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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What happens when you Extend Spell on Heat Metal?
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<blockquote data-quote="Shadowdweller" data-source="post: 2040371" data-attributes="member: 14563"><p>The point to that particular statement is that when analyzing such things in such a manner, we're completely missing the Big Picture. In truth, the spell really is NOT even particularly potent all things considered (i.e. spells that make one helpless, do damage more quickly, permanently blind, and/or all sorts of other nasty possible effects). Well, ok, it's a good spell for a DM to throw at players to make them feel challenged without being seriously in danger of character death.</p><p></p><p>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:</p><p>Flaming Sphere: 70 dmg * 2/3 = (appx) 47 dmg</p><p>Heat Metal: 55 dmg * 2/3 = (appx) 37 dmg</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Edit: Sorry if this sounds a bit snide. Not meant to be so.</p></blockquote><p></p>
[QUOTE="Shadowdweller, post: 2040371, member: 14563"] The point to that particular statement is that when analyzing such things in such a manner, we're completely missing the Big Picture. In truth, the spell really is NOT even particularly potent all things considered (i.e. spells that make one helpless, do damage more quickly, permanently blind, and/or all sorts of other nasty possible effects). Well, ok, it's a good spell for a DM to throw at players to make them feel challenged without being seriously in danger of character death. 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. 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. Edit: Sorry if this sounds a bit snide. Not meant to be so. [/QUOTE]
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What happens when you Extend Spell on Heat Metal?
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