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The subject says it all really, what would the damage be for a small sized great sword with lead blade cast on it.

Great sword (medium) 2d6
Great sword (small) 1d10

Shouldn't the damage from a small great sword under the effects of Lead blade spell take it back up to 2d6? The rules says it jumps to 2d8 I am confused by this. please help.
Thanks.


Okay here is a question I have not been able to find on the forums.

So my question is can Dimension door be cast on someone else's turn when cast as a quickened spell?

A Dimension door spell has only one component verbal.

The definition for Quicken spell on pg 188 of the core rule book says it is equal to a swift action.
Also on page 188 it says a swift action can be used any time a free action can be used.
Again on page 188 a free action says speaking can be used even when not your turn.
On page 184 of the core rule book it says a verbal component must be spoken firmly.

Please let me know what you all think of this.
thank you.


Hi everyone and thanks in advance.

situation:

We(the party) just got an item one each that bestowed mythic to us as we leveled to level 4. So I had to level up from 3 to level 4 and do a Tier of mythic at the same time.

here is what I have:
Human wizard (Evoker)level 4 archmage tier 1
at start this is what I took.
feats: spell focus (evocation), spell specialization (burning Hands)
spell focus, greater (evocation).

before I was told about gaining a mythic tier I was planning on changing my spell specialization to scorching ray at 4th level. (still am for that matter)
now as I see it I am planning on taking the following.

Arch-mage arcana: Wild arcana.
Path ability: mythic spell casting and choosing (scorching ray).
Mythic feat: Extra mythic power.

so now how would it work if I spend 1 of my 7 mythic powers to cast scorching ray with wild arcana?
would it act as if a 8th level caster cast it?
level 4 base +2 from spell specialization +2 from wild arcana?
or as a level 6 cast it?
would it do 6d6 damage that by passes resistance and immunity on the first ray?
would I get 2 rays at 4th level?

or should I look at another build altogether?


Hi everyone and thanks in advance.

situation:

We(the party) just got an item one each that bestowed mythic to us as we leveled to level 4. So I had to level up from 3 to level 4 and do a Tier of mythic at the same time.

here is what I have:
Human wizard (Evoker)level 4 archmage tier 1
at start this is what I took.
feats: spell focus (evocation), spell specialization (burning Hands)
spell focus, greater (evocation).

before I was told about gaining a mythic tier I was planning on changing my spell specialization to scorching ray at 4th level. (still am for that matter)
now as I see it I am planning on taking the following.

Arch-mage arcana: Wild arcana.
Path ability: mythic spell casting and choosing (scorching ray).
Mythic feat: Extra mythic power.

so now how would it work if I spend 1 of my 7 mythic powers to cast scorching ray with wild arcana?
would it act as if a 8th level caster cast it?
level 4 base +2 from spell specialization +2 from wild arcana?
or as a level 6 cast it?
would it do 6d6 damage that by passes resistance and immunity on the first ray?
would I get 2 rays at 4th level?

or should I look at another build altogether?


Thanks for looking at this for me i have a rules question that i just saw and have questions about.

On page 209 of the core rule book.

Instantaneous effects:
Two or more spells with instantaneous duration work cumulatively when they effect the same target.

okay her is my question. if a spell caster where to cast a fireball and then cast a quicken fireball does the damage stack and only get counted once against fire resistance 20 for example? or does the fire resistance count against both fireball spells?


Another new bloodline let me know if my link works and what you think.

Sorcerer Bloodline: Magi

Description: From a long wizarding family, generation after generation of powerful wizards you are the first of your family line to be born of magic; it so infuses your soul that you are capable of feats unknown before you.

Class Skill: knowledge (any one)

Bonus Spells: You do not get Bonus spells like other sorcerers, lowering your total spells known by this amount.

Bloodline feats: Combat Casting, Greater Spell Focus, Greater Spell Penetration, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus, Spell Penetration.

Bloodline Arcana: Unlike most other Sorcerers whose innate magic is powered by force of personality, you like your forefathers, use your intellect to understand and master your own mystic powers.
You use your intelligence score not your Charisma score to determine all class abilities features and effects related to your Sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DC's of your spells, and the daily uses of your bloodline powers.

Bloodline Powers: Your mind focus is just like any other wizard in your family and you, like all wizards are capable of specializing in a school of magic, only for you it is slightly different.
Arcane school:At 1st level choose a School of magic just like any other wizards including the Universal school. For you, you gain the first two powers listed for 1st level of that school.
For example: if you where to choose the Evocation school you would gain both the Intense spell (Su) and the force missile (Sp) abilities just as a wizard would. You do not gain any other effects of the school at higher levels including the level 20 bump some of the 1st level abilities give.

