Brilliant Gameologists Forum
The Thinktank => Min/Max It! => : Vistella August 09, 2010, 05:51:02 PM
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well, its that even possible?
considering it caps at 1d6+5 only metamagic feats would affect it
those i could find now which work:
empower
maximise
blistering
energy admixture
so for only +11 leveladjustment we could deal:
(13+(1d6+7)*1,5)*2 damage per attack
is there anything else?
(talking purely feats here)
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It's a pretty good "weapon" to sneak attack with.
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fell
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Take power throw and power attack with it.
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something i've never noticed about it before:
Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
that would hurt some kind of multi-attack building that I was thinking about.
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Persist (since it has a fixed range) and extend it. All day long you can throw fire (at least 1,440 attacks worth).
Yes, this is putting way too much effort into the spell when you could do better things with it. However, if optomizing it, better mention these.
Searing Spell is a must for dealing with resistance/immunity.
Let's see, Arcane Thesis (Produce Flame) is probably necessary for any build like this.
Blistering Spell makes it 1d6+7 (no save on Produce Flame, so unknown if the minor debuff takes effect) (with Arcane Thesis, +0)
Energy Adimixture makes it 2d6+14 (with Arcane Thesis, +3)
Empower makes this 3d6+21 (with Arcane Thesis, +1)
Searing Spell makes it ignore resistance and deal half damage to immune (with Arcane Thesis, +0)
Maximise is too expensive for the benefit, really.
Extend Spell gives you double the attacks with the spell (with Arcane Thesis, +0)
This is actually a case where Heighten Spell increases the damage dealt, because Blistering Spell works off of spell level on how much benefitit gives.
Cheap trick: Choose Energy Substitution (Fire) for the prerequisite for Energy Adimixture and apply it to the spell. With Arcane Thesis, that's pretty much a free -1 spell slot adjustment.
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needs bloodstorm blade(?) for throwing goodies, and needs range.
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something i've never noticed about it before:
Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
that would hurt some kind of multi-attack building that I was thinking about.
I think that only applies to when you throw it. If you just touch them with it (melee touch), then it doesn't reduce the duration. So it's basically a level 1 spell that lasts 1 min/lvl and lets you make touch attacks. This is pretty nice for rogues.
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Fell draining is a must. combine that with persistent spell and have negative level attacks all day.
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Using Darkfire instead (SpC) would be where I'd start. It's very similar, but doesn't have the wonky reducing duration feature of Produce Flame, and it scales a bit better to boot.
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darkfire is boring, its a 3rd level spell....everyone can optimize a 3rd level spell
but the idea with heighten is pretty sweet
so using a 9th lvl slot it would be
Blistering Spell makes it 1d6+23
Energy Adimixture makes it 2d6+46
Empower makes this 3d6+69
with extend and persistent it will las 48hours, which is 2880 attacks for a total of 8640d6+198720 damage
with full bab and haste that would be 5 attacks per round, so after 576 rounds we would be out
hmm, can you dualwield that?
and its just:
empower +2
blistering +1
extend +1
persist +6
admixture +4
searing +1
arcane thesis -6
+9 to the spelllevel...so not castable
with energy substitution it would be +8 so usuable with a lvl9 slot, but cant heighten it then
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with energy substitution it would be +8 so usuable with a lvl9 slot, but cant heighten it then
DMM heighten, the most evil use of DMM ever.
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with energy substitution it would be +8 so usuable with a lvl9 slot, but cant heighten it then
DMM heighten, the most evil use of DMM ever.
ok, how many turns can one get while maintaining the above feats?^^
anyway, i just found a way to lower the lvlraise by 3:
rod of energy admixture
it my cost money, but who cares
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with energy substitution it would be +8 so usuable with a lvl9 slot, but cant heighten it then
DMM heighten, the most evil use of DMM ever.
Yeah, I love having a large elemental and 9d6 force needles at first level too.
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I'm partial to Invisible Spell...
Guy you're throwing invisible fire at:
"AHHHHHHH"
Maybe Disguise Spell so that people think that someone else had cast it.
Other than that, wasn't there a metamagic feat that made enemies catch fire when you hit them with fire spells?
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No Twin Spell and Repeat Spell metamagic?
Shame, BG, shaaaame :D
Also, this idea begs for Metaphysical Spellshaper (Book of Erotic Fantasy) + Naberius Vestige (or something similarly good at metamagic).
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hmm, can you dualwield that?
Spellflower, a Cleric 1/Sorc 1/Wiz 1 spell from Spell Compendium that lasts rounds/level will let you do this.
Just persist Spellflower.
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Hmm, it counts as a thrown weapon, so if you got some Persist up you can work on that end.
It's not a touch spell even though you can perform touch attacks, the spell effect is the flame, so you can dual wield just fine.
Hmmm. Master Thrower fun?
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Is there any way to turn this into an AoE? Explosive Spell + Fell Drain could be...fun.