Shard O'Glase said:
I think poeple are seriously over-rating this feat. Unless your doing some against the demons style campaign or some other heavily themed game where most opponents have elemental resistances this feat just isn't that great. It effects how many of your sorcerer's spells, 3,4, 6 what? And in how many encoutners does it make a difference?
Do the Orcs, Drow, Goblins, or evne Skeletons and zombies never make use of the magic items determined to be in their treasure? Like, say, a Ring of Fire Resistance ... ?
Is there never a spellcaster among your opponents, ready and willing to cast Protection from Elements?
One sorceror I had -- the campaign was starting with the Sunless Citadel module; during the fight with the Druid at the end, he saw my wee 3d-level Sorceror toss a couple Ice Knife spells. So, he cast Protection form Elements [Cold].
Sicne my sorceror could see him, and ID'd the spell with spellcraft, I just switched gars, and applied my Elemental Substitution [Electric], bypassing his spell quite nicely (the look of dismay on the GM's face was priceless, he didn't realise at the time I could ID his spell from where I was ... heh).
I may be missing them but where is this huge glut of monsters with fire res, or other elemental res. If your only elemental spell effect is fire this helps a bit because creatures and spells might make it more common for this to have an effect.
Actually, there are plenty of [Fire]-subtype creatures out there, of comparably low CR. Mephits, a small Elemental, etc.
And besides if push comes to shove who doesn't have magic missile to fall back on if you for some reason only learned attack spells of one element.
What's better against a Fire Elemental, 5d4+5 [force] or 10d6[cold] ... ?
And taking multiple of these feats, yeesh I don't got nearly enough feats to burn on my sorceres to try that out.
It's an issue of style, to take multiples. You can chuck spells of any element; you pick element-damage spells based on their OTHER effects (i.e. continuing damage for Melf's, the 1-point radius of damage form Ice Knife, and so on). Or for area. Or, of course, sheer damage dice.
And you let your feat(s) do the Element-shuffle, always ensuring that you can get through the "hole" in the enemy's elemental resistance(s).
Posted by Merlion:
Hmmm....and again almost no one makes any issue of roleplaying or flavour value..
I gave it a 9. Its wonderful for making an elementalist or a character who likes to play around with spells, and it can be quite handy tacticaly especialy if you know what your up against.
I agree. One of the "thematic styles" for Sorcerors that I'm fond of, is all five EnSub feats (with Empower; works best for human sorcerors). Granted, you won't get thee until 12th levle, and won't do diddly besides in terms of feats ... but then you get maximise at 15th, twin at 18th, and then go on into epic levels.
Dont really see what the big deal about sonic is though...it deals full damage to objects.
Well, the ig dealis, very few things are [sonic]-resistant, so it's a BIT cheesy -- not enough IMO to warrant banning the feat at all ... but enough to make EnSub[sonic] by FAR the most common choice of the 5 possible variations.
My fix was to make EnSub[Sonic] require any OTHER EnSub feat as an additional prerequisite.
Many different spell/energy combo's have effects that should be altered with a different energy type.
That'd be nice, but ... it'd take an entire sourcebook (maybe PHB sized!) to cover just the spells published to date ... once for each alternate element, plus the original version (for reference).
It'd be nice, but ... it's just plain too much work IMO.