buffs, for instance. Even so, I can still have them persisted by an Incantatar minion.
I have a TON of bonus spells/day, so if many castings are necessary to make as spell good then that won't be a problem.
#2

CantripN

Sep 09, 2008 15:45:31
Maw of Chaos (SpC) and Stored Lightning Bolt (Secrets of Sarlona) come to mind...
#3

reis

Sep 09, 2008 16:28:33
use Black Blade of Disaster instead of sphere of ultimate destruction
#4

bauglir

Sep 09, 2008 16:34:20
Umm... Why Black Blade of Disaster? It's an attack roll + save, while Sphere of Ultimate Destruction is just a save.
#5

brainpiercing

Sep 10, 2008 4:20:13
Maw of Chaos is definitely an option, since it's probably one of the most ugly blasts in the game. I do have an issue with getting it to stay on target, though. Perhaps it's more useful as an area denial spell than as a damage dealing spell. With enough casts that could be nice.
I also have a roleplaying issue with it, actually, since it's a [Chaos] spell, and my character is a great agent of the lawful powers. Well, I'm going to ask about getting a [Law] version of it, should be possible.

Secrets of Sarlona is one of those sources with low probability of being allowed, well, I'll look into it. I don't actually have it, myself, which could complicate matters a bit.

I think BBoD could be viable, since my attack roll should be high enough to hit with it. I'll have a look at it again. There was a reason I previously picked Sphere of UD, perhaps at the time I hadn't considered that the attack roll would be viable. Also the save is only one point worse than sphere of UD. I could have a minion Coop-metamagic it for me, which could make it even better.

Thanks for the suggestions so far.
#6

carnivore

Sep 10, 2008 5:50:19
Antimagic Ray(7th lvl)(Dracominicon) .... also does a great job as a Debuffer, even works vs Shapechange


must have:
4th lvl Bard:

Unluck(CArc p128)

– When the target creature makes an action based on chance (such as an attack roll, a damage roll, a saving throw, etc.), he/she must roll twice & take the worst of the 2 rolls.

5th lvl Bard
Improvisation(CAdv p152)
– The caster receives a pool Luck bonuses equal to 2 times Caster level for use on attack rolls, skill, & ability checks. Up to ½ Caster level of Luck bonus can be used on a given check, but the amount must be designated before the
roll. Each Luck bonus used is removed from the pool. Any left-overs disappear at the end of the spell’s duration.

Blink, Improved / Greater(CArc p99)(UE p50)(CDiv p154)
– The caster flashes in & out of the Ethereal plane at random. The caster
a) has no chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting him/her being lost (20% if the attacker can see Invisible –or– can effect incorporeal creatures);
c) takes ½ damage from area-of-effect attacks & falling;
d) can move at 75% of normal rate;
e) can step through solid matter up to his/her modified movement rate. If movement ends before the solid material is exited, the caster takes 1d6 damage per 5’ traveled;
f) attacks as if Invisible; &
g) the caster can ready an action to avoid a specific attack (including magic). Unless the attack can effect an incorporeal target, it misses.

Sorceror/Wiz

9th lvl:
Alamanther’s Return(MoF p76)
– The caster can duplicate any spell or spell-like ability of 8th level or less that he/she has observed. The duplicated magic can be arcane or divine & be from any school of magic.

Shades(PH p276)

– Mimics a Wizard/Sorcerer Conj(summoning)
or Conj(creation) spell of up to 8th level. The
spell is 4/5
th real & the remainder is ‘shadow’.
The target of the spell always get a Will save to
realize the spell is not entirely real. The
target’s Spell Resistance always applies too.
Range & duration match the copied spell.
The possible effects fall into 3 categories:
Damage Spells (e.g., Melf’s Acid Arrow):
Believer – effected by the spell normally,
including any normal saving throws.
Nonbeliever – takes 4/5
th damage & any
non-damage effect has only a 80%
chance of effecting the target.
Creating Objects or Substances (e.g., Web):
Believer – effected by the spell normally,
including any normal saving throws.
Nonbeliever – 80% chance of effecting the
target.
Summon a Creature. (e.g., Summon Swarm):
Believer – creature has all its normal
abilities & weaknesses, but only has 4/5
th
of its normal hp.
Nonbeliever – creature has 4/5
th of its
normal hp, does 4/5
th of its normal
damage, only has 4/5
th of its normal AC
bonus, & its non-damage abilities have
only 80% chance of working each time.

