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What happens when you Extend Spell on Heat Metal?
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<blockquote data-quote="KarinsDad" data-source="post: 2040455" data-attributes="member: 2011"><p>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 And if you wait until combat is over (even for a short combat), by the time you get it off, the spell is no longer in effect and you took total damage.</p><p></p><p>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. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>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:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>3) A 5 foot wall (i.e. most wall spells) will stop it.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>6) Flaming Sphere can be put out with sufficient sand, water, possibly even a blanket or tarp, etc.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>Good point. Guess Extend Heat Metal is still more potent all the way around. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2040455, member: 2011"] 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. :lol: 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. Good point. Guess Extend Heat Metal is still more potent all the way around. ;) 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. :) [/QUOTE]
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What happens when you Extend Spell on Heat Metal?
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