Flaming Sphere + Sudden Maximize

Liquidsabre said:
What happens when a creature tries to pass through the square that the flaming sphere is currently occupying?

Flaming Sphere only deals damage when the caster moves it into someone's square, it stops moving for the round, and they fail their Reflex save.

If the sphere doesn't enter someone's square, it doesn't deal damage.

-Hyp.
 

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andargor said:
You mean scorching ray? I would have to concur.

Normally I recommend Empower over Maximize, but since it's Sudden I have no problem with Sudden Maximize.

Andargor

Whoops yeah, scorching ray. I was looking at the feat Searing Spell from Sandstorm while I was writing that...a feat that would be wise actually, if scorching ray is going to be a common offensive spell for a spellcaster.
 

Mistwell said:
The first level Orb spells from Complete Arcane are also worth considering.

Thanks Mistwell, I'm playing an Evoker so scorching ray was the second evocation I picked up! I just gave those Orb spells a good look over and I'm definately going to have to pick a few of those up. Wow, I had no idea the orb spells ignored SR! A nice series of conjuration spells.


andargor said:
Normally I recommend Empower over Maximize, but since it's Sudden I have no problem with Sudden Maximize.

Yea, absolutely agree there. I ended up selecting both Sudden Widen and Sudden Maximize. Got to play last night and I was surprised at the level of power I got from these 1/day use feats, being able to use them on my highest level spells and all. We just started running through the RttToEE module and I have to say being able to select from maximizing a scorching ray, flaming sphere, or a shocking grasp 1/day on-the-fly and widening a burning hands, grease, glitterdust, or a web spell 1/day on-the-fly to be quite handy!


Hypersmurf said:
Flaming Sphere only deals damage when the caster moves it into someone's square, it stops moving for the round, and they fail their Reflex save.

If the sphere doesn't enter someone's square, it doesn't deal damage.

Yea that's what I got out of the reading of the spell myself, but my DM thought that it was a little funny since the sphere is 5-ft diameter. There isn't any room for getting out of it's way, but then again the spell does have a Reflex save for no damage, who knows how creatures manage to dodge this ball of flame that fills the entire 5-ft square. That's magic for ya. I figure, for psuedo-realisms sake, it has something to do with the spongy nature of the flaming sphere and/or that only the exterior of the sphere is a-flame and that there is a hollow, though toasty, center. :p

Though a flaming sphere wouldn't damage anyone moving through the square, would it still set flammables a-light? As per the text: "It ignites flammable substances it touches...". Would this set clothing on fire for creatures passing through the sphere?

Thanks everyone for all your help on this!
 
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Mistwell said:
I suggest you reconsider Searing Ray then. The first level Orb spells from Complete Arcane are also worth considering.

I would also suggest that you consider scorching ray.... when you hit 7th level or so. Until you get two rays, flaming sphere is likely to be a better spell--particularly if you are an evoker and have spell focus evocation, etc.

Here are some points to consider:

1. Expected damage: Scorching ray does 4d6 assuming you hit. As a 4th level wizard, you're probably looking at 14 dex or so and +2 BAB. Assuming you don't have point blank or precise shot, you'll be looking at +4 to hit with your ranged touch attack and +0 to hit when firing into melee. Effectively, you'll be at -4 to hit when firing into melee and past cover (which will be pretty often if you make it your primary 2nd level offense). Assuming a typical touch AC of 11, you hit 70% of the time normally, 50% of the time when firing into melee, and 30% of the time when firing into melee and past cover. Expected damage: 9.8, 7, or 4.2 respectively. MAximized: 16.8, 12, and 7.2. (Note that, in the latter case, you're better off with magic missile and just when firing into melee, you get the same average damage from magic missile).

Flaming sphere does 2d6 damage assuming a failed save. At 4th level, I would expect your DC is somewhere around 16 or so with a 2nd level spell (16 int, spell focus, 2nd level spell or 18 int, no spell focus), but it could be better. Assuming your foes have between a +1 and +6 reflex save, you can expect between 4.9 and 3.15 damage/round--8.4, and 5.4 maximized. At that rate, you only need to use flaming sphere for two rounds before it deals as much damage as scorching ray--more in the suboptimal cases. If combat lasts 3 or 4 rounds, you're ahead with the sphere. And since, it's often easier to find optimal cases for the sphere than for scorching ray, (there's often little you can do about cover and melee combat that doesn't involve going around it and giving enemies a clean charge line toward you; on the other hand, targetting foes in medium or heavy armor is generally pretty easy unless everyone in the fight is a rogue (and in those cases, you're probably looking at a touch AC of 14 or so which will cut down the scorching ray damage too).

2. Endurance. At 4th level (and really, even at 6th level), a wizard can't expect to have enough spells to cast one every round and still make it through three combats a day unless he eschews preparatory and utility spells alltogether. Flaming sphere enables your wizard to contribute while using fewer spells.
 

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