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g3taso
2015-06-25, 05:36 PM
The metamagic feat "Intensified Spell" can benefit many spells of course, but it appears to really shine with lower-level spells that aren't at the 10d6 or 15d6 cap already. I was hoping someone might have some good ideas for spells that really work with this feat. Here's what I was working with today:

Orb of Cold, Lesser [Level 1]: At 11th level, the caster has 5 missiles at 5d6 damage each. Deciding to go for the kill, he directs all 5 missiles at one opponent with 4 hitting the touch AC for 20d6 damage (70 points cold damage with no save). Really, a fabulous spell.
Orb of Cold, Lesser [Level 2 with Intensified Spell]: Same 11th level, same 4 missiles hitting his
opponent for 40d6 damage (140 points of cold damage). Smokin' damage for a 2nd level spell.


Am I correct in my interpretation? I have heard the Orb spells are awesome, but it appears Intensified Spell makes them twice as much so.

What other spells might be equally improved by this feat?

Jack_Simth
2015-06-25, 05:46 PM
... where's that spell from? It's unlikely to work that way. If both the damage and the missile count scales with level, and it lets you target one creature multiple times, it's a straight-up broken spell (for direct damage) already anyway. If, on the other hand, it's like Scorching Ray or Admonishing Ray or Magic Missile (which do scaling number of effects of fixed damage dice each) then Intensify spell doesn't apply.

Psyren
2015-06-25, 07:34 PM
Agreed, usually spells with multiple missiles (e.g. MM, Scorching Ray, Gloomblind Bolts etc.) have fixed damage per missile. A spell that scaled both in number of missiles and damage per missile would be broken.

g3taso
2015-06-25, 10:01 PM
... where's that spell from? It's unlikely to work that way. If both the damage and the missile count scales with level, and it lets you target one creature multiple times, it's a straight-up broken spell (for direct damage) already anyway. If, on the other hand, it's like Scorching Ray or Admonishing Ray or Magic Missile (which do scaling number of effects of fixed damage dice each) then Intensify spell doesn't apply.

Elemental Dart
(Dragonlance Campaign Setting, p. 108)

Conjuration (Creation) [Air, Cold, Earth, Electricity, Fire, Water]
Level: Sorcerer 2, Wizard 2,
Components: V, S,
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures or objects, no two of which can be more 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

From raw elemental matter, you form a magical dart of energy that streaks forward and strikes the target you designate. You choose to create an acid, cold, electricity, or fire dart when you cast the spell. You must succeed at a ranged touch attack to hit your target. The dart deals 1d6 point of damage, +1 point per caster level (maximum 1d6+10). A creature struck by a dart can attempt a Fortitude save for half damage.

You can't single out specific parts of a creature to attack. Unlike magic missile, you can damage inanimate objects with an elemental dart.

At every odd caster level past 3rd, you gain an additional dart. You create two darts at 5th level, three at 7th level, four at 9th level, and the maximum number of five darts at 11th level or higher. You can attack with multiple darts in the same action in which you cast elemental dart at no penalty. If you fire multiple darts, you can have them strike a single target or several targets. A single dart can strike only one target. You must designate targets before you make attack rolls, check for spell resistance, or roll damage.

Since the darts are composed of elemental energy, they may deal greater damage against targets susceptible to elemental damage – such as using a fire dart against a white dragon, for example. Additionally, it is possible to be protected against elemental darts by appropriate spells, such as protection from elements, resist elements, and the like.

Jack_Simth
2015-06-25, 10:15 PM
Elemental Dart
(Dragonlance Campaign Setting, p. 108)

Conjuration (Creation) [Air, Cold, Earth, Electricity, Fire, Water]
Level: Sorcerer 2, Wizard 2,
Components: V, S,
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures or objects, no two of which can be more 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

From raw elemental matter, you form a magical dart of energy that streaks forward and strikes the target you designate. You choose to create an acid, cold, electricity, or fire dart when you cast the spell. You must succeed at a ranged touch attack to hit your target. The dart deals 1d6 point of damage, +1 point per caster level (maximum 1d6+10). A creature struck by a dart can attempt a Fortitude save for half damage.

You can't single out specific parts of a creature to attack. Unlike magic missile, you can damage inanimate objects with an elemental dart.

At every odd caster level past 3rd, you gain an additional dart. You create two darts at 5th level, three at 7th level, four at 9th level, and the maximum number of five darts at 11th level or higher. You can attack with multiple darts in the same action in which you cast elemental dart at no penalty. If you fire multiple darts, you can have them strike a single target or several targets. A single dart can strike only one target. You must designate targets before you make attack rolls, check for spell resistance, or roll damage.

Since the darts are composed of elemental energy, they may deal greater damage against targets susceptible to elemental damage – such as using a fire dart against a white dragon, for example. Additionally, it is possible to be protected against elemental darts by appropriate spells, such as protection from elements, resist elements, and the like.
Pathfinder's Intensify Spell does not apply to this. You get more darts with caster level, and you get a slightly increased modifier with caster level; you do not get more dice of damage with caster level.

Psyren
2015-06-25, 10:44 PM
Jack is correct - all Intensify will get you is more darts, not more d6 per dart. It won't even raise the +10 per dart cap, because that is a flat bonus that doesn't come from any die.

g3taso
2015-06-25, 10:58 PM
Sorry, I completely blew it. I took the spell below, but added extra missiles like the Elemental Dart spell earlier. A complete brainmelt.

Orb of Cold, Lesser
(Complete Arcane, p. 116)
Conjuration (Creation) [Cold]
Level: Sorcerer 1, Wizard 1, Warmage 1,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of cold
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
An orb of cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of cold damage. You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.