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<blockquote data-quote="Sir Whiskers" data-source="post: 1416295" data-attributes="member: 6941"><p>I would rule that the spaces move with the cloud, but I could see an argument for the other interpretation. Since you're using an ability to modify a spell, you could rationalize it either way.</p><p></p><p></p><p></p><p></p><p>Again, you can interpret it either way, but it makes most sense to me to say, yes, the new energy type is the new descriptor. Otherwise you end up with some really strange situations: "Watch me cast a (sonic) fireball that does no fire damage, but does extra damage because I'm so good with fire spells!"</p><p></p><p></p><p></p><p></p><p>Arcane Fire is useful but not overwhelming, especially at the cost of a 9th-level slot. Consider:</p><p></p><p><em>magic missile</em>: 5d4, no save, always hits, force effect (avg. 12.5 damage)</p><p>arcane fire: 6d6, no save, ranged touch attack (avg. 21 damage)</p><p></p><p>Sure you're doing 8.5 points of extra damage per 1st-level spell, but how often will you be worrying about such a low-damage effect? At high levels, combat is usually about slinging the most powerful spells around before the other guy does. </p><p></p><p>I recommend taking Spell-Like Ability - for the cost of a 5th-level slot (plus the slot of the spell chosen), you can turn one of your commonly used spells into an ability usuable at least 2/day. For your character, consider <em>fireball</em> (empowered?maximized?both?). Remember, you can boost the uses per day by boosting the slot of the spell chosen, e.g., <em>fireball</em> 6/day for a 9th-level slot.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1416295, member: 6941"] I would rule that the spaces move with the cloud, but I could see an argument for the other interpretation. Since you're using an ability to modify a spell, you could rationalize it either way. Again, you can interpret it either way, but it makes most sense to me to say, yes, the new energy type is the new descriptor. Otherwise you end up with some really strange situations: "Watch me cast a (sonic) fireball that does no fire damage, but does extra damage because I'm so good with fire spells!" Arcane Fire is useful but not overwhelming, especially at the cost of a 9th-level slot. Consider: [I]magic missile[/I]: 5d4, no save, always hits, force effect (avg. 12.5 damage) arcane fire: 6d6, no save, ranged touch attack (avg. 21 damage) Sure you're doing 8.5 points of extra damage per 1st-level spell, but how often will you be worrying about such a low-damage effect? At high levels, combat is usually about slinging the most powerful spells around before the other guy does. I recommend taking Spell-Like Ability - for the cost of a 5th-level slot (plus the slot of the spell chosen), you can turn one of your commonly used spells into an ability usuable at least 2/day. For your character, consider [I]fireball[/I] (empowered?maximized?both?). Remember, you can boost the uses per day by boosting the slot of the spell chosen, e.g., [I]fireball[/I] 6/day for a 9th-level slot. [/QUOTE]
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