Strip 063 - "Conga!"

26th Aug 2014, 12:00 AM in Forest of Doom
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The Glory of Asgard 26th Aug 2014, 12:47 AM edit delete reply


Is a Death Conga Line anything like the Hemp Fandango?
Malroth 26th Aug 2014, 1:08 AM edit delete reply


Honestly there isn't any 3.5 concept that isn't mechanically improved by being a caster.
Raxon 26th Aug 2014, 1:49 AM edit delete reply
Raxon
Sure there is. Facing a spell eating golem.

Apparently there was some 3.5 splatbook with things that eat magic, and grow stronger based on the number of spells and spell levels.

Being a caster, any kind of caster, puts you at a disadvantage. If they eat a level eight or nine spell, you might as well pack it up and go home. You're done.

This was trotted out in response to my propensity for playing wizards and being very broken. One golem. Full party wipe.
Malroth 26th Aug 2014, 2:54 AM edit delete reply


only if you fail your knowledge check to identify target weaknesses and then do the stupid route of casting on things besides yourself.
Raxon 26th Aug 2014, 3:37 AM edit delete reply
Raxon
Thing is that I aced it. Turns out the golem had fairly high speed, I think it was 50', and bull rush. Went right through and grabbed me. Ate my spells, as in drained all my spells away. Then he got the cleric, and at that point we were boned. It also got my wands, the ranger, and the druid. There was exactly one noncaster, a barbarian.

We were totally unable to keep him alive. The ranger did his best to kite the thing, but it was too fast. It had damage reduction. Not sure how much, but I think it might have been made of adamantine. We were level four.

The figurine was a tiny terminator toy. That should clue you in on how hosed we were. Seriously, even the ranger had to roll well to damage it. The barbarian did little, and the rest of us, save the cleric, were sitting ducks.
Malroth 26th Aug 2014, 4:41 AM edit delete reply


Yeah, that was a "Rocks Fall" moment,
Ilmaros 27th Aug 2014, 9:01 AM edit delete reply


If you GM wants you dead... but mecanichally speaking, it's not that you were screwed because you were a spellcaster, but because you were not a powerful enough one. There are ways to bypass those kinds of opponents, and some of them aren't even munchkin ways... though i do not like those ones, i must admit. Still, most of them need using level 6 spells or even more powerful ones. You can always create an antimagic field, wich should make the golem stop, become non magical and thus vulnerable to spells and then either clobber him up or use the broken invoke magic spell to blast him away to bits. And if that doesn't works, you can always use a wish to create a death magic zone, wich it's the extreme version of the former plan. Also, you can exploit the fact that a golem is always affected by spells that affect objects and use teleport anything to send him a few hundred miles upwards and see he get smashed to bits by one of the mage's greatest allies: physics... The possibilities are endless...
DeS_Tructive 27th Aug 2014, 11:22 AM edit delete reply
DeS_Tructive
A dead magic zone? I hope you don't want to pull that plan off in Forgotten Realms.
Ilmaros 27th Aug 2014, 3:01 PM edit delete reply


Oh, i sure do... it's not as if (provided i'm able to create one) i'm not able to reverse it. Or continue casting spells inside of one. Or in fact, kill whoever wants to do something about it... Wait, what level are we theoretically at?

But still, forgotten realms or not, why wouldn't you? (and for the record, if i was to pick a plan it would probably be the teleport anything one... or another plan for wich planar traveling were mandatory, since i love using spells for doing things they're not supposed to do, like planar bombs)
DeS_Tructive 28th Aug 2014, 6:46 AM edit delete reply
DeS_Tructive
iirc, Mystra, the goddess of magic, really -really- hates dead magic zones, as they create permanent damage to the weave. The only way to repair these is to be a Chosen of Mystra or wih a wish or miracle. Even then, you only fix a tiny area.
Ilmaros 30th Aug 2014, 3:08 AM edit delete reply


That's exactly my point. If you're powerful enough to create one, then you are automatically powerful enough to turn it back to how it was, since the spell needed is the same, and the area is the same for both (though the fun part is to use it make a wild magic area xD). Still, even if she hates it, Mystra and the weave rarely react to the creation of one unless it's big enough to threaten the existance of magic itself, wich is not something you have to care about with only one casting of wish/miracle, and even if Elminster and his friends were to come chasing after you, being able to cast 9º level spells you should at least be able to create your own permanent idillic demiplane with dead magic, no connection to other planes whatsoever and a legion of golems ready to beat the living crap out of anyone smart enough to planeshift inside (wich, all said, should be nearly impossible if you created the demiplane in the right way). Or you can always open a gate under their feet and send them into a demiplane with dead magic and a directional augmented gravity directed towards a spear. I love to do that.
DeS_Tructive 30th Aug 2014, 9:35 AM edit delete reply
DeS_Tructive
And the DM that lets you go through with these kinds of things deserves to be shot ;)
Disloyal Subject 18th Nov 2014, 6:48 PM edit delete reply
Disloyal Subject
We keep rubber bands and NERF revolvers on hand for that.
The Random NPC 27th Aug 2014, 8:40 PM edit delete reply


Golems don't stop working in antimagic fields or dead magic zones...
Malroth 27th Aug 2014, 11:40 PM edit delete reply


But they do loose their "Immunity to magic (su)" ability
Ilmaros 30th Aug 2014, 2:58 AM edit delete reply


yeah, you're right, i forgot only animated objects stop working in antimagic (but we always houserule that all of them stop working because it makes way more sense, wich is why i got a bit confused, sorry about that). But still, as Malroth said, they lose the inmmunity to magic and thus you can blast them up with invoke magic, wich make most of them stop working in one turn or so...
Disloyal Subject 18th Nov 2014, 6:48 PM edit delete reply
Disloyal Subject
So let me get this straight - you want to disable magic so your magic will work?
Wouldn't any spell cast into an antimagic field automatically fizzle?
JET73L 18th May 2015, 9:01 PM edit delete reply


If I recall correctly, a dead magic zone differs from an antimagic zone in that it merely prevents anything from recharging or otherwise using environmental magical energy. If the caster in question used up their only sufficiently high-level spell slot, they'd have to leave the area to rest before returning to cast the environment spell.
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