Soul Pillars; Magic missile and death frost


Shackled City Adventure Path


Secrets of the soul pillars have a great new feat names Death frost spell that adds 2d6 cold damage to spells. But how does this work with magic missile? If I split up the 5 magic missiles that Fetor is able to cast, does each missile get 2d6 cold? Is the total cold damage split evenly between all missiles? Or is the cold damage for one lucky missile and the rest are just regular missiles? Any ideas?


Aceospades wrote:
Secrets of the soul pillars have a great new feat names Death frost spell that adds 2d6 cold damage to spells. But how does this work with magic missile? If I split up the 5 magic missiles that Fetor is able to cast, does each missile get 2d6 cold? Is the total cold damage split evenly between all missiles? Or is the cold damage for one lucky missile and the rest are just regular missiles? Any ideas?

Adding the cold damage per missile would violate the rule of 2d6 bonus damage PER SPELL; thus, the damage should be applied evenly across all Magic Missiles, regardless of the number of them.

If you allow separate targets per Magic Missile, you can either split the rolled damage evenly among the missiles, or possibly roll an individual lesser die (say, d4) per missile; if your player protests, saying that they will lose out in average damage per casting due to the lesser die, explain that it is the cost of splitting the effect.

M


Marc Chin wrote:

... or possibly roll an individual lesser die (say, d4) per missile; if your player protests, saying that they will lose out in average damage per casting due to the lesser die, explain that it is the cost of splitting the effect.

M

diving an added d4 per missle willl give a higher average once you have a 3rd missle (min damger would be 3 vs for 2d6 it would be 2 and over all a better average) Also after going up to 4 and 5 missles you would be doing way more damage with a max cold damage of 20 at 5 missles where with the 2d6 the max would be 12....

i think that either dividing up the cold damger or adding it to one missle is a better idea than making it a lesser die


lordmolay wrote:

(g)iving an added d4 per missle willl give a higher average once you have a 3rd missle (min damger would be 3 vs for 2d6 it would be 2 and over all a better average) Also after going up to 4 and 5 missles you would be doing way more damage with a max cold damage of 20 at 5 missles where with the 2d6 the max would be 12....

i think that either dividing up the cold damger or adding it to one missle is a better idea than making it a lesser die

I tend to agree; subdividing the damage dice is a bad idea from a DM standpoint, unless you like the administrative work...

Personally, I'd roll the 2d6, then divide the damage by the number of missiles and drop any fractional remainder; I wouldn't pile the damage on one 'special' missile - to me, that implies that each individual missile is a separate casting in some way, as opposed to a level-based variable of one spell. If DMs let players treat multiple spell creations that way, that might open a Pandora's Box of variations...

"...Can I make one 'Scorching Ray' acid, and the other one Evil...?"

M


I had not really thought about that last part... i do think that is better from a DM stand point to ahve them evenly distrubuted among the MMs...


Problem being is...that then robs the character of potential effectiveness. A 9 on 2d6 drops to a 5 when distributed and fraction-dropped.

Far better to just stick with first/primary missile having the bonus damage and not over-rationalize the whole thing. In my experience, 9/10 they're all going at one target anyways.


Andorax wrote:

Problem being is...that then robs the character of potential effectiveness. A 9 on 2d6 drops to a 5 when distributed and fraction-dropped.

Far better to just stick with first/primary missile having the bonus damage and not over-rationalize the whole thing. In my experience, 9/10 they're all going at one target anyways.

The reason is because I’m going to have Fector target those in the party that didn’t take much damage from his lightning bolts. It there are 2 or 3 PCs that made there saves on the bolts, then he’s going to have multiple targets with his magic missiles.

Paizo Employee Creative Director

A death frost magic missile adds 2d6 cold damage to the first missile. All additional missiles do regular damage.


James Jacobs wrote:
A death frost magic missile adds 2d6 cold damage to the first missile. All additional missiles do regular damage.

Well there we have it as close to an offical rulling as we can get that's good enough for me... I just knew that changing them to D4's is a bad idea becasue it changes the mecanics so much.... Thanks James!

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