maybe you dont like it but they are strong and shouldn't be red. Fixed Persistent spell. Yes, and I'll make sure I mention the CHA requirement. Memorizing Vanish as a sort of contingency plan while doing other things with your second level spells in my opinion is a viable option. You feel worthless or you make your team feel worthless. This is probably the wrong forum, friend. If it's possible despite all the spell levels (one of the feats via metamagic rod, perhaps), it stacks Ectoplasmic Spell has some utility when combined with Blink or an spell to go ethereal. Even if it did allow you to heighten spells for free, though, it would not double the effect of heighten, because Heighten Spell's effect is not to increase the DC. Based on what I've read so far, you're pretty well versed in the rules and game mechanics, to the point where you even consider to look at the numbers on Toppling Spell and based on them, instill some justified skepticism. So this basically makes UMD viable for the familiar 8 levels earlier than it normally would be. 3E had a similar spell in Spell Compendium called Shock and Awe (great name!). That's the reason Dazing Spell is so good. When you roll 2d20 and take the highest result, your average roll will be 13.825. I'll remove my "Meh" sentence and even suggest that for some it might be worth the elf favored class bonus.looks all good, I was sad seeing the scrollmaster orange, but you're probably right, I just like the flavour so much for a few (fun) concepts. Yeah, I definitely see it as being great for a save-or-die build, if not necessary. In most cases, it's better than +3.325.Okay, yeah, I see that now. Because Heighten Spell doesn't actually increase the DC of the spell, but sets the spell's level (the result of which is a higher DC), its effect should also also not be doubled by Spell Perfection in the same way that Spell Focus's effect is doubled.Legal: Heightened Fireball to level 6, apply Dazing spell with Spell Perfection. Bestiary Conversion Queue. As far as I recall, they use the one they were made at; Only Staves have that fancy CL clause.
Alleluia!
Of course, I am tackling ALL spells and you are just tackling a portion of them.I didn't look at them in detail, but I did not see book references for the spells.
Well, at level 1 (not so much past that), you have so very few spells per day that scrolls are gunna be pretty mandatory to keep from resorting to the longsword. So this basically makes UMD viable for the familiar 8 levels earlier than it normally would be. You could add that it actually makes a very nice combo with Grease or Sleet Storm, since it provides a no-save, no-sr way to almost completely lock down landbound foes without good Acrobatics (like Golems, or similar). Also goes great w/ Dazing, as mentioned.Rime Spell is good, I think you rate it too highly, though. Own it. He had it correct at first, and then I messed it up for some silly reason. You're using the familiar for extra actions via wands/scrolls, right? +1 spell level is still pretty cheap though, but some spontaneity that the rod can offer makes the metamagic that much better. How about Skilled (UMD)? I almost said in my post that I wasn't sure if that's what you meant or not, but I couldn't keep the flow of it like I wanted and still throw that in there without a whole lot of extra work. It was an immediate action and iirc gave no save.Ear-Piercing Scream: It's not as good as Color Spray, but it targets a different save, does decent damage, and the daze effect never really goes obsolete. i said that heighten spell would allow a 5th level spell to have the save dc of a 9th level spell.after rereading axebeards post i also misunderstood what he was saying, and yes we both agree that this ^^^ will work according to raw.i never said this made them stack.
They sort of confuse me, the information seems incomplete, especially the newer Metal/Wood/Void ones and what spells actually belong to them. Of course, I am tackling ALL spells and you are just tackling a portion of them.I didn't look at them in detail, but I did not see book references for the spells. I would rate it much higher, forcing two saves drastically increases chance of failure. Now you need to be a bit of a metamagic hog to qualify as well – but if you are – the bonus feats are even better. I'm tired of waiting for Treantmonk to complete his guide, so I went ahead and took on the challenge.This is an expansion of Treantmonk's Guide including the new material from the APG, UM, and UC. Looks like you are far ahead of me in spells. Since it starts by listing what benefit it gives to metamagic feats, and then goes on to say: "if you have other feats which allow you to apply a set numerical bonus to this spell...". looks all good, I was sad seeing the scrollmaster orange, but you're probably right, I just like the flavour so much for a few (fun) concepts. Collaborator Information.
They really do suck.
You're pretty qualified to write advice about wizards. 3rd level was just a little bit better though, and I know that there are fewer spells going into higher levels, so it's a little more downhill from here.Nice work.
Save or die is powerful. Definitely a rod. Geeze, that really helps that feat a lot. Use your time and money crafting wondrous items instead...everything in your spellbook is one minute away. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level.