Spell Book: At 3rd level you gain the ability to “learn” from spell books; you may scribe your known spells into a blank spell book and scribe scrolls into your spell book you may even borrow other spell books and scribe those spells into your spell book, they are learned spells not known spells.
With your spell book you may 1 time per day in the morning after a full nights rest forget one, and only one, of your known spells and memorize a spell of the same level into the now empty spell slot.
You may not hold the empty spell slot to learn a spell later in the day; you have to memorize the new spell as the time of forgetting and learning are one and the same.

Arcane Discovery: At 9th level, 13th level, and at 17th level you can gain an Arcane discovery that you qualify for or a Wizard bonus feat of your choice.

School Power: At 15th level gain a +2 to the save DC's of all spells you cast from your chosen School this ability stacks with spell focus and greater spell focus.

Arcane power: At 20th level gain the wizard arcane discovery of Immortality also Increase all spell save DC's by +2 this stacks with School power and spell focus feats, also increase spell penetration by +2 if you don't have spell penetration gain it instead.

thanks to all for feed back.


Ok here is one a player proposed that im not sure about working.
Ideas please.
player (A) takes trait Magical lineage with magic missle spell.
the trait simply says when you memorize this spell with a meta magic feat treat the actual level as one level lower.

player (A) then takes metamagic feat Merciful 0 lvl adjustment.

Player (A) the says he is memorizing magic missle with merciful as a cantrip.

ok looking at it as it says in the books for all three things for a wizard. It looks like he is right but im not sure if it should be becouse now he has infinite magic missile spell even though it now does non-lethal damage.
what should I do?


ok here it is, I let this slide last week durring my game but had to look it up and cant find anything.
In the game I was running a party of 5 players lvl 15 running a dungeon campaign the party comes up against the final boss (lvl 18) the boss has true seeing going and one of the players has improved invisibility going no brainer can see him fine with true seeing, but the player also has project image going and is casting spells through it at the bad guy. Question is should the player be able to do that when the bad guy doenst see the illusion of the projected image?
All thoughts welcome.
Thanks everyone in advance.


A little back ground about the new campaign idea then the question.
I am working on a new campaign for my group 6 players total.
It is a city campaign totaly placed inside the city after looking about i decided to use the city of Katapesh where everything could be had for the right amount of gold. now im thinking this is going to be mostly a role playing campaign but of course there will be the bar fight city brawl sewer excusion etc. etc.
now for the questions.
I am thinking that in Katapesh I am wanting my players to start characters of higher than 1st lvl thinking around lvl 5 what do you think of this?
also I am thinking that i want one of them to be a little higher than that as an older person in the group that is the defacto group leader im thinking 2 level bump for that person. but im not sure how this would work with the over all group what do you all think?

thanks for taking a look and letting me know.


4 people marked this as FAQ candidate.

ok guys and gals got a question i see needs answering.first off here
the spells say this. ( question at the bottom )
Pg.330 core rule book
Reduce Person
School transmutation; Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (a pinch of powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant diminution of a humanoid creature,
halving its height, length, and width and dividing its weight by
8. This decrease changes the creature’s size category to the next
smaller one. The target gains a +2 size bonus to Dexterity, a –2
size penalty to Strength (to a minimum of 1), and a +1 bonus on
attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has
a space of 2-1/2 feet and a natural reach of 0 feet (meaning that
it must enter an opponent’s square to attack). A Large humanoid
creature whose size decreases to Medium has a space of 5 feet
and a natural reach of 5 feet. This spell doesn’t change the
target’s speed.
All equipment worn or carried by a creature is similarly reduced
by the spell.
Melee and projectile weapons deal less damage. Other magical
properties are not affected by this spell. Any reduced item that leaves
the reduced creature’s possession (including a projectile or thrown
weapon) instantly returns to its normal size. This means that thrown
weapons deal their normal damage (projectiles deal damage based
on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack. Reduce
person counters and dispels enlarge person.
Reduce person can be made permanent with a permanency spell.

pg 229 advanced players guide
Gravity Bow
School transmutation; Level ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Gravity bow significantly increases the weight and density of
arrows or bolts fired from your bow or crossbow the instant
before they strike their target and then return them to normal
a few moments later. Any arrow fired from a bow or crossbow
you are carrying when the spell is cast deals damage as if one
size larger than it actually is. For instance, an arrow fired from
a Medium longbow normally deals 1d8 points of damage,
but it would instead deal 2d6 points of damage if fired from
a gravity bow (see page 145 of the Core Rulebook for more
information). Only you can benefit from this spell. If anyone
else uses your bow to make an attack the arrows deal damage
as normal for their size.

ok now for the question if i have a 1st lvl elf sorcerer with these 2 spells and i cast them both on myself the both have a duration of 1 minute. the question is what happens to an arrow fired from the longbow?

thoughts comments pls.
I see it going many ways.