Author Topic: The Iron Siege Compilation  (Read 4753 times)

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Iron Siegemaster

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The Iron Siege Compilation
« on: May 13, 2009, 01:26:03 AM »
This thread's purpose is to serve as a compilation for useful pieces of information, techniques, epic spells, salient divine abilities, artifacts, and other tidbits that can be useful for this challenge. Anyone can edit this thread, allowing them to add their own information.

Rules:
Any new rules, including custom epic spells or salient divine abilities, must be approved by Tshern. Put them in the Misc post otherwise, but only if you expect approval; WIP things do not belong in this thread.
Nothing should specifically refer to your challenger; only information that will be useful to others should be posted here.
It is not necessary to credit yourself, but posting another challenger's work without permission could be a problem.
Update this post to reflect the changes you made; maintain previous logs until the post becomes too long, then begin pruning.

Tshern should feel free to modify these as he sees fit, being the DM of the challenge.

The password on this account is the username of the challenge's DM.

Entry 1: Initial creation. All entries are old information from Bauglir, except for Superior Esoteric Aegis, Shun Magic, Ward Against Harm and Temporal Backlash, the origin of which cannot be recalled; original poster encouraged to claim them, if desired. Entries may need reviewing by Tshern to ensure current validity.
« Last Edit: May 13, 2009, 08:45:47 PM by Iron Siegemaster »

Iron Siegemaster

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Re: The Iron Siege Compilation
« Reply #1 on: May 13, 2009, 01:26:20 AM »
-Information-

A useful FAQ at the Wizards boards, although nearly a year out of date. Useful for old rulings.
« Last Edit: May 13, 2009, 02:11:24 AM by Iron Siegemaster »

Iron Siegemaster

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Re: The Iron Siege Compilation
« Reply #2 on: May 13, 2009, 01:26:37 AM »
-Techniques-

Optimal Gain of 9th level Psionics, Arcane Spells, and Divine Spells:
Bard 1/Wizard 3/Psion 3/Ur-Priest 2/Psychic Theurge 2/Seeker of the Song 1/Cerebremancer 8/Psychic Theurge 7; 9th level Wizard, Psion, Cleric spells, 27 levels. ML is 20, highest of the lot. Cha is a dump stat, as bard is only used as an entry requirement for Seeker of the Song, which advances Wizard casting.
« Last Edit: May 13, 2009, 01:50:21 AM by Iron Siegemaster »

Iron Siegemaster

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Re: The Iron Siege Compilation
« Reply #3 on: May 13, 2009, 01:26:54 AM »
-Epic Spells 1-
Organized by category, then by Spellcraft DC (Highest to Lowest). Extend into second post if necessary.

DefensiveOffensive

Temporal Backlash
[spoiler]Transmutation
Spellcraft DC: 239
Components: V, S
Casting Time: 1 standard action
Area: 200-ft cone
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 2,151,000 gp, 44 days, 86,040 XP Seeds: Destroy (DC 29) Factors: add 60 damage dice (+120), increase damage dice four steps (+40), decrease casting time to 1 standard action (+20), change from target to 40-ft cone (+10), increase area by 500% (+20)

The caster reaches into the fabric of space-time, pulling on this very medium of existence before releasing it in a great wave. Dissonance in the time stream deals 80d20 damage to the target. The damage is of no particular type or energy. Because spells also exist within space-time, Temporal Backlash affects even magical matter, energy fields, and force effects that are normally only affected by a disintegrate spell, automatically destroying them. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down the ward spell.[/spoiler]

