Maximizing multiround-damage spells (f.e. Flaming Sphere)


Rules Questions


I've searched around a bit but couldn't really find a good answer on whether a maximized version of Flaming Sphere would do 18 damage every round (on a saved fail) or that the maximize would only count on the first damage. Same with call lightning, or even Ball Lightning from Spell Compendium.

RAW seems to agree, but it seems quite powerful.


It's actually not powerful Funkytrip. Look at the spell levels it uses up.

In my campaign maximize is only a +2 LA feat, and STILL the only time it's used on a direct damage spell (instead of a spell with variable con damage or negutive levels or such) is when the sorcerer needs to fireball a huge wad of basic troops or somesuch.


Rods of Maximize tend to get rid of that problem, but I see your point. You still have to compare a maximized version with a spell 3 levels higher.


Sudden Maximize feat from CA.

My warmage wiped out an entire patrol of mooks with just 1 maximized flaming sphere. Their numbers were supposed to be the challenge. Instead, we turtled and, if they failed the save, which was a difficult save for them, they died (12HP's exactly, 8+warmage edge of 4). This was lvl 3.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Maximizing multiround-damage spells (f.e. Flaming Sphere) All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions