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Flame Arrow & Telekinesis Issues: Discuss
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<blockquote data-quote="strongbow" data-source="post: 1651318" data-attributes="member: 2650"><p>By the letter, it appears that flame arrow is eligible for Energy Substitution/Energy Affinity/Maximize/Empower. I would like to discuss both letter and spirit of the rules. The spell is reprinted below for your convenience.</p><p></p><p>A few issues to discuss: 1-5 are serious, 6 is a wildcard.</p><p></p><p>1) B/c the spell says it bestows extra damage on ammunition and does not bestow the flaming property, the extra 1d6 damage of fire damage from this spell should stack with the flaming property of weapons. </p><p></p><p>2) B/c the spell has an energy descriptor, it may be substituted to other types. B/c it may be sub. to other types, it stacks with itself only if each cast of flame arrow has been substituted to a different type. Thus, two casts of Flame Arrow (Fire) don't stack with one another, but a cast of Flame Arrow (Electricity) and a cast of Flame Arrow (Fire) do stack.</p><p></p><p>3) Since the spell puts an effect on ammunition, the ammunition enhanced by this spell does not lose any of its effect if used with a violent thrust with Telekinesis. Ergo, a 10th level cast of Telekinesis could violent thrust 10 arrows, dealing 1d4 arrow damage and +1d6 fire damage for a regular flame arrow.</p><p></p><p>4) Since TK may use ammunition for the violent thrust option, any enhancements of the ammunition still apply. If you have +2 arrows and use TK to thrust them, then you should gain +2 on your attack roll for each arrow, and +2 damage on each arrow. The fact that the arrows are being used in a spell is irrelevant; they still have the same effect when striking the target, and since you have to roll to hit you get the bonus to hit, and since each arrow does damage seperately the arrows get their bonus to damage.</p><p></p><p>5) Much like shuriken (sp?), a caster of TK using violent thrust only gets sneak attack on one object, no matter how many objects are hurled. Of course the caster must still abide by all the restrictions on sneak attack, so will probably have to catch someone flatfooted.</p><p></p><p>6) Bob the TK caster is not cheesy for combining a 5th level spell with potentially 4 Flame Arrow spells with only 10 minute/lvl duration and another 3rd level Greater Magic Weapon. </p><p></p><p>4)</p><p></p><p></p><p>3.5 Flame Arrow from SRD</p><p></p><p>Flame Arrow</p><p>Transmutation [Fire]</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: Fifty projectiles, all of which must be in contact with each other at the time of casting</p><p>Duration: 10 min./level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.</p><p>Material Component: A drop of oil and a small piece of flint.</p></blockquote><p></p>
[QUOTE="strongbow, post: 1651318, member: 2650"] By the letter, it appears that flame arrow is eligible for Energy Substitution/Energy Affinity/Maximize/Empower. I would like to discuss both letter and spirit of the rules. The spell is reprinted below for your convenience. A few issues to discuss: 1-5 are serious, 6 is a wildcard. 1) B/c the spell says it bestows extra damage on ammunition and does not bestow the flaming property, the extra 1d6 damage of fire damage from this spell should stack with the flaming property of weapons. 2) B/c the spell has an energy descriptor, it may be substituted to other types. B/c it may be sub. to other types, it stacks with itself only if each cast of flame arrow has been substituted to a different type. Thus, two casts of Flame Arrow (Fire) don't stack with one another, but a cast of Flame Arrow (Electricity) and a cast of Flame Arrow (Fire) do stack. 3) Since the spell puts an effect on ammunition, the ammunition enhanced by this spell does not lose any of its effect if used with a violent thrust with Telekinesis. Ergo, a 10th level cast of Telekinesis could violent thrust 10 arrows, dealing 1d4 arrow damage and +1d6 fire damage for a regular flame arrow. 4) Since TK may use ammunition for the violent thrust option, any enhancements of the ammunition still apply. If you have +2 arrows and use TK to thrust them, then you should gain +2 on your attack roll for each arrow, and +2 damage on each arrow. The fact that the arrows are being used in a spell is irrelevant; they still have the same effect when striking the target, and since you have to roll to hit you get the bonus to hit, and since each arrow does damage seperately the arrows get their bonus to damage. 5) Much like shuriken (sp?), a caster of TK using violent thrust only gets sneak attack on one object, no matter how many objects are hurled. Of course the caster must still abide by all the restrictions on sneak attack, so will probably have to catch someone flatfooted. 6) Bob the TK caster is not cheesy for combining a 5th level spell with potentially 4 Flame Arrow spells with only 10 minute/lvl duration and another 3rd level Greater Magic Weapon. 4) 3.5 Flame Arrow from SRD Flame Arrow Transmutation [Fire] Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Fifty projectiles, all of which must be in contact with each other at the time of casting Duration: 10 min./level Saving Throw: None Spell Resistance: No You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. Material Component: A drop of oil and a small piece of flint. [/QUOTE]
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Flame Arrow & Telekinesis Issues: Discuss
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