Blast Wave
[spoiler]Transmutation
Spellcraft DC: 179
Components: V, S
Casting Time: 1 Standard Action
Range: 3,000 ft
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes
To Create: 1,611,000 gp, 64,440 xp, 33 days. Seeds: Destroy (29 DC), Slay (25 DC). Factors: Increase to 160 HD (+8 DC), Increase save DC by 20 (+40 DC), Increase damage by 40d6 (+80 DC), Decrease Casting Time to 1 Standard Action (+20 DC), Remove Death descriptor (ad hoc +6 DC). Mitigating Factors: Take 20d6 backlash damage (-20 DC), Decrease range by 75% (ad hoc -4), Consume random spell slot (ad hoc -5 DC)
You unleash a tremendous wave of destructive energy, reducing your foe to a fine mist. The target of this spell must make a Fortitude save (at a DC of 40+your Key Ability Modifier) or be slain outright by the incredible energy channeled by this spell if they have 160 HD or fewer. If their save is successful, or they possess a greater number of hit dice, they merely take 60d6 points of damage. The caster of the spell takes 20d6 points of backlash damage from the energy of the spell, however, and the strain on their mind causes them to lose one randomly determined prepared spell or spell slot from a level between 1 and 9.[/spoiler]

Utility

Heightened Awareness
[spoiler]Divination
Spellcraft DC: 250
Components: V, S
Casting Time: 100 days, 11 minutes
Range: Touch
Effect: Gain Information
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Develop: 2,250,000 gp, 45 days, 90,000 XP Seeds: Reveal (DC 19), Foresee (DC 17). Factors: Change Personal to Area (+15), Change Area to Touch (+4), Various Effect Information (ad hoc +20 DC), Eliminate 10% chance of failure (ad hoc +10 DC), Make Dismissable (+2 DC), Change Duration to Permanent (x5 DC), Change Duration to Instantaneous (x2 DC). Mitigating Factors: 100d6 Backlash Damage (-100 DC), Increase Casting Time by 10 Minutes (-20 DC), Increase Casting Time by 100 Days (-200 DC), 17 Additional Casters Each Contributing 9th level Spell Slots (-289 DC), 1 Additional Caster Contributing a 6th level Spell Slot (-11 DC)

The caster grants himself incredible perception of the world's workings on the subject. The caster is immediately notified whenever the subject is targeted or otherwise subjected to any effect. The caster knows what sort of save is allowed, if any, and the DC of the save to within 10, although the spell reports a specific value; the actual save can be anywhere from 10 points higher to 10 points lower than the reported value. The caster knows whether the effect allows spell resistance. The caster is informed of any checks the effect makes, such as caster level checks or rank checks. The caster gains no information about the source of the effect, and only a brief description of what the effect was intended to accomplish (such as "Move via extraplanar travel to another location" if the caster were the victim of a spell such as Baleful Transposition), although appropriate skill checks may be made to identify a specific effect. This spell grants no bonuses to any saves, checks, or other statistics involved with the effect; it merely gives the caster knowledge of the aforementioned aspects of the effect. If the subject is not the caster, only the caster receives this information. The caster can dismiss the spell at any time, although its effects are otherwise treated as instantaneous and thus cannot be dispelled or interfered with by any means. A caster casting an epic spell on the subject can hide the details that the spell reveals with a successful opposed caster level check, resulting in the caster of Heightened Awareness being aware only of the fact that such a spell was cast; the caster of Heightened Awareness is not aware of the specific results of the caster level check, only whether or not it succeeded or failed. Salient Divine Abilities bypass this spell, unless the caster of Heightened Awareness is also a deity. In this case, an opposed rank check is allowed; on a success, the caster is aware of the Ability as though the deity using that ability had succeeded on the caster level check for an epic spell. If the caster fails, then the caster is not aware of the ability at all. Note that artifacts, no matter how powerful, do not count as epic spells or salient divine abilities.[/spoiler]

