How Many Spells Can You Cast In A Round?

Okay, here's my go at it:

1 to 4 spell using a standard or full-round action (extra spell via Twin Spell, arcane fusion, or both)
+1 to 4 spells using a standard action (Action Surge plus one of the methods listed above)
+1 to 2 spells using a swift action (Quicken spell, or spell matrix for two 2nd level spells)
fusion[/I])
+1 to 4 spell using an immediate action as soon as your turn ends (via celerity, but you are dazed next round)

So, here's what you need for X spells per round:
* Sorcerer with Rapid Metamagic class feature from PH2
* Spells: Spell matrix (Sor/Wiz 7, Spell Compendium), arcane fusion (Sor/Wiz 5),
* Feats: Twin Spell, Action Surge
* Prepare before combat with spell matrix, storing 2 2nd level spells
* Start combat by releasing the spell matrix as a swift action, releasing two 2nd level spells.
* Cast twinned arcane fusion to fire 2 4th and 2 1st level spells.
* Spend 2 AP to gain a standard action, cast twinned arcane fusion again for 2 4th and 2 1st level spells.
* Cast celerity as soon as your turn ends for another twinned arcane fusion, firing 2 4th and 2 1st level spells.

Total output: 6 4th, 2 2nd, and 6 1st level spells (14 spells total)
Cost in spell slots: 3 9th, 1 7th, 1 4th, 2 2nd

Granted, they're low-level spells, but even the lowly glitterdust can severely hinder several combatants at once. And you can force up to 14 saving throws in round 1...

[EDIT]Arcane fusion is a 4th and a 1st, not a 3rd and a 1st.
 
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I'll be a cheezy bastard for this one. *grin*

Jump off a tall cliff. use 60 some-odd immediate actions to cast feather fall over and over again. Laugh maniacally. Works best with a high level sorcerer with a lot of bonus spells.
 

If you use an immediate action, you cannot use another one until your next turn (or after it, if you used an immediate action when not your turn).
 

Okay, looks like RigaMortus2 has won this one, though I haven't had the time to check all the stuff he used (heck, I don't know which books he pulled some of it from!). I can at least be consoled that my version can be done with less of a feat expenditure, though...

Just for fun, here's a version of my current character (though higher level) tricked out for single-target carnage. Spells are from Spell Compendium and Complete Mage.

Sorcerer 14/Cleric 1/Silver Pyromancer 5
Spells Needed: Spell matrix, arcane fusion, orb of fire, scorching ray, lesser orb of fire.
Feats needed: Twin spell, rapid metamagic, action surge

2 scorching rays fired from a spell matrix (swift action) - 6 touch attacks of 4d6 sacred damage each
Twinned arcane fusion firing 2 orbs of fire and 2 lesser orbs of fire - 4 touch attacks (2 for 15d6 sacred damage, 2 for 5d8 sacred damage)
Spend 2 AP to gain a standard action, using the action to cast twinned arcane fusion firing 2 orbs of fire and 2 lesser orbs of fire - 4 touch attacks (2 for 15d6 sacred damage, 2 for 5d8 sacred damage)
Cast celerity as soon as your turn ends, gaining another standard action to cast twinned arcane fusion, firing 2 orbs of fire and 2 lesser orbs of fire - 4 touch attacks (2 for 15d6 sacred damage, 2 for 5d8 sacred damage)

Total potential damage is 114d6+30d8 sacred damage (excluding misses or crits), or average damage of 534. 90d6+20d8 of that ignores SR, and all of it ignores elemental resistances. Plus, the target has to make 6 Fort saves (DC 22 each) or be dazed for one round. I could probably increase this with a few more feats - Improved Critical (ray) actually becomes a good choice for this character.
 


RigaMortus2 said:
4th or lower: Twinned sanctum cooperative Orb of acid.

This isn't a 'spell that has you as a target'. Or anyone else, for that matter. It creates an effect.

For what it's worth, the FAQ has this to say about Arcane Thesis:
If a character with Arcane Thesis (Player’s Handbook
II, 74) applies multiple metamagic feats to the chosen spell,
is the spell’s slot reduced by one level, or by one level per
metamagic feat applied?


Arcane Thesis reduces the total spell level of a metamagic-affected
spell by one, regardless of the number of metamagic
feats applied. An empowered (+2 levels), still (+1 level), silent
(+1 level) fireball would be 6th level.


-Hyp.
 

@ Mort - let me show you what I think you miseed.

time stop lasts 1d4+1 rounds, so: area spells with less duration than that run out before it ends and effectively have no effect (this obviously includes any instantaneous spells). Area spells with a duration greater than that (cloudkill, evards, properly worded delayed blast fireball) extend beyond the duration. What's unclear?

The part in bold is wrong. If Time Stop has a duration of "1d4+1 Rounds" - I can extend the thing for 2d4+2 rounds. It doesn't work that way :)


The Actual Duration line reads:

Duration: 1d4+1 rounds (apparent time); see text

For the caster, the duration appears to be 1d4+1 rounds for those not recieving the benefits of the spell, the spell effect begins and ends faster than they can so much as blink.
 

Using 3.0 and an OGL source, 4 per round.


Using a sorcerer, Quicken Spell, and mongoose's Artillerist PrC:
- It reduces the casting time with metamagic feats to one round.
- The last level 'Re-ignite' ability allows you to recast a previous evoction (cast within one round) for half effect as a move action. Uses the same level spell per day slot.


Cast 3.0 Haste (there's another version somewhere in 3.5). You then get one quickened, two standard, and one recast as a move action.
 

Gerion of Mercadia said:
The part in bold is wrong. If Time Stop has a duration of "1d4+1 Rounds" - I can extend the thing for 2d4+2 rounds. It doesn't work that way :)

Why not? The duration is not concentration, permanent, or instantaneous, so the feat is not prohibited from applying.

Extend Spell makes the spell last twice as long, which means the spell effect begins and ends faster than they can so much as blink twice.

You're sped up for twice as long as you would be with a non-Extended Time Stop.

-Hyp.
 

For what it's worth, the FAQ has this to say about Arcane Thesis:
If a character with Arcane Thesis (Player’s Handbook
II, 74) applies multiple metamagic feats to the chosen spell,
is the spell’s slot reduced by one level, or by one level per
metamagic feat applied?

Arcane Thesis reduces the total spell level of a metamagic-affected
spell by one, regardless of the number of metamagic
feats applied. An empowered (+2 levels), still (+1 level), silent
(+1 level) fireball would be 6th level.

Arcane Thesis in combination with Improved Metamagic[epic] work together however, so if the character had IMP Metamagic X1 , the above spell is fifth :) Can't get it any lower without automatic silent and still spell.

Looks like you need some more feats to get an "infinite spells" combo, but it's still workable.
 

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