How Many Spells Can You Cast In A Round?

Gerion of Mercadia said:
the 1d4 is variable and numeric.

the +1 is numeric, but not variable.

The variable numeric effect of a Magic Missile is how much damage it deals. It doesn't deal a variable amount of damage in the range 1 to 4, and also a constant amount of damage equal to 1; it deals a variable amount of damage in the range 2 to 5.

The variable numeric effect - a number of points of damage in the range 2 to 5 - is multiplied by 1.5.

The text and the example agree.

So what you just said is that if I apply Extend spell to Time stop, I get 2d4+2 rounds of action?

I don't think Hyp agrees with you;

Sure I do. The duration doubles.

-Hyp.
 

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Whatever ends up winning, it can probably get even more spells cast if you add "being a spellweaver" to the solution.
 

Ok - so an Extended, Maximized Time Stop = 10 rounds of actions...

And an Intensified Time Stop = 10 rounds of actions ...

The former combination adds a mere 4 levels, where the latter is adding more than that. If the two non-epic feats are yielding a "greater" result than the epic feat (which has 2 non-epic prereqs IIRC) It would seem that SOMETHING is wrong with this picture. What?

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

What the heck does the bold part mean? If the duration were 1d4+1 rounds ... why even write it? Does it contain any meaning at all whatsoever?
 

Gerion of Mercadia said:
The former combination adds a mere 4 levels, where the latter is adding more than that. If the two non-epic feats are yielding a "greater" result than the epic feat (which has 2 non-epic prereqs IIRC) It would seem that SOMETHING is wrong with this picture. What?

Nothing's wrong with the picture.

It's not often that a spell has a variable duration which can be affected by Maximize Spell (or Intensify Spell). Intensify Spell is priced for its effect on most spells, where the variable numeric effect is something like damage. It happens that its a poor bargain when the variable numeric effect is duration. That doesn't mean anything's wrong.

Similarly, if I had to choose between Empowering (+2 levels) or Maximizing (+3 levels) my False Life spell, I'll pick Empower - an average of 23 temporary hit points vs a guaranteed 20 (assuming CL 10 or higher). Does that mean something's wrong with the picture? Not at all; it simply means that sometimes the lower-level option is more applicable to the situation.

If there are a dozen goblins coming at you, would you rather cast Fireball (3rd level spell) or Energy Drain (9th level spell)? If you chose Fireball, does that mean there's something wrong with the picture?

-Hyp.
 

Gerion of Mercadia said:
What the heck does the bold part mean? If the duration were 1d4+1 rounds ... why even write it? Does it contain any meaning at all whatsoever?

It means that the duration is 1d4+1 rounds from the caster's perspective; however in reality, virtually no time has passed at all, so from the perspective of other people no rounds have elapsed. Its just a clarification on how the duration seems different depending on whether the spell effects you or not.

And my bad on the true strike, I was just trying to think of a spell with a short duration for an example. A delayed blast fireball set for 1 round, then.
 

Gerion of Mercadia said:
the 1d4 is variable and numeric.

the +1 is numeric, but not variable.

This has been dealt with before, by Wizards.

An Empowered Magic Missile officially deals (1d4+1)X1.5 per missile.
Empowered CUre Light Wounds heals (1d8+5)X1.5, etc, etc.

Any numbers added with the dice are variable numeric effects. This even includes the Warmage's Int mod to damage when applied to spells that deal damage, or the +1/die of the Argent Savant.

The Variable numeric effect of a Magic Missile is "2-5" per missile, not "1-4 per missile, and then after you roll add an additional 1 per misile".
One step, not two.
 

Gerion of Mercadia said:
Ok - so an Extended, Maximized Time Stop = 10 rounds of actions...

You can't "Extend" or "Persistant" a time stop. It doesn't have a "real" duration, just "apparent time" as viewed by the caster. You could maximize, empower, intensify, etc it, however, b/c the 1d4+1 is a variable numeric effect.
 

Jemal said:
You can't "Extend" or "Persistant" a time stop. It doesn't have a "real" duration, just "apparent time" as viewed by the caster.

You can't Extend a spell with a duration of Instantaneous, Permanent, or Concentration.

Time Stop's duration is not Instantaneous, Permanent, or Concentration.

-Hyp.
 


Jemal said:
You can't "Extend" or "Persistant" a time stop. It doesn't have a "real" duration, just "apparent time" as viewed by the caster. You could maximize, empower, intensify, etc it, however, b/c the 1d4+1 is a variable numeric effect.

Agreed, I stated that the duration was "undefined" or "null", and people didn't seem to like the "rules" consequences of that choice with regards to instantaneous effects specifically:

Since [something > nothing] & [instantaneous > "null"

srd said:
A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends.

= Fireballs go off at end of time stop's effect.

Diirk said:
It means that the duration is 1d4+1 rounds from the caster's perspective; however in reality, virtually no time has passed at all, so from the perspective of other people no rounds have elapsed. Its just a clarification on how the duration seems different depending on whether the spell effects you or not.
:cool:
...and so the "real" duration of time stop that I use to apply metamagic feats, D&D rules ect is?

Jemal said:
This has been dealt with before, by Wizards.

An Empowered Magic Missile officially deals (1d4+1)X1.5 per missile.
Empowered CUre Light Wounds heals (1d8+5)X1.5, etc, etc.

Gerion said:
The bolded part supports my position, and the very next sentence and example support Hyp. Am I missing something real basic with D&D multiplication/rounding here?

I figured I was doing something in there D@D specific that was wrong. The calculation is one function, and then applying empower is the "second step". That's what I get for thinking algebraically late at night after working 16 hours. :o

Hyp said:
If there are a dozen goblins coming at you, would you rather cast Fireball (3rd level spell) or Energy Drain (9th level spell)? If you chose Fireball, does that mean there's something wrong with the picture?

If I am fighting goblins (CR 1/3?) and have access to Energy Drain (minimum 17th level caster) I think something is wrong, from a metagame perspective, don't you? Do they have 10 levels of barbarian or something?

IanB said:
Whatever ends up winning, it can probably get even more spells cast if you add "being a spellweaver" to the solution.

Agreed if it is a finite number. However if the answer is "Infinite"...

Well, if Time Stop gives you subjective time, techically you are casting those spells over multiple rounds...

If you have "subjective" time; you aren't in the same "space/time" dimension as your target point in space... and it would think that line of effect would be slightly problematic.
 

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