SangoProduction
2022-10-20, 02:46 AM
I was in the middle of a sleep haze, when I happened upon a feat that I found to be rather pointless when I first saw it some years ago. And never looked at it again.
Now, still in the haze, I am trying to imagine the uses for it.
Prerequisites: Creation sphere, Destruction sphere (Explosive Orb (blast shape)).
Benefit: You gain the ability to alter or create objects with highly explosive properties. As part of altering or creating an object, you may spend a spell point to cause any object you alter or create to explode either when it hits a target for the first time (if used to make an attack), when it takes damage for the first time, or when the spell effect ends. This explosion deals damage as your destructive blast with the Explosive Orb shape, and you may treat it as a normal Explosive Orb for any effects, talents or feats interacting with destructive blasts. You may choose whether or not the altered or created object takes damage from the Explosive Orb. The object remains fissile for as long as the alter or create effect lasts. You may only have one fissile creation active at a time, plus an additional fissile creation for every 10 caster levels you possess. If you exceed the limit,
one fissile creation of your choosing ends immediately.
If two fissile creations explode during the same round, creatures in the overlapped area suffer diminished results from every fissile creation after the first one, dealing only 1d6 additional damage, +1d6 per 5 caster levels for each overlapping creation.
Basically: When you create/alter an object, it can explode on any of the 3 conditions
1) hits a target for the first time
2) takes damage for the first time
3) when the spell effect ends
So. The first thought is to make it part of a weapon. Well congratulations, you are now either loosing your arrow with your spell points, betting on a Normal AC hit rather than touch AC. (Or more accurately no AC, because the shape's only a reflex save.) Or you're swinging a primed, enriched uranium rod. Which doesn't sound particularly healthy. But maybe you actually simply enhance your ally's weapon well before combat rather than use it yourself, and in so doing, you add a potential rider effect to one of their hits. You know, instead of making the choice of using an inferior delivery method with your own actions.
The idea of it happening when the spell effect ends is not that appealing. Unless your creations are facing counterspell. So, not only do they pay the action cost for dealing with your creations, but now they might be caught in an explosion for their efforts. OK might's a bit of a strong word. Also it's not like the blast type is a friendly AoE. But still, depending on how it's used, there are consequences for counterspelling it, which might not be favorable for them.
Now. What really got the gears turning was for when it takes damage for the first time. Walls, nets, and anything else which is more conveniently busted through than avoided suddenly becomes detrimental to bust through... at least in melee range, where all the adamantine weapons tend to be. (This is especially the case when you give them no choice but to spend their time attempting to bust through, because they are surrounded by the [created object], or their only access to [desired destination] is blocked by [created object], or a multitude of very annoying things you can do with the infinite flexibility of the creation sphere.)
And now, you aren't simply trading your turn away to waste a couple of people's turns. You are also (potentially) progressing the HP state of the combat.
Any interesting use cases you guys can think of?
Now, still in the haze, I am trying to imagine the uses for it.
Prerequisites: Creation sphere, Destruction sphere (Explosive Orb (blast shape)).
Benefit: You gain the ability to alter or create objects with highly explosive properties. As part of altering or creating an object, you may spend a spell point to cause any object you alter or create to explode either when it hits a target for the first time (if used to make an attack), when it takes damage for the first time, or when the spell effect ends. This explosion deals damage as your destructive blast with the Explosive Orb shape, and you may treat it as a normal Explosive Orb for any effects, talents or feats interacting with destructive blasts. You may choose whether or not the altered or created object takes damage from the Explosive Orb. The object remains fissile for as long as the alter or create effect lasts. You may only have one fissile creation active at a time, plus an additional fissile creation for every 10 caster levels you possess. If you exceed the limit,
one fissile creation of your choosing ends immediately.
If two fissile creations explode during the same round, creatures in the overlapped area suffer diminished results from every fissile creation after the first one, dealing only 1d6 additional damage, +1d6 per 5 caster levels for each overlapping creation.
Basically: When you create/alter an object, it can explode on any of the 3 conditions
1) hits a target for the first time
2) takes damage for the first time
3) when the spell effect ends
So. The first thought is to make it part of a weapon. Well congratulations, you are now either loosing your arrow with your spell points, betting on a Normal AC hit rather than touch AC. (Or more accurately no AC, because the shape's only a reflex save.) Or you're swinging a primed, enriched uranium rod. Which doesn't sound particularly healthy. But maybe you actually simply enhance your ally's weapon well before combat rather than use it yourself, and in so doing, you add a potential rider effect to one of their hits. You know, instead of making the choice of using an inferior delivery method with your own actions.
The idea of it happening when the spell effect ends is not that appealing. Unless your creations are facing counterspell. So, not only do they pay the action cost for dealing with your creations, but now they might be caught in an explosion for their efforts. OK might's a bit of a strong word. Also it's not like the blast type is a friendly AoE. But still, depending on how it's used, there are consequences for counterspelling it, which might not be favorable for them.
Now. What really got the gears turning was for when it takes damage for the first time. Walls, nets, and anything else which is more conveniently busted through than avoided suddenly becomes detrimental to bust through... at least in melee range, where all the adamantine weapons tend to be. (This is especially the case when you give them no choice but to spend their time attempting to bust through, because they are surrounded by the [created object], or their only access to [desired destination] is blocked by [created object], or a multitude of very annoying things you can do with the infinite flexibility of the creation sphere.)
And now, you aren't simply trading your turn away to waste a couple of people's turns. You are also (potentially) progressing the HP state of the combat.
Any interesting use cases you guys can think of?