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<blockquote data-quote="Justinian" data-source="post: 2238255" data-attributes="member: 6358"><p>Quoted for reference:</p><p> </p><p>Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.</p><p> </p><p>So, to fire off a quickened twinned scorching ray, the artificer needs to a) have Craft Wand, b) have Quicken Spell, and c) have Twin Spell. Of course, by 6th level artificers have Craft Wand (per the errata), and even a nonhuman artificer can take Quicken Spell at 1st level and Twin Spell at 3rd.</p><p> </p><p>If the artificer wants maximum damage, he would have a wand of scorching ray (11th), which costs 8250. Every round, he could fire off one quickened twinned scorching ray and one twinned scorching ray, each with 6 touch attacks for 4d6 fire damage. This totals up to 48d6 in 12 different bursts, and burns 14 charges per round.</p><p> </p><p>For sheer wand power, the character could take the prestige class Cannith Wand Adept, in Sharn: City of Towers, and be able to use two wands at once as a full round action. However, this drains 1d4 charges instead of one charge. The character could use a quickened twinned scorching ray, and then two twinned scorching rays. This totals up to 72d6 in 18 different bursts, and burns 1d4+14 charges from one wand and 1d4+5 charges from the other.</p><p> </p><p>Either way, he'll be going through wands at a terrific rate, and resist energy (fire) by a 7th level caster will reduce nearly every hit to zero damage. While this tactic would probably allow him to rapidly eliminate some creatures, remember the price of overkill - once he's let loose a twinned scorching ray, it just cost >2000 gp, even if the opponent only had a handful of hit points left. Intelligent enemies, on the other hand, can make him almost completely ineffective, and he's still throwing away that much per shot. If the treasure accumulated by the characters is kept under control, this tactic shouldn't be too worrisome, in my opinion.</p><p> </p><p>Artificers can take feats that lower the cost of creation, but in the end, I would compare this tactic to sundering opponent's magic weapons - it may swing the fight in your favor, but it's very expensive as a standard method.</p></blockquote><p></p>
[QUOTE="Justinian, post: 2238255, member: 6358"] Quoted for reference: Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. So, to fire off a quickened twinned scorching ray, the artificer needs to a) have Craft Wand, b) have Quicken Spell, and c) have Twin Spell. Of course, by 6th level artificers have Craft Wand (per the errata), and even a nonhuman artificer can take Quicken Spell at 1st level and Twin Spell at 3rd. If the artificer wants maximum damage, he would have a wand of scorching ray (11th), which costs 8250. Every round, he could fire off one quickened twinned scorching ray and one twinned scorching ray, each with 6 touch attacks for 4d6 fire damage. This totals up to 48d6 in 12 different bursts, and burns 14 charges per round. For sheer wand power, the character could take the prestige class Cannith Wand Adept, in Sharn: City of Towers, and be able to use two wands at once as a full round action. However, this drains 1d4 charges instead of one charge. The character could use a quickened twinned scorching ray, and then two twinned scorching rays. This totals up to 72d6 in 18 different bursts, and burns 1d4+14 charges from one wand and 1d4+5 charges from the other. Either way, he'll be going through wands at a terrific rate, and resist energy (fire) by a 7th level caster will reduce nearly every hit to zero damage. While this tactic would probably allow him to rapidly eliminate some creatures, remember the price of overkill - once he's let loose a twinned scorching ray, it just cost >2000 gp, even if the opponent only had a handful of hit points left. Intelligent enemies, on the other hand, can make him almost completely ineffective, and he's still throwing away that much per shot. If the treasure accumulated by the characters is kept under control, this tactic shouldn't be too worrisome, in my opinion. Artificers can take feats that lower the cost of creation, but in the end, I would compare this tactic to sundering opponent's magic weapons - it may swing the fight in your favor, but it's very expensive as a standard method. [/QUOTE]
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