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SpC: Combust Spell... broken? Any fixes?
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<blockquote data-quote="ElectricDragon" data-source="post: 4900491" data-attributes="member: 10778"><p>But on turn three, the <em>Spectral Hand</em> starts to kick in with <em>Bestow Curse</em>, <em>Contagion</em>, and <em>Vampiric Touch</em>, all at range. It can also be used to deliver beneficial spells to the tank without putting yourself at risk (various protection spells [good, evil, arrows, etc.], <em>Spider Climb</em>, <em>Stoneskin</em>, etc.). That is why it is worth a two round casting time. Spectral Hand lasts for caster level # of minutes; and it <u>could</u> be cast before the room is entered and voila, round one <em>Combust</em> on a spellcaster. And if the room is empty; with a little hurrying, it will last for the next room, too.</p><p></p><p>Add the Extend Spell feat for a one level cost and <em>Spectral Hand</em> lasts for a minimum of 100 rounds (10 minutes), 12 minutes for sorcerers.</p><p></p><p>Or you could <em>Scorching Ray</em> on round one and round two...</p><p></p><p>Players in my game liked <em>Spectral Hand</em> so much that they developed a higher level version that worked with higher level spells and included a self-destruct mechanism to blow it up in the enemy's face for a little extra bang when the touch spells ran out//And another higher level version that included its own touch attack for minor damage (like a claw attack) for the same situation.</p><p></p><p><em>Fireball</em>, <em>Lightning Bolt</em>, <em>Magic Missile</em>, and <em>Scorching Ray</em> are good spells, but some players like to try out different things rather than just burn up the enemy's hp: set them on fire, give them a disease, steal their hp to heal yourself, suck away their ability points, give them a penalty to most rolls, 50/50 do no action, etc.</p><p></p><p>Without <em>Spectral Hand</em>, touch spells are only really good for a tank (who usually has something better to do than cast a spell). Clerics, with their armor and bigger Hit Dice, can use touch spells in melee, but most that I have seen don't.</p><p></p><p></p><p>Ciao,</p><p>Dave</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 4900491, member: 10778"] But on turn three, the [i]Spectral Hand[/i] starts to kick in with [i]Bestow Curse[/i], [i]Contagion[/i], and [i]Vampiric Touch[/i], all at range. It can also be used to deliver beneficial spells to the tank without putting yourself at risk (various protection spells [good, evil, arrows, etc.], [i]Spider Climb[/i], [i]Stoneskin[/i], etc.). That is why it is worth a two round casting time. Spectral Hand lasts for caster level # of minutes; and it [u]could[/u] be cast before the room is entered and voila, round one [i]Combust[/i] on a spellcaster. And if the room is empty; with a little hurrying, it will last for the next room, too. Add the Extend Spell feat for a one level cost and [i]Spectral Hand[/i] lasts for a minimum of 100 rounds (10 minutes), 12 minutes for sorcerers. Or you could [i]Scorching Ray[/i] on round one and round two... Players in my game liked [i]Spectral Hand[/i] so much that they developed a higher level version that worked with higher level spells and included a self-destruct mechanism to blow it up in the enemy's face for a little extra bang when the touch spells ran out//And another higher level version that included its own touch attack for minor damage (like a claw attack) for the same situation. [i]Fireball[/i], [i]Lightning Bolt[/i], [i]Magic Missile[/i], and [i]Scorching Ray[/i] are good spells, but some players like to try out different things rather than just burn up the enemy's hp: set them on fire, give them a disease, steal their hp to heal yourself, suck away their ability points, give them a penalty to most rolls, 50/50 do no action, etc. Without [i]Spectral Hand[/i], touch spells are only really good for a tank (who usually has something better to do than cast a spell). Clerics, with their armor and bigger Hit Dice, can use touch spells in melee, but most that I have seen don't. Ciao, Dave [/QUOTE]
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SpC: Combust Spell... broken? Any fixes?
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