Sphere of Ultimate Destruction... is better than BBoD...BBoD is Concentration, and Short Range

Reaving Dispel(CArc p119)

– Cancels or redirects magical spells and effects
on a successful Dispel Check (max +25).
This spell can be used in one of three ways:
a) Counterspell – Acts like a standard
counterspell except it works against any
spell, but a Dispel Check must be made.
The caster can identify the effect by
making a Spellcraft check vs. DC 25 +
spell level.
On a successful Dispel Check, the caster
has the option of redirecting the spell.
This can be done even if the spell wasn’t
identified, though this may result in the
spell failing, such as by exceeding the
spell’s range or targeting a creature that
can’t be affected by it.
b) Targeted Dispel – Each ongoing spell
effect on one target gets a separate Dispel
Check. If successful, the spell effect is
ended (except for those caused by magic
items, which are only suppressed for 1d4
rounds).
The caster can identify each effect by
making a Spellcraft check vs. DC 25 +
spell level.
If the dispel check was successful, the
caster has the option of moving the spell to
himself / herself as if he / she were the
caster
. This can be done even if the spell
wasn’t identified, though this can be
dangerous (the caster mighty suddenly be
under the effect of Dominate Person). The
spell / effect continues with its remaining
duration, etc.
c) Area Dispel – Each target in a 20’ radius
Burst gets a Dispel Check against each
spell in turn (highest caster level spell
checked first) until one is dispelled or all
checks fail. Items are not affected.
A caster does not need to make a Dispel Check
to end a spell he/she cast.


:D
#7

brainpiercing

Sep 10, 2008 9:30:37
Thanks Carnivore, those suggestions are great.

Unluck is nice, since it's not mind-affecting, right?

I had thought about Improvisation, but I thought it was Bard3, so it wouldn't apply. Now I'm happy that I can have it. It's one very great spell and scales wonderfully with high CL.

I actually had Gr.Blink in the post, then I hit preview and got a white page. The back button erased the bit of text I had written last, ack. Well, it's a great spell, nevertheless.

Alamanthar's Return was reprinted as "Replicate Casting" in the SpC I think. I even don't think it was nerfed, for once. I'll look at it again.

Shades would be mainly useful to replicate a ton of conjuration spells I just don't have as a necromancer. Summons are hardly useful except as trapmonkeys at that level, but some effects are still nice. Now if only the SpC hadn't killed half the Conjuration(Creation) subschool by adding SR to the spells.... Of course, Shades gets SR anyway, so it won't matter.
#8

pithica

Sep 10, 2008 9:53:39
I like Spell Theft from Complete Scoundrel. It's a 5th level spell (Bard 4) that has no save and no spell resistance, lets you know all buffs currently on the target, and lets you pick one to try and steal with a dispel check (max +15 on the CL check). If nothing else, knowing exactly every buff on a target at that level with no save and no SR is worth it's weight in platinum, at least to me.

I'm a big fan of Energy Immunity 2 castings + rod of extend spell makes you completely immune to 4 types of energy, all the time. It's 7th level from the SpC. I usually match mine up with Mindblank to get all 5 immunities + immune mind affecting all the time. (Makes you a dispel target, but you're probably already one.)
#9

carnivore

Sep 10, 2008 15:53:12
here are some more:

Sorceror/Wiz spells:

4th lvl:
Orb of Acid(CArc p115)
Instantaneous, Fort½, no SR>
– Ranged Touch Attack does the following:
a) 1d6 Acid damage per level (max 15d6) (no
save);
b) if the target took at least 1 point of Acid
damage, he/she is Sickened for 1 round
(FortNeg).

Orb of Force(CArc p116)
Instantaneous, no save, no SR>
– Ranged Touch Attack does 1d6 Force damage
per level (max 10d6).