Mental Ascension
[spoiler]Transmutation
Spellcraft DC: 226
Components: V, S
Casting Time: 1 Minute
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Create: 2,034,000 gp; 81360 xp; 41 days. Seeds: Transform (DC 21), Fortify (DC 17), Transport (DC 27). Factors: Untyped Ability Bonus (ad hoc +30 DC), Puzzle Solving (ad hoc +20 DC), Transport by Other Means (+4 DC), Ignore Transportation Barriers (ad hoc +10 DC), Instantaneous Duration (x2 DC). Mitigating Factors: Bonus Only to Checks (ad hoc -10 DC), Ability Drain (ad hoc -8 DC), Spell Discharges (ad hoc -4 DC), Personal Range (ad hoc -10 DC)
This spell raises your brain to unprecedented levels of sophistication. Upon casting this spell, you gain a +10 bonus to all Intelligence-based and Wisdom-based skill and ability checks. Furthermore, when presented with a puzzle or riddle, you have a 1% chance per caster level (to a maximum of 50%) of immediately divining the correct solution. Finally, you can exert the totality of your impressive mental faculties toward changing how the universe interacts with you. This manifests as an Extraordinary ability that allows you to traverse great distances in an instant. Mechanically, this is similar to the Greater Teleport spell, except that the caster need not be familiar with the destination (although if he is not, he must supply a direction and distance). This transportation effect, however, is not blocked by dimensional anchors, an absence of extraplanar links, or similar effects; because it involves bending the space the caster occupies, there is no need to exit the plane the caster is on, and as a result the spell ignores any known defenses. However, the force the brain must exert in doing so results in brain damage to the caster, effectively ending the effects of this spell and causing 4 points of ability drain to both Intelligence and Wisdom.[/spoiler]

Warp Space
[spoiler]Conjuration [Teleportation]
Spellcraft DC: 47
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: You and touched objects
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
To Create: 423000 gp; 16920 xp; 9 days. Seeds: Transport (DC 27). Factors: 1-action casting time (+20 DC), Transport by Other Means (+4 DC), Ignore Transportation Barriers (ad hoc +10 DC). Mitigating Factors: Damage on Miscast (ad hoc -4 DC), 10d6 backlash damage (-10 DC)
This spell bends the fabric of space around you, placing you in your desired location, before snapping back to its original arrangement; the only change when the spell is completed is that you are now at your intended destination instead of your location at the casting of this spell. Since this spell does not make use of interplanar travel, it cannot be disrupted by a Dimensional Lock spell or similar protections, nor are barriers of any sort between you and your destination a factor. In fact, there seems to be no known method of stopping the effect of this spell. However, if the user is unfamiliar with the destination, they must choose a direction and a distance to travel. If this movement places the creature inside an object, they are trapped and take 10d6 points of damage per round as their physical structure interferes with that of the surrounding material, although spells without verbal, somatic, or material components may still be cast (with an appropriate Concentration check for continuous damage). Unwise wizards have been found fossilized due to inaccurate uses of the spell. Incorporeal creatures are shunted to the nearest surface at a speed of 100 ft per round, taking 5d6 points of damage per round due to the natural instability of lurking so far from a surface, although if they survive they are expelled and take no further damage. Regardless of the result of the spell, the caster takes 10d6 points of backlash damage.[/spoiler]
« Last Edit: May 13, 2009, 01:46:27 AM by Iron Siegemaster »

Iron Siegemaster

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Re: The Iron Siege Compilation
« Reply #4 on: May 13, 2009, 01:27:16 AM »
Reserved
-Epic Spells 2-

Iron Siegemaster

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Re: The Iron Siege Compilation
« Reply #5 on: May 13, 2009, 01:27:57 AM »
-Salient Divine Abilities 1-
Organized alphabetically. Extend into second post if necessary.

