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<blockquote data-quote="Aloïsius" data-source="post: 12599" data-attributes="member: 1191"><p>Dear Chosen of Mystra,</p><p>Who cares if the topic has already been discussed ? Whose who have already discussed it. The goal of my post was to make a summary of various arguments already exposed elsewhere. As I haven't found these by myself (Never planed to use spellfire IMC), I just repeat what I see on wizard's site, and try to explain it briefly, and try too to suggest that this topic is recurrent one, a ranger-like one : you know the type of topic that never find consensus. As I only have a 56k modem, I was somewhat brief. I'm just sorry you didn't catch it.</p><p></p><p></p><p>1d6 damage reflex half better than 1d4+1 no save ? And the 1d4+1 became 2d4+2 at third level, 3d+3 at 5th ... while your 1d6 remain 1d6. </p><p>At higer level : Meteor swarm : 25 d6, without save. converted in spellfire, this become 9 d6, reflex save for half damage. Idem with the healing ability. Your wizard or cleric budy will not wast his precious spell on you just to allow you to endanger his life by calling all bounty hunters upon the party. And, as you need to ready an action, you can't "load" yourself with your own spells.</p><p></p><p></p><p>Your level 20 sorceror need 40 in constitution to do that. Not impossible, but... And he will deal an average 40*3.5 = 140 hp damage. Your great wyrm dracolich (say, a deep dragon) will have 39 d12= 253 hp. Oops. I forgot the fact that your wyrm has +22 in his reflex save. So that's just -70 hp for him. Impressive. </p><p>I think the level 20 sorceror will be better inspired to cast time stop and then use three gate spells to summon 3 solars. </p><p>Spellfire is usefull at low and mid level, when you are prepared, against a poweful ennemy that you can't kill otherwise. Just hope he don't cast "dispel magic".</p><p></p><p>Anyway, most people looking at the feat will think "broken munchkin feat from forgotten realms of Oz" and add it to the long list of things they don't like (with the drizzit, the chosen, the regional equipment, elminster...). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> </p><p>I think it's an usefull tool for the DM, and allow great campaign idea, and I think it's not broken if the DM carefully watch its use. (the ready action thing, mostly)</p></blockquote><p></p>
[QUOTE="Aloïsius, post: 12599, member: 1191"] Dear Chosen of Mystra, Who cares if the topic has already been discussed ? Whose who have already discussed it. The goal of my post was to make a summary of various arguments already exposed elsewhere. As I haven't found these by myself (Never planed to use spellfire IMC), I just repeat what I see on wizard's site, and try to explain it briefly, and try too to suggest that this topic is recurrent one, a ranger-like one : you know the type of topic that never find consensus. As I only have a 56k modem, I was somewhat brief. I'm just sorry you didn't catch it. 1d6 damage reflex half better than 1d4+1 no save ? And the 1d4+1 became 2d4+2 at third level, 3d+3 at 5th ... while your 1d6 remain 1d6. At higer level : Meteor swarm : 25 d6, without save. converted in spellfire, this become 9 d6, reflex save for half damage. Idem with the healing ability. Your wizard or cleric budy will not wast his precious spell on you just to allow you to endanger his life by calling all bounty hunters upon the party. And, as you need to ready an action, you can't "load" yourself with your own spells. Your level 20 sorceror need 40 in constitution to do that. Not impossible, but... And he will deal an average 40*3.5 = 140 hp damage. Your great wyrm dracolich (say, a deep dragon) will have 39 d12= 253 hp. Oops. I forgot the fact that your wyrm has +22 in his reflex save. So that's just -70 hp for him. Impressive. I think the level 20 sorceror will be better inspired to cast time stop and then use three gate spells to summon 3 solars. Spellfire is usefull at low and mid level, when you are prepared, against a poweful ennemy that you can't kill otherwise. Just hope he don't cast "dispel magic". Anyway, most people looking at the feat will think "broken munchkin feat from forgotten realms of Oz" and add it to the long list of things they don't like (with the drizzit, the chosen, the regional equipment, elminster...). :rolleyes: I think it's an usefull tool for the DM, and allow great campaign idea, and I think it's not broken if the DM carefully watch its use. (the ready action thing, mostly) [/QUOTE]
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