apsuman said:But as has already been pointed out a magic missle would do 5d4+5 auto hit no save for 17.5 damage on average. A 1st level arcane fire bolt would do at most 6d6 (assume level 5 archmage) or 21 damage plus you have to roll to hit.
Indeed, it seems more and more that Arcane Fire is a waste...
WingOver said:* Energy Immunity - (TaB) lasts 24 hours, you'd be immune to 2 types of energy per day.
* Moment of Prescience - lasts 1/hr level, and those can come in really handy for a wide range of contingencies. With 2/day, you don't have to be shy about using the first one.
* Greater Arcane Sight - this one is awesome, especially against enemy spellcasters... you could see their protection spells and cast the appropriate attack spell from the start. It doesn't last that long so its a good candidate as a spell-like ability 2/day.
Awesome suggestions! I should've indicated that my character is the Weapons of Mass Destruction guy. If there's a big bogey, usually the Fighter and Monk take care of him. There's also a Sorcerer (going DD) that's in constant spell support mode.
If there are multiple targets, I let loose with Firebrand (FR) or Ilajam Fire (FR).
But my defensive capabilities are fairly poor. I usually try to stay out of reach, so these might help me out in that department.
WingOver said:I really liked the fireball 6/day suggestion. Seems to fit your general theme.
The only thing bugging me about that is the damage cap at 10d6. Maybe Firebrand 4/day for an 8th level slot?
Falling Icicle said:Good points. But one does not take Arcane Fire for its "overwhleming" power. One takes it so that his Wizard can prepare alot of utlity spells and then convert them into Arcane Fire if he runs out of combat magic.
Right. Like I mentioned above, I'm the WMD guy, so I very rarely run out of spells. However, with interesting Spell-Like Abilities, I could probably load up on utility, defensive, or buff spells instead .
Andargor