Fedifensor
Explorer
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.
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.
Last edited: