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View Full Version : How much of a problem would be free Maximize Spell?



Trandir
2019-08-25, 02:39 PM
Just wondering how much of a problem would be if Mazimize Spell was a +0 metamagic feat?
This would follow the rules of metamagic feats so if you prapare spells you have to prepare it as a maximized or spend a full-round to cas it maximized as a spontaneus spellcaster. And you can apply it you do not have to.


I honestly do not know it but probably a lot since now the caster need just to throw a d20 every now and then.

Rebel7284
2019-08-25, 08:38 PM
- Blasting would become more lethal.
- More arcane casters would blast.
- Mundane characters would feel even more obsolete as the only thing they could do more or less reliably (hitting things for damage) is now even better done with magic.

Rijan_Sai
2019-08-26, 12:51 PM
And you can apply it you do not have to.
Although, barring some edge-, corner-, and/or closet- cases, is there ever a time where you would not want to apply it?

And yeah, that bit about blasting: (some quick examples)
Fireball (http://www.d20srd.org/srd/spells/fireball.htm) goes from 5-10d6 damage to 30-60;
Magic Missile (http://www.d20srd.org/srd/spells/magicMissile.htm) becomes 1-5 darts of 5 damage;
(and some non-blasting) False Life (http://www.d20srd.org/srd/spells/falseLife.htm) becomes 11-20 Temp HP;
and Cure Light Wounds (http://www.d20srd.org/srd/spells/cureLightWounds.htm) heals an automatic 9-13 HP (or damages undead by the same amount.)

Again, just some easy examples; I'm sure things would get quite... interesting if I expanded my search out into the splat books (or Spell Compendium...)

Elysiume
2019-08-26, 01:08 PM
Maximizing a spell that's a pure damage roll (i.e. not XdY+Z) increases the mean damage by 60% (d4s), 71% (d6s), 78% (d8s), 82% (d10s), or 85% (d12s). Not only is the average damage significantly increased, it also makes the spells completely reliable in damage output—if two Searing Rays killed a mook, you know that two Rays will kill another mook.

I guess I'll ask: why? Is this intended to solve some sort of problem? BFC is often better than blasting but this seems like an unnecessary buff to casters.

Thunder999
2019-08-26, 01:28 PM
Forget blasting, this is a must have for any summoner, turn that d3 or 1d4+1 lower level summons into 3 and 5 respectively.
It's also great with timestop.
There's probably other spells with non-damage based variable effects it would be extremely strong on too.

Tedective
2019-08-27, 01:35 AM
Power Word: Pain.

Walk away and loot the body.

Level 3: Extended Power Word: Pain.

Level 5: Empowered Power Word Pain.

Level 7: Extended Empowered Power Word Pain.

Kayblis
2019-08-27, 05:25 AM
You encroach into the territory of martials, the only thing they have over spellcasting is damage output. Basically you make it so no one would have any reason to ever pick a martial class because now spells turn them obsolete even in unoptimized games. Why would Joe play a Ranger if he could just as well say his character is a Scorching Ray specialist that only ever casts scorching ray and end up more of a ranger than the class? Sure, blasting sucks from time to time, but now that it got boosted there's no justification for playing a melee character instead of a one-spell-man that's just as simple to use and twice as effective. Thinking again, maybe it's even more simple to play, because you don't roll for damage and most of the time don't roll to hit unless you pick a spell that requires touch. You dumb down the game to a point there's not much game there.

Troacctid
2019-08-27, 12:57 PM
Blasting spells are now the #1 most powerful combat strategy. Anything weapon-based is just embarrassing unless it involves channeling spells through the weapon. Crowd control is mostly a waste of time when you could be killing enemies directly instead. You'll also see a lot more TPKs as enemy fireballs effectively become AoE death effects.

Telonius
2019-08-27, 02:05 PM
Shivering Touch becomes an insta-kill for anything with less than 19 Dex.

Gullintanni
2019-08-27, 06:58 PM
Enervation now deals a flat 4 negative levels for a fourth level spell slot.
Ice Axe now deals 24 + 1 per/2 caster levels in cold damage as a melee touch attack. Throw Fell Drain on for extra fun. Or Persist. Or Energy Admixture to double up the damage. Add Divine Power, and you get to attack four times per round with it at level 20. ClericZilla wins melee harder.