Slight problem - Acid Arrow doesn't qualify ("Range: Long: 400 feet + 40 feet/level") as it isn't fixed.Dog_Moon2003 said:I've always like the idea of a Persistent Acid Arrow. Take 2d4 points of damage every round all day. THAT'S something you'd have to have taken care of.![]()
Originally posted by Jack Simth
Slight problem - Acid Arrow doesn't qualify ("Range: Long: 400 feet + 40 feet/level") as it isn't fixed.
Well.... maybe if you cast it on yourself....
Dog_Moon2003 said:I've always like the idea of a Persistent Acid Arrow. Take 2d4 points of damage every round all day. THAT'S something you'd have to have taken care of.![]()
Jack Simth said:Slight problem - Acid Arrow doesn't qualify ("Range: Long: 400 feet + 40 feet/level") as it isn't fixed.
Well.... maybe if you cast it on yourself....
Jack Simth said:Now, the persistant variety, while only averaging 5 damage/round, is going to end up dealing 5*10*60*24=72,000 HP of damage (barring Acid Resistence or the spell being terminated, of course). How much healing can your Cleric put out over the course of the day? Hope the Wizard's one prepared (Greater) Dispel Magic works... or that somebody has a Resist Energy handy....
Thanee said:I like a feat (i.e. Greater Extend Spell) that increases the duration step by step, from rounds to minutes to tens of minutes to hours to days.
A +2 modifier per step sounds about right, as does Extend Spell as a prerequisite.
Bye
Thanee
Elder-Basilisk said:There really isn't much in the way of middle ground with persistent spell. Nearly every option is useless (persistent prestidigitation) or hideously broken (persistent wraithstrike--and if your DM is silly enough to allow this get a greater ring of spellstoring so you can give it to the fighters![]()
I guess you are going for something like an Arcane Trickster, but if I am wrong, a good option is Sculpt Spell. Makes a lot of area effect spells more useful...I think I'll scratch extend and persistent out of my plans completely, and replace them with purify and repeat. Neither of these thrill me, but at least what they do is fairly well defined and at least occasionally usefull. Now if only more than half my party were good aligned...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.