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*Pathfinder & Starfinder
Brutal Seething Surge
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<blockquote data-quote="Kae'Yoss" data-source="post: 306984" data-attributes="member: 4134"><p>I think the spell is OK. It can be really useful in certain circumstances, but usually there's a better way.</p><p></p><p>I got the impression that some of you misunderstand how that spell works. </p><p></p><p>- The Duration is Permanent until discharged, so I think that you could cast other spells without losing your remaining attacks. That's a bonus for the spell, as normal touch spells can't be held when you cast another spell</p><p>- The total number of attacks you can do with one casting of that spell is equal to your level. So you'll be able to make 20 attacks at level 20. That's nice if you have to be thrifty with your spells.</p><p>- You have to make a melee touch attack to affekt an enemy, which can get you into danger. Although that can be circumvented by a number of ways, it's a disadvantage to, say, fireball, which hits all the time (except when the enemy has the evasion class ability), and you don't have to move to close to attack.</p><p>- Every touch attack counts against your normal limit of attacks per round. So you can usually only make 1 or 2 attacks (or three with haste) in a round (although a multiclassed character, or one that uses tensers transformation, could nock it up to 4 + haste). If you have enough spells left, you'd be better off casting one (or two, with haste) per round, dealing much more damage in the same time.</p><p>- The daze effect is quite nice, though it won't stack. So, if you hit him three times in a round, and roll 1,2,3, he won't be dazed for 6 rounds. Of course, you can hit him in the next round, without fear of repraisal, or you could hit other enemies.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 306984, member: 4134"] I think the spell is OK. It can be really useful in certain circumstances, but usually there's a better way. I got the impression that some of you misunderstand how that spell works. - The Duration is Permanent until discharged, so I think that you could cast other spells without losing your remaining attacks. That's a bonus for the spell, as normal touch spells can't be held when you cast another spell - The total number of attacks you can do with one casting of that spell is equal to your level. So you'll be able to make 20 attacks at level 20. That's nice if you have to be thrifty with your spells. - You have to make a melee touch attack to affekt an enemy, which can get you into danger. Although that can be circumvented by a number of ways, it's a disadvantage to, say, fireball, which hits all the time (except when the enemy has the evasion class ability), and you don't have to move to close to attack. - Every touch attack counts against your normal limit of attacks per round. So you can usually only make 1 or 2 attacks (or three with haste) in a round (although a multiclassed character, or one that uses tensers transformation, could nock it up to 4 + haste). If you have enough spells left, you'd be better off casting one (or two, with haste) per round, dealing much more damage in the same time. - The daze effect is quite nice, though it won't stack. So, if you hit him three times in a round, and roll 1,2,3, he won't be dazed for 6 rounds. Of course, you can hit him in the next round, without fear of repraisal, or you could hit other enemies. [/QUOTE]
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