Thunderlance(FR p75)
1rnd/lvl(D)>
– Create a spear of force that is from 1’ to 20’
(which gives reach). It does 2d6 damage
(threat of 20/x3). It requires no weapon
proficiency and the caster’s Strength is
treated as 12+1/lvl (max +15) when attacking
& doing damage. If the ‘spear’ hits a force
effect of 3rd level or less (such as Shield or
Mage Armor), make a Dispel Check. If
successful, the force effect is dispelled. The
‘spear’ is not hurt either way.


5th lvl:
Reciprocal Gyre(CArc p119)
Instantaneous, no SR>
– The target creature or object takes 1d6 damage
for each level of spell or spell-effect currently
affecting it (max 10d6). This includes spells
that directly target the creature, but not those
that affect an area (such as Solid Fog). The
total includes spell from magic items, but not
ongoing effects, such as the bonus from a
Cloak of Resistance.
The target receives a Will save for ½ damage.
If it fails this save, it is Dazed for 1d6 rounds
(FortNeg).

Vitriolic Sphere(CArc p128)
1StdAct, Long-range, Instantaneous, no SR>
– Everything within a 10’ radius Burst is
covered with acid, which can do damage for
up to 3 rounds.
Round 1: 1d4 per level Acid damage (max
15d4) (Ref½). If the Reflex save is
successful, the target takes no more
damage on the subsequent rounds.
Round 2: 6d4 Acid damage (Ref½). If the
Reflex save is successful, the target takes
no more damage on the subsequent rounds.
Round 3: 3d4 Acid damage (Ref½).

Dragon Breath(CDiv p164)

– The caster gains one breath weapon (listed
below) for the spell’s duration. After it is
use, the caster must wait 1d4 rounds before
the breath weapon can be used again.
Dragon align Effect Save
Black [evil] 30’ Line of Acid Ref½
Blue [evil] 30’ Line of Electricity Ref½
Brass [good] 15’ Cone of Sleep WillNeg
Bronze [good] 30’ Line of Electricity Ref½
Copper [good] 15’ Cone of Slow WillNeg
Gold [good] 15’ Cone of Fire Ref½
Green [evil] 15’ Cone of Acid Ref½
Red [evil] 15’ Cone of Fire Ref½
Silver [good] 15’ Cone of Paralysis FortNeg
White [evil] 15’ Cone of Cold Ref½
Energy breath weapons do 1d8 per two levels
(max 10d8). Non-energy breath weapons last
for 1d6 rounds.

Sword of Deception(CArc p126)
Medium-range, 1rnd/lvl(D), no save, SR applies>
– Creates a green blade of force that attacks the
caster’s opponents without need for attention.
a) Attacks its target automatically with an
attack bonus equal to its Caster level. The
sword can make a Standard Attack on the
round it is created;
b) By making a Full Round attack, the sword
can make multiple attacks as appropriate
for its attack bonus;
c) Does 1d4 damage with a threat range of
19-20 & a x2 critical modifier –and– a
cumulative –1 penalty on the target’s next
saving throw (–2 penalty on a critical hit),
up to a maximum of –5 on a single
creature. Penalty lasts until the target
attempts a save under a dangerous
situation or is targeted with Remove Curse;
d) If the sword attacks a creature with Spell
Resistance, it gets one check to dispel the
sword. If it fails, the sword can attack that
target freely.
e) The caster can change the sword’s target as
a Standard Action. On such a round, it can
only do a Standard Attack;
f) Attacks from the caster’s direction, but can
give Flanking bonuses to the caster’s allies;
g) The sword cannot be damaged, but can be
Dispelled.

