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<blockquote data-quote="herrozerro" data-source="post: 5813069" data-attributes="member: 86211"><p>dont forget the locate city bomb:</p><p></p><p>Take Locate City. AOE, no save, radius 10 miles per CL. (Really, any low level large area spell works.) </p><p></p><p>Add Snowcasting (frostburn). Adds a snow material component, and gives the spell the Cold descriptor. </p><p></p><p>Add Flash Frost Spell (PHB2) . modifies any Cold spell with an area to slick that area in ice, for a short duration Grease effect and 2 cold damage, no save. </p><p></p><p>Add Energy Substitute (CA). Modify any spell with an energy descriptor to use another energy type from the list. Here that list is Electric. It deals 2 electric damage in its area but lacks a save. [EDIT: If you think this prevents the system from working because it's no longer [cold] for flashfrost (despite order of operations on metamagic producing different results), you can also use Energy Admixture and get around the problem.]</p><p></p><p>Add Born of Three Thunders (CA). Modifies any damaging electric or sonic spell to be both electric and sonic. It also gives the spell a Fortitude save for deafening and a Reflex save for prone, similar to the Great Thunderclap spell. Our spell is now an AoE [Electric/Sonic] (or [Electric, Sonic, Cold]) effect with, among other things, a Reflex save.</p><p></p><p>Use Explosive Spell (CA). Modifies any AoE spell which has a reflex save, which you'll note we now have. Subjects in the area are pushed to the nearest unaffected square. They take 1d6 damage per 10 feet moves this way, due to the FEAT (ie not reducable by evasion). The spell has a radius of MILES. That's a lot of 10' increments before the creatures stop.</p></blockquote><p></p>
[QUOTE="herrozerro, post: 5813069, member: 86211"] dont forget the locate city bomb: Take Locate City. AOE, no save, radius 10 miles per CL. (Really, any low level large area spell works.) Add Snowcasting (frostburn). Adds a snow material component, and gives the spell the Cold descriptor. Add Flash Frost Spell (PHB2) . modifies any Cold spell with an area to slick that area in ice, for a short duration Grease effect and 2 cold damage, no save. Add Energy Substitute (CA). Modify any spell with an energy descriptor to use another energy type from the list. Here that list is Electric. It deals 2 electric damage in its area but lacks a save. [EDIT: If you think this prevents the system from working because it's no longer [cold] for flashfrost (despite order of operations on metamagic producing different results), you can also use Energy Admixture and get around the problem.] Add Born of Three Thunders (CA). Modifies any damaging electric or sonic spell to be both electric and sonic. It also gives the spell a Fortitude save for deafening and a Reflex save for prone, similar to the Great Thunderclap spell. Our spell is now an AoE [Electric/Sonic] (or [Electric, Sonic, Cold]) effect with, among other things, a Reflex save. Use Explosive Spell (CA). Modifies any AoE spell which has a reflex save, which you'll note we now have. Subjects in the area are pushed to the nearest unaffected square. They take 1d6 damage per 10 feet moves this way, due to the FEAT (ie not reducable by evasion). The spell has a radius of MILES. That's a lot of 10' increments before the creatures stop. [/QUOTE]
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