Burninator
[spoiler]Prerequisites: Fire subtype or Fire domain, Cha 30+, Pyrokineticist level 10+
Your pyrokineticist abilities are more powerful than any mortal equivalent. Add your divine rank to your class level for the purposes of determining any level-based class features. Furthermore, your epic Pyrokineticist levels, if any, are not halved for the purposes of determining save DCs or any other level-based class features.[/spoiler]

Divine Spell Mastery
[spoiler]Prerequisites: Caster level 20 (or 10, see text), Divine Spellcasting, Key Ability Score 40+, Knowledge (arcana, religion, OR nature) 35 ranks, Spellcraft 35 ranks, Practiced Caster
Benefit: Through the deity's devotion to the art of spellcasting and its incredible skill in the area, the deity has exceeded the casting limits that would ordinarily be expected of it. The deity is always treated as having a caster level equal to its hit dice for the purposes of caster level checks and spell effects dependent on caster level. If the deity has multiple spellcasting classes, it must choose a single class to apply this benefit to, and the deity must have a caster level of 20 in that class. Deities with levels in a class whose caster level is 1/2 class level need only have caster level 10 to qualify, but deities who qualify via this method must apply the benefit to a class with 1/2 caster level progression, and deities who apply this ability to such a class are treated as having a caster level equal to half of their hit dice.[/spoiler]

Information Database:
[spoiler]Prerequisites: At least 5 Knowledge skills with 35+ ranks, Int 40+, Wis 25+, Knowledge Domain
Benefit: The deity's memory is as powerful as a databank twice the size of three ordinary databanks. On any Knowledge skill in which the deity has ranks, the deity receives a +10 untyped bonus and automatically receives a result of 20. In addition, the deity's calculations are always correct, so long as they relate purely to the area of mathematics or physics and take at least half an hour to be written. Finally, the deity gains an ability equivalent to bardic knowledge, with an effective bard level equal to 5 (although the deity adds its divine rank to the check, as normal). If the deity already possesses Bardic Knowledge or a similar ability, increase its effective bard level by 10.[/spoiler]

Stupidity Beam:
[spoiler]Prerequisities: Int 40+, Divine Rank 6
Benefit: The deity may launch a psionic assault on a creature's delta brainwave. This attack deals 4d6 points of Intelligence damage on a successful ranged touch attack (1000 ft range). Even creatures immune to ability damage or mind-affecting effects are vulnerable to this attack if the deity makes a successful rank check. This ability does not function against creatures with no intelligence score, an intelligence score below 6 (including creatures reduced below 6 Int by this attack), or who are their own direct blood descendants within 3 generations. As implied above, this is a mind-affecting effect.[/spoiler]
« Last Edit: May 13, 2009, 01:52:55 AM by Iron Siegemaster »

Iron Siegemaster

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Re: The Iron Siege Compilation
« Reply #6 on: May 13, 2009, 01:28:11 AM »
Reserved
-Salient Divine Abilities 2-

Iron Siegemaster

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Re: The Iron Siege Compilation
« Reply #7 on: May 13, 2009, 01:28:28 AM »
-Artifacts 1-

Organized alphabetically.

