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

Amoenotep wrote:i still think everyone is just truefalse multi logging an entire server together
Amoenotep wrote:i still think everyone is just truefalse multi logging an entire server together
Amoenotep wrote:i still think everyone is just truefalse multi logging an entire server together
Amoenotep wrote:i still think everyone is just truefalse multi logging an entire server together
So shouldn't casting multiple Creeping Dooms in one area be considered an exploit?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.
Amoenotep wrote:i want your toon to be useless
Amoenotep wrote:korr is the greatest
Amoenotep wrote:i still think everyone is just truefalse multi logging an entire server together
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.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.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.