Shadow Form(CAdv p156)
1StdAct, Personal, 1min/lvl(D)>
– The caster becomes shadow-like and receives
the following benefits:
a) +4 Competence bonus on Escape Artist,
Hide, & Move Silently checks;
b) treated as having Concealment when not in
bright natural light, in the area of effect of
Daylight, or when viewed by someone
under the effect of True Seeing.
Depending on the number of ranks of Escape
Artist the caster has, he/she can pass through
an object or barrier by succeeding on an
Escape Artist check vs. DC 20. The spell
then ends, even if the check failed.
Ranks Max Barrier
5 solid up to 5’ thick
10 solid up to 10’ thick
15 magical barrier (including force)


6th lvl:
Starmantle(BoED p108)
1min/lvl(D)>
– The touched living creature is surrounded the
a cascade of tiny stars that fall from the
subject’s shoulders to the ground. This effect
gives off light as a torch & has the following:
a) Non-magical weapons (including
projectiles) at destroyed & cause no dmg;
b) Magical weapons & projectiles do half
damage if the subject can make a Reflex
save vs. DC 15.

Probe Thoughts(CDiv p176) (CDivErrata)+
#10

pithica

Sep 10, 2008 16:05:26
Man, that's the first time I noticed that some spells got much better in the Spell Compendium.

Reciprocal Gyre is now d12's and caps at 25 damage dice.

Superior Invis now is immune to anything but True Seeing (and there are a number of ways to get around that).
#11

brainpiercing

Sep 10, 2008 17:17:09
Thanks for those additional suggestions.

One comment about earlier:

The SpC DID change Improvisation into a Bard 1 spell.

Some of those suggestions aren't really viable at epic levels - basically every spell that does damage that isn't at least dice/CL, and in our game 20 dice at that, since a twinned-intensified spell like that has a change of doing as much as a half-round of melee .
(For example a twinned-intensified maw of chaos does around 600 damage x 2, which is about double of what our useless Barb does on a FA, and half as much as a melee full-attack by our clerics or my custom critter.)

Consider the Moonbow spell though (SpC):
An Intensified Moobow does 8x CL x6 electricity damage with no save, and you can blow it all at one target. At CL54 like my cohort that is 8x 324 electricity damage. And now Twin it and consider Energy Admixture .
#12

carnivore

Sep 10, 2008 19:31:29
here are some More, but i dont have as much info on them:


Alter Fortune(3rd)(RoD?) .....Immediate action, they must reroll whatever roll they just made,no save, no SR

Avasculate and Avasculate Mass... whatever HP they had,... now they are @ 1/2 of total

in EPIC .... for lots of Fun.... do this:

take the feat:

Innate Spell’[General](CArc p80)req: Silent Spell, Still Spell, Quicken Spell
Choose a spell you know. You may use once per round as a Spell-Like Ability (i.e., no need for verbal, somatic, & material components). You lose one spell slot eight levels higher than the level of your Innate Spell.
You may take this feat more than once, choosing a different spell each time.

.... but first make sure you have at least 17th lvl spell slots(preferable)... or even start with 1st lvl spells use 9th lvl slots:

it a lot of fun when you can have the following as Spell-like abilities:
[indent]
Improvisation.... 9th lvl slot... unlimited Luck boosts to self

Force Orb 4th+ Twin+4 Intensified +7= 15th lvl spl.... makes 2 orbs that do 120 damage each ,No save, No SR, Force effect.... and you can do it all day long

Sphere of Ultimate Destruction 9th .... 17th lvl slot... make SoUD every round that last 54 rounds and are under your full control :P
[/indent]




:D
#13

brainpiercing

Sep 11, 2008 1:36:47
here are some More, but i dont have as much info on them:


Alter Fortune(3rd)(RoD?) .....Immediate action, they must reroll whatever roll they just made,no save, no SR

Avasculate and Avasculate Mass... whatever HP they had,... now they are @ 1/2 of total

in EPIC .... for lots of Fun.... do this:

take the feat:

Innate Spell’[General](CArc p80)req: Silent Spell, Still Spell, Quicken Spell
Choose a spell you know. You may use once per round as a Spell-Like Ability (i.e., no need for verbal, somatic, & material components). You lose one spell slot eight levels higher than the level of your Innate Spell.
You may take this feat more than once, choosing a different spell each time.