Temporal Beam
[spoiler]The pair of soul gems comprising the Everlasting Know-It-All's temporal lobes double as a weapon. As long as both are attached to the same creature, the following effects can be used; both must be attached for the magic to be effective. Fortunately, these soul gems cease to function as such items upon separation from their owner's body, retaining only their weapon capabilities. The gems combined magical energy can produce beams of energy. Each beam functions as a +10 Ghost Touch Unholy Desiccating Profane Burst Distance Seeking Arrow fired from a Medium Longbow, although the base damage is 2d6 rather than 1d8, and the damage is untyped rather than piercing. In addition, any target struck by the beam gains a negative level; victims of a critical hit suffer 3 negative levels. Any victim slain by the beam is drawn into one of the temporal lobe gems, as a demilich's Trap the Soul ability, but with no save allowed (except on a successful opposed rank check, in which case the normal Fortitude save applies). Finally, each beam carries a dispelling effect. If a beam encounters a magical, psionic, or otherwise supernatural barrier or effect that prevents it from striking or otherwise affecting its target, the beam is allowed to make a dispel check (1d20+42). Supernatural effects use their creator's racial hit dice, if any, as the caster level to be beaten. This is an exception to the rule that supernatural effects cannot be dispelled. In any case, the beam does not continue through the barrier to strike its target; its magic is expended in the dispel check. Each beam requires a ranged touch attack to hit. Firing a single beam is an attack action. It is important to note that the items are as incorporeal as their current owner; only a Wish spell following the Everlasting Know-It-All's destruction can cause them to become corporeal, which allows for their installation in a corporeal being. Installing the gems in an incorporeal creature is a simple matter of placing them in the appropriate part of said creature, although the manipulation of the gems must be handled by Ghost Touch gauntlets. For corporeal creatures, the gems must first be rendered corporeal, at which point invasive brain surgery is required to implant them. The procedure requires a DC 40 Heal check to carry out properly, and even on a success the subject must make a DC 35 Fortitude save or die. The DC increases by 35 if the Heal check is failed. Naturally, Undead can simply shove them into their heads without worrying about undue consequences, and thus the above requirements do not apply (although the Heal check is often made anyway for the sake of appearances). The items do not function for any Construct or Plant.
10,500,000 GP[/spoiler]
« Last Edit: May 13, 2009, 03:17:51 AM by Iron Siegemaster »

Iron Siegemaster

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Re: The Iron Siege Compilation
« Reply #8 on: May 13, 2009, 01:28:47 AM »
Reserved
-Artifacts 2-

Iron Siegemaster

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Re: The Iron Siege Compilation
« Reply #9 on: May 13, 2009, 01:28:59 AM »
-Misc-

The following Epic Spell discovered Dispater's location in Witch's running of the Iron Siege. Buugipopuu designed it. Needs reapproval, but am including it here for reference.

Exhaustive Trinary Search
[spoiler]Divination
Spellcraft DC: 113
Components: S
Casting Time: 1 Full Round Action
Range: Personal
Target: You
Duration: Instantaneous
To Develop: 1017000 gp; 21 days; 40,680 XP. Seed: Forsee (DC 23). Factors: Reduce casting time by 9 rounds (+18 DC), Increase number of questions to 40 (+150 DC), No Verbal Component (+2 DC), Deal 80d6 points of backlash damage to the caster (-80 DC)

Once the caster has mentally designated an area to search, and an object to find, the spell automatically divides the area into three, determines which of the three areas the desired object or creature is in, and then repeats the process 40 times, usually providing the caster with a very good idea of the exact location of the object, unless a truly enormous search area is specified. The spell works entirely in coordinates relative to the caster, unless the desired object or creature is on another plane, in which case the caster must specify a suitable system of measurement for the spell to be able to search meaningfully. The answers return in a language the caster understands, but use only one-word replies, usually "One", "Two", "Three", or "None". All questions answered are 90% likely to be answered truthfully, which is why "None" is a possible answer. Should the spell encounter that answer it automatically rolls its search back one step (effectively averaging 34.4 correctly and usefully answered questions per casting). This spell can only be cast once every five weeks, and the strain of 40 quickfire questions and answers being pushed through the caster's brain over the space of 6 seconds deals 80d6 damage to the caster.[/spoiler]

The following SDA never got approval due to some confusion, am storing it here before getting approval, after some modification:

Puresight
[spoiler]Prerequisites: Wis 40, Divine Rank 11, Clearsight, Knowledge Domain
Your Clearsight Salient Divine Ability extends to the limits of your non-deific senses (those you possess by virtue of your base race, not your divinity), in addition to within 10 ft per divine rank, and you gain a +10 sacred/profane/anarchic/axiomatic (choose one, this choice can never be changed and cannot be for an alignment opposed to your own) bonus on Spot checks. Again, because this ability only extends to the limits of your non-divine senses, only the area within your line of sight is subject to this ability. This ability cannot be used in conjunction with Remote Sensing, scrying, or any other form of sensing that does not originate directly from you.[/spoiler]
« Last Edit: May 13, 2009, 03:22:55 AM by Iron Siegemaster »

Tshern

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Re: The Iron Siege Compilation
« Reply #10 on: May 13, 2009, 08:31:11 AM »
I believe deathwishjoe designed Exhaustive trinary search.

