Multiple Spells in a round with multiple Attack Rolls


Prerelease Discussion


Do/should spells that require attack rolls (such as the Harm spell or a hypothetical Shocking Grasp) incur penalties as if attacking with a weapon normally?


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They do/will, per Mark.


Anything with the attack tag contributes to/accrues penalties. Maneuvers will as well.


Makes sense... But then I think, why only attack roll spells penalized, why not penalize Save DC also?
Or Spell Resistance check if that is still in the game, for save/attack-less spells?
(I've guessed that CL is no longer used for that, shifting to Spell Level centered mechanic)

Shadow Lodge

Oh look, a slight nerf to blasting(without areas) is found. Farewell, scorching ray.


Quandary wrote:

Makes sense... But then I think, why only attack roll spells penalized, why not penalize Save DC also?

Or Spell Resistance check if that is still in the game, for save/attack-less spells?
(I've guessed that CL is no longer used for that, shifting to Spell Level centered mechanic)

I think spells save DCs are generally balanced in a different way. Attacks at your highest bonus are generally going to hit, but monster are generally more likely-than-not to succeed on their good saves and more likely-than-not to fail on their poor saves. Also, most things that require a save are two action affairs to begin with so you are rarely going to be demanding iterative saves.

A fun side effect for gish characters: you get to make an attack at high bonus and demand a save from an enemy on the same turn. That is pretty neat and kind of pays people back for having to deal with their multiple ability dependence.


Dragonborn3 wrote:
Oh look, a slight nerf to blasting(without areas) is found. Farewell, scorching ray.

I am guessing that scorching ray has some kind of special rules for iterative ray attacks. Maybe they are treated as being agile or whatever.


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Excaliburproxy wrote:
Dragonborn3 wrote:
Oh look, a slight nerf to blasting(without areas) is found. Farewell, scorching ray.
I am guessing that scorching ray has some kind of special rules for iterative ray attacks. Maybe they are treated as being agile or whatever.

I would think that scorching ray uses multiple actions to cast and the (afaik) simultaneous beams all count as 'first' attack


Dragonborn3 wrote:
Oh look, a slight nerf to blasting(without areas) is found. Farewell, scorching ray.

It's unknown how scorching ray will work, since this was merely a general mechanics question regarding multiple spells being cast that involve attack rolls.

So if I cast Scorching Ray as two actions, with full bonuses (because the simultaneous attacks should all be at the same bonuses), and use a one action spell (or cantrip) that also includes an attack, I'll suffer a -5 penalty to the attack roll of that successive spell. Similarly, if I decide to use a simple melee attack with a weapon, this also suffers the -5. Is this correct?


Excaliburproxy wrote:


A fun side effect for gish characters: you get to make an attack at high bonus and demand a save from an enemy on the same turn. That is pretty neat and kind of pays people back for having to deal with their multiple ability dependence.

It seems a wash (or at best a +1 difference) to me. Casters will have high attacks with spell rolls because those go off casting proficiency, and maintaining a decent attack stat (presumably Dex for ranged) isn't that hard. Any deficiency on attack stat is presumably made up for a superior save DC from casting stat.


Xenocrat wrote:
Excaliburproxy wrote:


A fun side effect for gish characters: you get to make an attack at high bonus and demand a save from an enemy on the same turn. That is pretty neat and kind of pays people back for having to deal with their multiple ability dependence.
It seems a wash (or at best a +1 difference) to me. Casters will have high attacks with spell rolls because those go off casting proficiency, and maintaining a decent attack stat (presumably Dex for ranged) isn't that hard. Any deficiency on attack stat is presumably made up for a superior save DC from casting stat.

I am talking about if I build a cleric with 16 str and 16 wis or whatever. That character will have an optimal damage round when he demands a save from an enemy and then bludgeons the enemy with his holy warhammer.

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