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Old 02-03-2006, 12:21 PM   #1
Greything
Drizzt Do'Urden
 

Join Date: June 25, 2004
Location: UK
Posts: 633
So I build a character with a fortitude of 50.

One of the Drow in the Proving Grounds hits me with an implosion spell. I roll a one and die even though my saves are higher than the hit.

I know I can swallow potions of protection against spells but I didn't think I would need that.

Can anyone tell me how how this works?
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Old 02-03-2006, 01:09 PM   #2
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
Posts: 5,459
If you're not immune to an effect, a roll of 1 on a saving throw means automatic failure, whilst a roll of 20 is automatic success, regardless of modifiers.

Using a spell mantle is just about the only certain way of avoiding death by implosion. Other things to try are a high spell resistance, high fortitude, saving throw bonusses versus spells, or counterspelling the magic as it is cast.
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Old 02-03-2006, 02:43 PM   #3
Greything
Drizzt Do'Urden
 

Join Date: June 25, 2004
Location: UK
Posts: 633
Thanks Legolas.

Unfortunately I think that's just ended my idea of creating a heavy hitter that can walk through Undermountain without magic back-up.

Ah well. Dream on.
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Old 02-03-2006, 03:11 PM   #4
Greything
Drizzt Do'Urden
 

Join Date: June 25, 2004
Location: UK
Posts: 633
Just after the last post I went back into Undermountain.

On my last visit I had almost cleared the Trollbark Dungeon. Going back in there had been no reset so I ended up back there in an area where everything had respawned.

I was hit by so many implosion and harm spells that I died at least three times before I could even work out what was happening.

Definitely a storm of effluent
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Old 02-04-2006, 05:01 AM   #5
roddybug
Manshoon
 

Join Date: December 2, 2003
Location: United Kingdom
Age: 56
Posts: 215
Always leave the game when you're in a safe place! I was killed by implosion spells several times when I was in the trollbark dungeon with my tough little dwarf, try and take down those clerics as fast as possible. I think that the saving throw DC is about 46 to 50 against implosion which is a bit harsh. I managed a DC of 44 with one of my characters, but most bad guys seem to shrug it off. That was with epic spell focus, evocation and 40 something wisdom. Harm seems to work against most bad guys though, I don't know why.
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Old 02-04-2006, 06:04 AM   #6
robertthebard
Xanathar Thieves Guild
 

Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 62
Posts: 4,537
Yeah, it's like those Lizard Realm Arrows of Quick Death. They only seem to work against players.
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Old 02-07-2006, 10:25 AM   #7
Mozenwrathe
Symbol of Cyric
 

Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 49
Posts: 1,214
*sighs*
does Implosion work for we player characters at all? I have tried building magic using PCs before, but it seems Implosion is useless on any of the creatures I want to use it on most of the time. It seems as if Implosion was created purely for the upper levels of the Undermountain to clear people out of the way. So far, the guaranteed spells tend to be that Magical Missle Storm spell, Crumble, Destruction, and any of htose protection spells. Oh, and Delayed Fireball. (Never made a character that uses Hellball yet, so I'll find out soon enough.)
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