Multiple round attack spell?

Herzog

Adventurer
I am looking for a (sorcerer/wizard) spell that will allow me to attack over multiple rounds.

The closest I have found are Call Lightning (but that's a Druid spell), and Cloud of Knives (but that's only 1d6 dmg, and requires a regular attack roll)
Flaming sphere is also close, but has movement restrictions.

Any suggestions?
 

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i don't know any but if your problem is that you are running out of spell slots early then consider the reserve feats from complete mage (acidic splatter, fiery burst).
 


Ball Lightning. Lightning Ring. Chill Touch and Flame Dagger, for what it's worth. Desiccating Bubble. Dancing Weapon. Really, there's lots of spells like that, just look them up!
 

@parinho: I would, but I'm already feat-starved.

@Volomon: a cookie! Not what I was looking for though, since we already have a Psion-shaper and a druid in the party who are more than capable of supplying additional critters....

@Empirate:
Ball lightning and Dessicating Bubble are basically Flaming Spheres with another damage type.
Chill Touch and Flame dagger are melee touch spells. Maybe I should have been more specific, but I want to stay out of melee range.
Although it could be an option if combined with Spectral Hand...

Lightning Ring is actually what I was looking for. Too bad it's an 8th level spell. Do you know of anything similar at a lower level? (5-)

I could not find Dancing Weapon. Where is it from?

Really, there's lots of spells like that, just look them up!
I have been trying to find them myself, but I couldn't find any that met my criteria. I was hoping to get some insight from my question, but I now realise my listed criteria were rather vague.
 



Dip into the warlock class - that is one of the things it was designed for - making a SLA attack every round.
Since I'm already a Sorcer/Wizard/Ultimate Magus and going for Sacred Exorcist 1/Silver Pyromancer that might be a bit too much for my DM....

A permanent Spectral Hand would be interesting. Any Idea how to accomplish that?
 

Ball Lightning (PgtF) is actually a pretty powerful multiple-round damage thingy (5th level), not Flaming Sphere with electricity damage. Quite good, really.
Dancing Blade (5th level), not Weapon, is in... one of the Completes (Arcane, I think, but could be Mage). It animates a weapon to fight for you with quite a good attack bonus (your CL plus your ability mod for spellcasting: Int or Cha, plus weapon bonuses), does OK damage (including your Int or Cha mod again) at good range (if you take a Colossal Spiked Chain you keep in your Portable Hole), and is good for 1 round/level. Also, you can use Chain Spell to make a lot of weapons fight for you...

Found another few: Gutsnake (MoF) lets a snake with 15' reach grow from your stomach (ridiculous, but not bad). Toothed Tentacles (LEoF) gives you 3 tentacles made of Force. Persistent Blade is rather underwhelming in damage and has short duration, but it's also only a 1st level spell, is made of Force, and automatically flanks the opponent. Think of it as a buff for your melee guy (especially if you have a Sneak Attacker in the party!), that also does paltry damage. I rather like it at low levels.

Also, Reserve Feats.
 
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Interesting...

Ball Lightning (PGtF) does the same damage per round per ball as Flaming Sphere (2d6), and creates multiple balls (1/2 lvls), but allows you only to control their behaviour during casting time.
Ball Lightning (SpC) has the same movement restrictions and Flaming Sphere, creates only one ball (like flaming sphere) but does more damage (1d6/lvl, max 15d6)

both are 5th lvl sorcerer/wizard spells.

I found Flame Whips(SpC), although it only provides 15' reach (still rather close for comfort). It also prohibits spellcasting using material components and is a 4th lvl sorcerer/wizard spell. Does 6d6 points of damage per tentacle though, and lasts 1 r/lvl
 

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