Shadowdweller said:
But while we're on the subect of comparisons: Except that "bust" is equally significant. If we assume an equal chance of saving from each spell (which is not really valid IRL because they use different save types) the damage scales EQUALLY on each. Meaning that for 1 in 3 chance of saving throw we get:
Flaming Sphere: 70 dmg * 2/3 = (appx) 47 dmg
Heat Metal: 55 dmg * 2/3 = (appx) 37 dmg
In fact, over those 10 rounds of combat Flaming Sphere STILL does more damage! Oh yes, did I hear someone mention move action requirements? If we're going into such detail we might also take into account the percentage of opponents not wearing metal armor, the percentage who resist all the damage (and the fact that Fire Resistance 10 will NOT completely negate Flaming Sphere damage), and the percentage who can and do take off said metal item before the duration expires.
I think the percentage that take off armor is close to 0% with this version of Extend Heat Metal. Even if they knew it was extended, taking armor off mid-combat is generally a really bad idea. And if you wait until combat is over (even for a short combat), by the time you get it off, the spell is no longer in effect and you took total damage.
Your Resistance Fire 10 vs. Flaming Sphere comment where you take 1 point of damage 5.6% of the time and 2 points of damage 2.8% of the time is so trivial that it was not worth your time to mention it. Average damage for a 10 rounds (assuming you get to use it all 10 rounds) with a 1/3rd save chance results in 0.74 points of damage per casting of the spell. It does not even average a single point of damage for an entire combat.
Also, the percentage of opponents who wear metal armor is also a minor limitation (in which case, you just do not cast the spell and cast something else) compared to the limitations of Flaming Sphere. Flaming Sphere has limitations that are greater than this:
1) It can only move 30 feet per round, so many opponents can get away and stay away and use ranged weapons. In fact, if outdoors, opponents can go a few hundred feet away and are safe from it.
2) It requires a move action to effectively activate most rounds. Your "Flaming Sphere: 70 dmg * 2/3 = (appx) 47 dmg" equation assumes that you use it every round. If you do, your spell caster is either basically immobile (shy of a 5 foot step) or does not cast his normal spell that round. That's pretty huge in a lot of circumstances.
3) A 5 foot wall (i.e. most wall spells) will stop it.
4) There are a lot of spells that assist against Flaming Sphere, but do nothing against Heat Metal (e.g. Dimension Door, Levitate, Fly). There are very few spells that help against Heat Metal and not against Flaming Sphere (e.g. Chill Metal, Ray of Frost, any cold spell) and most potent cold spells will do more damage than they counter.
5) Protection spells that give bonuses to saves can be cast after Flaming Sphere and change the save ratio (e.g. Bless, Prayer, Protection From Evil/Good/..., Cat's Grace).
6) Flaming Sphere can be put out with sufficient sand, water, possibly even a blanket or tarp, etc.
7) If you knock out or kill the caster of Flaming Sphere, you effectively neutralize the Flaming Sphere spell. Flaming Sphere is a "Hey, come attack me!" spell.
Plus, this version of Extend Heat Metal would force metal clad Clerics (or Psionic types or Bards or Warlocks or War Mages if wearing metal armor) to make Concentration rolls to cast spells every round (starting in round two) is successful. With Extend Flaming Sphere, the Cleric needs only take a 5 foot step to avoid the Concentration roll.
All in all, Extend Flaming Sphere is inferior when compared to Extend Heat Metal with the exception of damage per round and range. But for overall damage, this version of Extend Heat Metal wins hands down. There are just too many ways to avoid or overcome Flaming Sphere.
Shadowdweller said:
And if we're going to make statements about Flaming Sphere being more effective against groups, it should be noted that Heat Metal is multi-target.
Good point. Guess Extend Heat Metal is still more potent all the way around.
Shadowdweller said:
Edit: Sorry if this sounds a bit snide. Not meant to be so.
If you did not mean it to be so, why did you need this comment? If you thought that was the case, you could have just as easily edited the text above to make sure you did not sound snide.