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PhaedrusXY

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Re: The Iron Siege Compilation
« Reply #11 on: May 13, 2009, 03:13:36 PM »
I think this SDA that I submitted (and which was approved by Tshern) is one of the most powerful abilities from the Siege threads. I'd love to see someone use it, as I doubt I ever will. :D Esoteric Aegis is an epic spell from one of the Dicefreaks' Gates of Hell pdfs. I took it and modified it to Greater Esoteric Aegis. I'd guess someone took it and modified it even further into the one you have above.


Master of Destiny (approved)
Prerequisites: Time and Fate Domains; Clearsight, Battlesense, and Extra Sense Enhancement SDAs, Wisdom 40

The deity can see perfectly into his own future for up to one round per divine rank. He can perfectly forsee the results of his own actions, and the actions of others as they affect him. This means he is able to react to the actions of others up to 18 rounds before they are taken, adjusting his own actions accordingly.

In game terms, this allows him to "redo" his actions for a number of rounds up to his DR. Any creatures able to percieve his new actions can react accordingly, but they have no memory of the "previous" rounds, as they never actually occurred.

Use of this power requires no action on the deity's part. It is automatic, and not even his death can prevent it, as he forsees it and reacts to it before it happens. Nothing can block the deity's ability to see his own fate, including the SDAs of other deities and cosmic entities, and the powers of artifacts. His ability to observe other creature's part in his future may be obscured by appropriate protections against divination effects, however.

This power also automatically extends to the deity's avatars and proxies, as they contain fractions of his own power and essence, but their fates may be obscured by appropriately powerful magic. The deity can also use this ability to forsee the fate of any of his followers, but this requires a swift action to use, and he can only forsee the fate of up to 1 follower per divine rank per use of this ability. Finally, the deity can use this ability on a creature that is not a follower of his, but this requires a standard action and the target can attempt a Will save to resist it. If they succeed, they know they were targetted by some kind of supernatural effect.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Tshern

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Re: The Iron Siege Compilation
« Reply #12 on: May 13, 2009, 06:42:24 PM »
Did I not give that a divine rank prerequisite?

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PhaedrusXY

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Re: The Iron Siege Compilation
« Reply #13 on: May 13, 2009, 07:04:00 PM »
Did I not give that a divine rank prerequisite?
I didn't have one down. It probably should have one (if it is allowed at all :P ).
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Bauglir

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Re: The Iron Siege Compilation
« Reply #14 on: May 13, 2009, 08:44:27 PM »
Ah, you know what, screw it, I'll just post the login info. Just a moment.

Also, Exhaustive Trinary Search, at least in the form it's currently posted, was developed by Buugipopuu, I'm quite certain. deathwishjoe may have reposted it, but here's the original post, as far as I can tell. Admittedly, I'm not sure how long deathwishjoe has been in the challenge (this is at least as old as Witch running it, though), so if Buugipopuu reposted HIS spell, lemme know.
« Last Edit: May 13, 2009, 08:55:38 PM by Bauglir »
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

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Re: The Iron Siege Compilation
« Reply #15 on: May 16, 2009, 08:02:48 PM »
I'm gonna win this anyways, so the compilation is moot.

Bauglir

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Re: The Iron Siege Compilation
« Reply #16 on: May 17, 2009, 04:08:03 AM »
Cocky, aren't we?
So you end up stuck in an endless loop, unable to act, forever.

In retrospect, much like Keanu Reeves.

Alastar

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Re: The Iron Siege Compilation
« Reply #17 on: May 17, 2009, 12:43:43 PM »
Sure am!! :o