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*Pathfinder & Starfinder
newbie Wizard takes step into a big, scary Pathfinder world
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 5536202" data-attributes="member: 23094"><p>Conjurations and Transmutations, generally speaking, are the best bang-for-the-buck. Illusions aren't bad, either. Enchantment is, literally, hit-or-miss.</p><p></p><p>If you like Evocations, there's nothing wrong with them; it's just that they tend to be somewhat underwhelming at low levels (2d4+2 damage from a magic missile or 5d4 fire in a 15' cone from burning hands that you can do 1/day vs. 1d8 forever with a bow or a color spray or sleep spell essentially killing 2-4 enemies). At high levels, you start running into specific energy resistances, meaning you have to be really careful with your spell selection or be caught somewhat useless - tossing fire at a fire resistant guy doesn't do much, but a wall of stone between him and his allies is a wall of stone between him and his allies. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Note that this applies to melee touch spells only; ranged touch spells still only have the one shot. (Also, in Pathfinder, ranged touch spells explicitly provoke two AoOs - one for casting, and one for making a ranged attack. Casting defensively - which PF also made harder - only blocks the first one.)</p><p></p><p>And yes, if you cast another spell (or, actually, touch anything else), the held melee touch spell goes away.</p><p></p><p></p><p></p><p>Cool! If aught else, it makes the DM's job much, much easier.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 5536202, member: 23094"] Conjurations and Transmutations, generally speaking, are the best bang-for-the-buck. Illusions aren't bad, either. Enchantment is, literally, hit-or-miss. If you like Evocations, there's nothing wrong with them; it's just that they tend to be somewhat underwhelming at low levels (2d4+2 damage from a magic missile or 5d4 fire in a 15' cone from burning hands that you can do 1/day vs. 1d8 forever with a bow or a color spray or sleep spell essentially killing 2-4 enemies). At high levels, you start running into specific energy resistances, meaning you have to be really careful with your spell selection or be caught somewhat useless - tossing fire at a fire resistant guy doesn't do much, but a wall of stone between him and his allies is a wall of stone between him and his allies. :) Note that this applies to melee touch spells only; ranged touch spells still only have the one shot. (Also, in Pathfinder, ranged touch spells explicitly provoke two AoOs - one for casting, and one for making a ranged attack. Casting defensively - which PF also made harder - only blocks the first one.) And yes, if you cast another spell (or, actually, touch anything else), the held melee touch spell goes away. Cool! If aught else, it makes the DM's job much, much easier. [/QUOTE]
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newbie Wizard takes step into a big, scary Pathfinder world
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