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What happens when you Extend Spell on Heat Metal?
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<blockquote data-quote="KarinsDad" data-source="post: 2040322" data-attributes="member: 2011"><p>Actually, I don't think anyone said it was broken. It is potent though.</p><p></p><p>As for failing 10 Reflex saves, it's not going to happen.</p><p></p><p>When you compare the two spells, Extend Heat Metal is either a bust, or it does more damage (but, most threats at level 5 do not have 55 hit points, so a lot of this will be wasted) than Extend Flaming Sphere. It's not as if most battles are going to often last 10 rounds in order to get that many rounds of Flaming Sphere, nor will all of those Reflex saving throws be failed. Reflex does not halve the damage in this case, it negates it.</p><p></p><p>So, more like 55 points of damage 2/3rds of the time (assuming all extra Searing rounds) that will extend beyond 10 rounds automatically versus maybe 47 points of damage (assuming 2/3rds saves and assuming the battle lasts 10 rounds and assuming the spell caster can afford a move action every round to move it).</p><p></p><p>Against one opponent, this version of Extend Heat Metal is on average more potent, against multiple opponents, Extend Flaming Sphere is more potent.</p><p></p><p>And as you get into higher levels, both spells become less useful.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2040322, member: 2011"] Actually, I don't think anyone said it was broken. It is potent though. As for failing 10 Reflex saves, it's not going to happen. When you compare the two spells, Extend Heat Metal is either a bust, or it does more damage (but, most threats at level 5 do not have 55 hit points, so a lot of this will be wasted) than Extend Flaming Sphere. It's not as if most battles are going to often last 10 rounds in order to get that many rounds of Flaming Sphere, nor will all of those Reflex saving throws be failed. Reflex does not halve the damage in this case, it negates it. So, more like 55 points of damage 2/3rds of the time (assuming all extra Searing rounds) that will extend beyond 10 rounds automatically versus maybe 47 points of damage (assuming 2/3rds saves and assuming the battle lasts 10 rounds and assuming the spell caster can afford a move action every round to move it). Against one opponent, this version of Extend Heat Metal is on average more potent, against multiple opponents, Extend Flaming Sphere is more potent. And as you get into higher levels, both spells become less useful. [/QUOTE]
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What happens when you Extend Spell on Heat Metal?
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