Thanks Caliban, More help please? MetaSummonHasteSorcerer


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Well, he still gets an extra partial action each round from haste, so what I'd do is rule that in the first round he MUST take the extra partial action before beginning to cast, and in the second round he must take it AFTER finishing the spell.
 

Re: Spontaneously-Metamagicked-Full-Round-Casting-Time Spells + Haste

Jeremy said:
Help.

One of the characters in my game is a summoner. He specializes in summon monster spells. He's also a sorcerer.

A summon monster spell has a casting time of one full round. You start casting it, next round, just before your init, it pops up.

A sorcerer who uses a metamagic feat on a spell increases the spells casting time to a full round action (not to be confused with a full round casting time).

A hasted caster can decrease casting times by applying his extra partial actions towards the casting time according to page 81 of Tome and Blood.

Now, how the do I handle it if while hasted, the sorceror for example attempts to cast an extended summon monster I.

According to Tome and Blood, if not hasted, it would take a full round casting time except on his second init, the sorcerer must then use a full round action to finally complete the spell, leaving him with nothing but a five foot step.

If haste can be used to accellerate spell casting, how do I apply it to this situation?

Haste gives you an extra partial action. If you apply it to the casting time of a spell that take longer than a full round, it would reduce the casting time by a partial action.

So it would take him a Full Round, plust the Move/MEA portion of his next round. This would leave him with only a partial action on his next action (plus the extra partial action from haste for that round).

If he instead devoted the extra haste partial action from this round, and the extra partial action from next round, it would reduce the casting time by a full round, so that he could cast the spell as a full round spell, and still have a full normal action on his next turn. (but no extra haste actions.)
 
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That---and the Jester's less helpful but just as correct answer---is exactly what I had thought.

You can either

a) cast magic missile with extra partial action, begin casting extended summon monster 1--losing move action, no 5' step. Next round, use full round action to complete the spell as normal, and cast magic missile again with extra partial action.

b) Begin casting extended summon monster 1, use extra partial action to reduce casting time by 1 action. Next init, use extra partial action to reduce by another action, leaving you a standard and a move-equivalent in round 2.

Normally you have 2 different actions every round, a standard and a move or move equivalent. So usually you have 4 actions in two rounds. A hasted person has 6. Two standards, two move equivalents, and two extra partials. Combine the two extra partials as is described in tome and blood and you cut a round off.

Leaving the standard and the mea for round 2.

Thanks guys.
 

<pout>

Greeeeat. <takes the shaft out of his rear and hands it back to wizards>

Talk about ruining a high level caster. Takes 3 rounds to cast 2 spells (and he can be interrupted at nearly any time in there). Faced against a normal sorceror who pulls off 6 spells in that time.

Six Cones of Cold, six Polymorph Others, six Fingers of Death, all with DC's in upper 20's (which a sorceror, on his luckiest day, hasn't a chance of surviving). Oh well.

</pout>

(Edited for pouting)
 
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Close.

Round 1) Begin casting Twinned Summon Monster VI, use extra partial action to aid.

Round 2) Use extra parial action. 2-6 Celestial Huge Constrictors show up. Move 30' towards snakes. Cast Mass Haste.

Round 3) Begin casting Twinned Summon Monster V, use extra partial action to aid.

Round 4) Use extra partial action. 2-6 Celestial Dire Lions show up. Cast Dimension Door to get away to a safe distance to watch.
 

Erg. Question again.. Sorry..

Back-to-back metamagicked summon monster spells while hasted?

round 1) start casting spell 1, extra partial action to aid.

round 2) extra partial action to finish. start casting spell 2.

round 3) full round action to finish. extra partial action start casting spell 3.

round 4) extra partial action to aid. full round action to finish.

repeat

As far as I see, the only round you don't get one off is round 1. That look right?
 

Jeremy said:
Erg. Question again.. Sorry..

Back-to-back metamagicked summon monster spells while hasted?

round 1) start casting spell 1, extra partial action to aid.

round 2) extra partial action to finish. start casting spell 2.

round 3) full round action to finish. extra partial action start casting spell 3.

round 4) extra partial action to aid. full round action to finish.

repeat

As far as I see, the only round you don't get one off is round 1. That look right?

That looks about right. Every 4th round you wouldn't get a spell off. (i.e. Round 1, round 5, round 9, etc.) That's when the cycle starts over.

And if your going to do it, use your Twinned Summon Monster VI (which is a 10th level spell by the way), summon 2d4+2 Lantern Archons and then mass haste them. That's up to 12 extraordinary ranged touch attacks per round that nothing can resist. They ignore DR, SR, Armor, Natural Armor, and can even penetrate an antimagic field. This effective even against epic level monsters, if you can get it off.
 
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Relics and Rituals has a Summoner class which grants two things, bonus "domain" spells at each level that can only be used to summon creatures of your patron's type, and metamagic bonus feats that can only be applied to these "domain" spells but cause no spell slot increase.

So a Twinned Summon Monster VI would take up a 6th level "domain" slot for them, except for the other special power of their domain slots. They chose from the summon monster list one spell level higher. So a Twinned Summon Monster VI in this case takes up a 5th level domain slot. Rawr.

Edit: Oh, and btw, that bastard player is very keen on the lantern archons as his patron type is a celestial. He has already used it in consecutive rounds to summon up something like 8 lantern archons which blasted away at my touch AC 8 dragon wight for 16d6 per round.

Grrrr... :D
 
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