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    Orc in the Playground
     
    Yechezkiel's Avatar

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    Question Melf's/Shadow Conj

    Do multiple (Melf's) Acid Arrows (and/or Shadow Conjurations of it) burn on a single target?

    Can't find anything in the FAQs or text of it that states otherwise. I'm wondering if multiple Extended and maybe Empowered Acid Arrows would help them be effective later on.
    Last edited by Yechezkiel; 2007-05-17 at 12:05 AM.
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    Default Re: Melf's/Shadow Conj

    Here's what the SRD has to say about stacking:

    Quote Originally Posted by SRD
    COMBINING MAGICAL EFFECTS

    Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:

    Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves.

    More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).

    Different Bonus Names: The bonuses or penalties from two different spells stack if the modifiers are of different types.

    A bonus that isn’t named stacks with any bonus.

    Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.

    Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.

    One Effect Makes Another Irrelevant: Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.

    Multiple Mental Control Effects: Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

    Spells with Opposite Effects: Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description.

    Instantaneous Effects: Two or more spells with instantaneous durations work cumulatively when they affect the same target.
    Nothing in there deals specifically with damage-over-time effects, probably because there are so few of them. I've bolded what I think is the most pertinent section; the idea that multiple negative effects on a subject do not stack seems to indicate that Melf's shouldn't stack with itself. Should you rule the opposite in your game, though, I doubt you'll find it imbalancing.

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    Default Re: Melf's/Shadow Conj

    1) Shadow Evocation allows a Will save. Best uses for Shadow Conj is to make things which it doesn't matter if the intended recipient makes a save or not.

    2) Yes, multiple Acid Arrows stack. Thus on round 1 you hit him with an Acid Arrow. It deals 2d4 damage. Next round, you hit it again with another Acid Arrow. It deals 2d4, plus another 2d4 from previous round. If you're high enough level (min 7th) you can hit it with a third Acid Arrow, doing 2d4 + 4d4 from the two previous ones. However, this is nearly in every way not beneficial to you, as 2d4 damage sucks. I'd just burn it down with a 4d6 Scorching Ray (at 7th level, I get a second ray for a total of 8d6 damage) in a single round.
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    Default Re: Melf's/Shadow Conj

    TY both. I was thinking the lack of SR/Save might be nice since Acid Arrow's such a low level spell.

    Last time I was playing an Arcane caster the DM banned Scorching Ray (it had just been added, we were more or less core only, and it looked real powerful from a 3.0 perspective) so I usually forget it's in there.
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