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How Many Spells Can You Cast In A Round?
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<blockquote data-quote="Fedifensor" data-source="post: 3487548" data-attributes="member: 7289"><p>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...</p><p></p><p>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.</p><p></p><p>Sorcerer 14/Cleric 1/Silver Pyromancer 5</p><p>Spells Needed: <em>Spell matrix</em>, <em>arcane fusion</em>, <em>orb of fire</em>, <em>scorching ray</em>, <em>lesser orb of fire</em>.</p><p>Feats needed: Twin spell, rapid metamagic, action surge</p><p></p><p>2 scorching rays fired from a <em>spell matrix</em> (swift action) - 6 touch attacks of 4d6 sacred damage each</p><p>Twinned <em>arcane fusion</em> firing 2 <em>orbs of fire</em> and 2 <em>lesser orbs of fire</em> - 4 touch attacks (2 for 15d6 sacred damage, 2 for 5d8 sacred damage)</p><p>Spend 2 AP to gain a standard action, using the action to cast twinned <em>arcane fusion</em> firing 2 <em>orbs of fire</em> and 2 <em>lesser orbs of fire</em> - 4 touch attacks (2 for 15d6 sacred damage, 2 for 5d8 sacred damage)</p><p>Cast <em>celerity</em> as soon as your turn ends, gaining another standard action to cast twinned arcane fusion, firing 2 <em>orbs of fire</em> and 2 <em>lesser orbs of fire</em> - 4 touch attacks (2 for 15d6 sacred damage, 2 for 5d8 sacred damage)</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Fedifensor, post: 3487548, member: 7289"] 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: [I]Spell matrix[/I], [I]arcane fusion[/I], [I]orb of fire[/I], [I]scorching ray[/I], [I]lesser orb of fire[/I]. Feats needed: Twin spell, rapid metamagic, action surge 2 scorching rays fired from a [I]spell matrix[/I] (swift action) - 6 touch attacks of 4d6 sacred damage each Twinned [I]arcane fusion[/I] firing 2 [I]orbs of fire[/I] and 2 [I]lesser orbs of fire[/I] - 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 [I]arcane fusion[/I] firing 2 [I]orbs of fire[/I] and 2 [I]lesser orbs of fire[/I] - 4 touch attacks (2 for 15d6 sacred damage, 2 for 5d8 sacred damage) Cast [I]celerity[/I] as soon as your turn ends, gaining another standard action to cast twinned arcane fusion, firing 2 [I]orbs of fire[/I] and 2 [I]lesser orbs of fire[/I] - 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. [/QUOTE]
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How Many Spells Can You Cast In A Round?
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