.... but first make sure you have at least 17th lvl spell slots(preferable)... or even start with 1st lvl spells use 9th lvl slots:

it a lot of fun when you can have the following as Spell-like abilities:
[indent]
Improvisation.... 9th lvl slot... unlimited Luck boosts to self

Force Orb 4th+ Twin+4 Intensified +7= 15th lvl spl.... makes 2 orbs that do 120 damage each ,No save, No SR, Force effect.... and you can do it all day long

Sphere of Ultimate Destruction 9th .... 17th lvl slot... make SoUD every round that last 54 rounds and are under your full control :P
[/indent]




:D

Yeah, Innate spell is pretty viable in epic. One thing I'd like to know, though:

So I've got one Lvl17 slot, which will probably grant me around three bonus spells/day or so of that level. If I now destroy that slot with Innate spell, what will happen to the bonus slots?
#14

carnivore

Sep 11, 2008 5:14:55
Yeah, Innate spell is pretty viable in epic. One thing I'd like to know, though:

So I've got one Lvl17 slot, which will probably grant me around three bonus spells/day or so of that level. If I now destroy that slot with Innate spell, what will happen to the bonus slots?

you still get your Bonus spells... similar to Bards Gaining 0 Spells at certain levels, they only get Bonus spells from high attributes ..... since Improved Spell capacity gives you access to the Spell level+bonus Spells from that level... Innate Spell does not take it away, ........ just spends it on something else, while you still gain the Bonus spells


:D
#15

phoenix00

Sep 11, 2008 12:49:48
Superior Invis now is immune to anything but True Seeing (and there are a number of ways to get around that).

I am trying to think of a way you can block true seeing, only way I can think of is an "interperation" of mind blank.

What are the number of ways.
#16

carnivore

Sep 11, 2008 15:02:40
True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.

boost those Disguise and Hide skills

:D
#17

pithica

Sep 11, 2008 17:05:54
I am trying to think of a way you can block true seeing, only way I can think of is an "interperation" of mind blank.

What are the number of ways.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.

By my reconning, any spell, item, effect, action, or terrain that puts a solid object between the two of you, grants concealment, or in any other way gives you the opportunity for a hide or disguise check makes true seeing worthless. Obscuring Mist is a 1st level spell that grants concealment, you can probably think of 100 others.

On top of that, there is always nondetection, which forces a true seeing user to make a CL check (DC15 + Caster Level of the illusion/effect) to actually see through illusions cast on you. If you are equal or higher than the person casting true seeing, odds are you'll win this check, unless they're pulling some 'infinite caster level loop' trick. Nondetection is 1/5th the cost and much lower level and (potentially) lasts all day. At epic levels, there's no reason NOT to have this up all the time if you know you'll be fighting anything with True Seeing and want to get around it.

Also the range on True seeing is 120'. From 120 feet, I can do a lot of things, including casting medium and long range spells (or even short range spells if my caster level is high enough). At 20th level, I can cast Spell Theft and take your true seeing away before you ever see me (potentially).
#18

brainpiercing

Sep 11, 2008 17:52:57
Also the range on True seeing is 120'. From 120 feet, I can do a lot of things, including casting medium and long range spells (or even short range spells if my caster level is high enough). At 20th level, I can cast Spell Theft and take your true seeing away before you ever see me (potentially).

This is the kicker. Once See Invis (which has range=FOV) is blocked then True Seeing has very limited range. The trouble is that DMs around me sort of tend to START encounters at piddly near-melee range, which sucks. So I would have to retreat quite a way.
#19

brainpiercing

Oct 26, 2008 8:59:22
I've been pointed to the spell "Sirine's Grace" on our last session. The main benefit is Cha as a Deflection-mod to AC. That ROCKS for a Cha-caster at high levels.
#20

arcane-surge

Oct 26, 2008 17:07:46
For blocking True Seeing: it's setting specific, but if you have the Insidious Magic feat from Player's Guide to Faerun, anyone using true seeing (or any other divination spell to see through your magic) has to make an opposed caster level check, if I recall.
#21

tshern

Oct 26, 2008 17:20:11
Ruin delver's fortune...
#22

brainpiercing

Oct 27, 2008 4:58:42
Ruin delver's fortune...

Yeah that one slipped under my radar, but I had wanted to get an item with it, anyway, since we can get swift action items.