Rumors from Player's Guide to Faerun


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Persistant Produce Flame could be useful, I suppose...sure, its a 7th level slot, but it lets you make some 1d6+5 ranged touch attacks all day long.

Or does that spell not work with Persistant Spell?
 

youspoonybard said:
Persistant Produce Flame could be useful, I suppose...sure, its a 7th level slot, but it lets you make some 1d6+5 ranged touch attacks all day long.

Or does that spell not work with Persistant Spell?

Hmmmm. Fascinating suggestion. The spell's range is "0 feet", which IS a fixed duration. However, Produce Flame only gives you a certain number of "charges" to throw. Using Persistent Spell on it would let you hold the ball of fire all day long, but only until you used up all of the "charges" of the spell.
 

Falling Icicle said:
Hmmmm. Fascinating suggestion. The spell's range is "0 feet", which IS a fixed duration. However, Produce Flame only gives you a certain number of "charges" to throw. Using Persistent Spell on it would let you hold the ball of fire all day long, but only until you used up all of the "charges" of the spell.

No - if Persistent Spell is legal with Produce Flame, you do indeed get them all day. They are limited in quantity by the duration - which becomes all day. Note that you must maintain an open hand for this to work. Note also that each attack takes 1 minute off the 24-hour duration, so that the number of attacks is limited to 130 at most, I think, if my math is right. Note also you are only getting 1d6+5 damage that takes a standard action each time. It's a cool idea, but not very powerful.

Produce Flame
Evocation [Fire]
Level: Drd 1, Fire 2
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.
 

Artoomis said:
No - if Persistent Spell is legal with Produce Flame, you do indeed get them all day. They are limited in quantity by the duration - which becomes all day. Note that you must maintain an open hand for this to work. Note also that each attack takes 1 minute off the 24-hour duration, so that the number of attacks is limited to 130 at most, I think, if my math is right. Note also you are only getting 1d6+5 damage that takes a standard action each time. It's a cool idea, but not very powerful.
60 minutes/hour * 24 hours = 1440 minutes.

Also, if I'm reading the spell right, the flames are thrown as a ranged attack, so if you're good enough to get multiple attacks you can throw multiple flames per round too.
 

Staffan said:
60 minutes/hour * 24 hours = 1440 minutes.

Also, if I'm reading the spell right, the flames are thrown as a ranged attack, so if you're good enough to get multiple attacks you can throw multiple flames per round too.

1440 minutes. 1/round = 10/minute, thus in 1 minutes 11 minutes of duration will be used - 10 for each use plus 1 for the minute of time that passed.

1440/11 = 130 minutes of duration (plus a fraction). So that's it - 130 times. With mutiple attacks you get a fewer times to use it. At 3 attacks per round you get 33 per minute, or you have used up 34 minutes of duration in one minute. 1440/34 = 42 minutes of duration if used 3 at a time.
 
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Artoomis said:
No - if Persistent Spell is legal with Produce Flame, you do indeed get them all day. They are limited in quantity by the duration - which becomes all day. Note that you must maintain an open hand for this to work. Note also that each attack takes 1 minute off the 24-hour duration, so that the number of attacks is limited to 130 at most, I think, if my math is right. Note also you are only getting 1d6+5 damage that takes a standard action each time. It's a cool idea, but not very powerful.

Doh. I feel stupid. :o I was thinking for some reason that you got one flame per level.
 


KaeYoss said:
Bloodline of fire gives you +4 on saves and +2 on caster level with fire.
Spellwise (former Courteous Magocracy) gives +2 on Know(arc), spellcraft, and saves against illusions
Tattoo Focus practically gives you the same effect as spell focus and half spell penetration (stacking) for your specialized school, and you can participate in circle magic.

There are other feats that can be useful for spellcasters (like becoming a native outsider) but that don't have a direct reference to magic or magic-related skills.

Spellcasting Prodigy is no Regional Feat. You can only take it at level one, though (but a human could have a RF and SP at the same time).

Oh great - let me see ...

"Bloodline of Fire" settles down to a save bonus versus one element and a +2 bonus to spell penetration after level 10 (when the 10 dice ceiling cuts in for most attack spells ).... nothing too major. Its of course fun for the (fire)-focused nuking mage at low and mid levels - if you can accept to be a human or planetouched from Calimsham

"Spellwise" - bonus of +2 to spellcraft and knowledge (arkana), and a bonus versus illusions (the only sort of save where you actually have to explain why you want to roll a save/disbelief, plus illusions being mostly will-save, which should be the caster's strong save anyway....). Nothing major - any caster has several ranks in Spellcraft and most likely knowledge (arkana), too, and for wizards with their high Int bonus, it means very little extra percentage. Also , it is limited to humans and Evermeet's elves.

"Tattoo Focus" - well, its not that bad (not really great either), but comes with a severe roleplaying penalty, being a Thayan regional Feat which ties you in tight with the Red Wizard's of Thay... ( hardly the most popular pick for a background in most FR-campaigns ) which I count as a definite drawback

Nothing really breathtaking in comparison to "Fleet of Foot", "Millitia", "Blooded" or "Dreadful Wrath".. not to mention "Luck of Heroes" ....

On the other hand - any GM is free to come up with his own house rule's mix of 3.0 and 3.5 feat usage.
 


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