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Harrumphreys
2017-02-16, 03:32 PM
So, Alchemical Casting, what Wizard spells synergise particularly well?

1st level spell slot = simultaneous +2d10 force damage

Magic Missile
For each bolt, that's an additional +2d10 force damage on top of 1d4+1. 5 bolts? 5d4+5+10d10 of automatically hitting damage.

2nd level spell slot = 1 mile range

Find Familiar (+ another spell + lenient DM)
Summon an Owl and have it fly high and spy on an enemy encampment, and elect to surrender your sight and hearing to what the Familiar is able to discern. Depending on how lenient your DM is with direct paths between Wizard and target, your Familiar can 'spot' targets for appropriate spells. Summon a Flaming Sphere in the centre of the enemy camp, and have it roll through anything you like. Reassert your control over a small platoon of Zombies performing a flanking maneuver with Animate Dead. Cast Dominate Person on the cook, and have him poison the food.

3rd level spell slot = +2 spell save DC

Hold Person
Change the enemy spell save to STR or DEX and boost its initial difficulty, because now they auto-fail STR or DEX saving throws due to being paralyzed for the full duration.

Spiritchaser
2017-02-16, 03:45 PM
Change contageon (slimy doom) with a dex/cha/int save as apropriate.

Even if they have legendary saves you just burned all 3 with one action.

Maxilian
2017-02-16, 04:11 PM
So, Alchemical Casting, what Wizard spells synergise particularly well?

1st level spell slot = simultaneous +2d10 force damage

Magic Missile
For each bolt, that's an additional +2d10 force damage on top of 1d4+1. 5 bolts? 5d4+5+10d10 of automatically hitting damage.

I wonder how this will actually work, i mean... With Magic Missile you don't actually roll each bolt, you only roll for one 1d4+1, and the result is applied to every bolt (so if you got a 4 (+1) in the dice, all bolts would do 5 damage.

So it will basically add the 2d10 to the 1d4 (And that damage would apply to all bolts), but having in mind the way Alchemical Casting is worded:

If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

So that extra 2d10 would only apply to the first bolt and all other bolts that hit a different target (so You won't do 5d4 +5 + 10d10 if everything goes for the same target, it will only do 5d4 + 5 + 2d10)

Dhuraal
2017-02-16, 04:25 PM
i mean... With Magic Missile you don't actually roll each bolt, you only roll for one 1d4+1, and the result is applied to every bolt (so if you got a 4 (+1) in the dice, all bolts would do 5 damage.

.... wait... where are you getting that from?

Maxilian
2017-02-16, 11:44 PM
.... wait... where are you getting that from?

http://rpg.stackexchange.com/questions/47140/how-does-empowered-evocation-work-with-magic-missile

Read the first answer

Harrumphreys
2017-02-19, 08:41 AM
So Magic Missile is best with Alchemical casting when you have a bunch of targets to ping bolts at?

wixard
2017-04-22, 08:27 AM
So Magic Missile is best with Alchemical casting when you have a bunch of targets to ping bolts at?

It would appear so!