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Creeping Doom

Posted: Fri Nov 07, 2008 7:37 am
by Tru3Fals3
just wondering if someone could clarify the rules on creeping doom, as i've heard its not allowed to stack them.
are you allowed to stack them and if so is there a limit?
is it legal to stack them directly on a spawn point or on a transition?

*edited due to terrible grammar :D

Re: Creeping Doom

Posted: Fri Nov 07, 2008 8:29 am
by Amoenotep
i stack them...as many as i can cast where ever they stack ;)


but i would suggest not power stacking them on transitions or bind points as this could become detrimental to someone else's gaming experience. one or two on the outside of a door or to cover your tracks past a transition should be good enough to slow most ppl down. if you start stacking after that....they won't be able to get through at all....and some dm's might start seeing exploits/harrassment ;)

Re: Creeping Doom

Posted: Fri Nov 07, 2008 8:39 am
by Tru3Fals3
my spell mantle did nothing aswell, was that changed, it did used to work

Re: Creeping Doom

Posted: Fri Nov 07, 2008 8:41 am
by Tru3Fals3
i also walked through a stack of at least 5 in one spot with my dwd and my dr did nothing, i died in about 5 seconds, i didnt think dooms got through dr

Re: Creeping Doom

Posted: Fri Nov 07, 2008 10:10 am
by Anelad
should I apologize?

Re: Creeping Doom

Posted: Fri Nov 07, 2008 10:52 am
by Tru3Fals3
not asking for an apology just wanna know what the rule is, i use dooms myself

Re: Creeping Doom

Posted: Fri Nov 07, 2008 11:07 am
by Anelad
me too, just wanna know the rules, if I did break it, I apologize to you

Re: Creeping Doom

Posted: Fri Nov 07, 2008 1:14 pm
by MLoki
Odd that you can still stack Creeping Doom since they were supposed to have removed that ability years ago.
Change Log Page 1 wrote:- Added generic AoE spell system so all AoE spells can use a common function. This really doesn't affect gameplay except for the few changes to the AoE spells to make them consistent with one another. These changes include:
-- Casters may only create one AoE of a given type at a given location. Certain AoEs such as Storm of Vengeance and Creeping Doom are further restricted to one AoE total (representing the "continued focus" required to maintain them as specified in the D&D handbooks)
-- Casters may perform a post-hoc counterspell of sorts by casting an identical AoE at a location where an enemy AoE exists. For example, casting Blade Barrier on an opponent's barrier will destroy his and allow yours to stand.
-- Damage and duration standardized, higher-level AoEs such as Incendiary Cloud have been given added damage to make them more appealing, overpowered low-level AoEs have been reduced in duration.
So shouldn't casting multiple Creeping Dooms in one area be considered an exploit?

Re: Creeping Doom

Posted: Fri Nov 07, 2008 1:31 pm
by Korr
Creeping Doom does piercing Damage, a dwarven defender with 30 levels and maxed out piercing gear could still take something like 500 damage from a creeping doom spell, in one hit

Re: Creeping Doom

Posted: Fri Nov 07, 2008 2:47 pm
by Bargeld
I didn't bother with the mechanics of it at the time, but I ran through one of elda's doom patches a zone or 2 from evenshire with Laufer about 2 months ago... I would guess we were both about lvl 35 at the time. It almost got me with about 450 damage total, but I survived it. I remember pre-wipe, Lauf always seemed to be able to survive them also. Maybe it was just lucky timing and/or rolls, idk :roll:

Point is that it *is* survivable (and should be!) by a few builds. If PCs can make saves vs a mean hellball, somebody better be able to save vs cdoom. Admittedly, even one can be pretty devestating if you catch it at the wrong time. But I'm with MLoki on this one... cdoom should be on par with SoV.

Re: Creeping Doom

Posted: Fri Nov 07, 2008 4:53 pm
by Tru3Fals3
yeah i think i prob would've survived but there were also vine mines stacked inside the doom so i was slowed to a crawl, not sure but i think my fom went down just before i entered the trans, i will have to do some testing with my druid to see if i can survive and what it would take.

im not sure what the save is for the doom either, i seemed to get reflex saves when i ran through with my sorc/paly/monk and passed them easily but still died almost immediately, not sure how it works

Re: Creeping Doom

Posted: Fri Nov 07, 2008 5:42 pm
by Lokey
It's on my think of something else to do with it list...has been for a while. So get those tears ready, sometime.
SRD wrote:Creeping Doom
Conjuration (Summoning)
Level: Drd 7
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
Effect: One swarm of centipedes per two levels
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No

When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.

You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).
_____

Centipede Swarm
Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 9d8-9 (31 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +6/—
Attack: Swarm (2d6 plus poison)
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2
Skills: Climb +12, Spot +4
Feats: Weapon FinesseB
Environment: Underground
Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
Combat

A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex)

Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex)

Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Skills

A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Since the 2d6 is non-typed I guess we can go magical damage with it. I'm not sure where the slow part comes in, I don't think you need a special action to push through a swarm (that's the biggest problem with it really, the movement speed hit stacking, so maybe just change that). Also sounds like it should be no friendly fire.

Re: Creeping Doom

Posted: Fri Nov 07, 2008 5:46 pm
by Amoenotep
the longer it sits the more damage it does...and it stacks in the sense that you cast in in the same general area as itself so they overlap

Re: Creeping Doom

Posted: Fri Nov 07, 2008 5:50 pm
by Blystos Re
Storm of Vengence used to do that...until it was changed. :wink:

Re: Creeping Doom

Posted: Fri Nov 07, 2008 6:33 pm
by Chernobyl_Glow
Right. Now, if a 2nd SOV is cast there is a message of "this spell disapates a previous version of itself" (or something to that meaning). Doom should do the same.

Maybe the movement speed is slowed since your vision is impared? But FOM should defeat that.

The problem is the fact that the spell allows multiple versions from the same caster to affect the same area at the same time. This effectively stacks the damage upon one another. It also allows you to stagger their peaks so that they are always doing a lot of damage.

Even if the stacking were eliminated and I were to run into a Doom spell that is reaching its peak and have no FOM then it should probably come pretty close to killing me. But that should also be pretty unlucky that I hit it at just the wrong time, forget to have FOM and decide to plow through versus turn around.

I think it would be balanced if it were party friendly but not stackable. If you were only to take away the ability to stack then no one would use it since it hurts your party. Its uses are limited already.

- Glow -