Fireball Attack = Fireball Bow part 2


Rules Questions


Fireball Attack = Only ranged weapon can have the Fireball Attack ability. As a standard action or move action once per round; one can pull back the bow string, speak the command word, and release the string. This creates the same effect as a Fireball spell cast by a 5th level caster. Range: 600 feet or until hitting a solid barrier or creature. Damage: 5d6 damage (Reflex save for half). Area of Effect: 20 foot radius spread. See spell Fireball for other effects.

Moderate evocation; CL 5th; Craft Magic Arms and Armor, Fireball, Caster level must be bonus x 3; Price: +4 bonus.

.................................................................

Math

Use-Activated Permanent Magic Item ( CL x SP x 2000)
Duration = Instantaneous = (If the spell has a 24 hour duration or greater the divde the cost in Half) = Note Instantaneous effect are Permanent effect that last greater than 24 hours; aka Damage/Wall of stone.
Multiple different ability = Because you never know what other bonus it will be added to, so added in right off the bat.

Use-Activated = Fireball Spell ( 3 x 5 x 2,000) = 30,000
Duration = Instantaneous/24+ ( 30,000 divided by 1/2 ) = 15,000
Multiple different ability = ( 15,000 x 1.5 ) = 22,500
Cost = 22,500 vs Table 15-8 on page 468 = +4 Bonus effect.

................................................................

Now you can add a Fireball Attack to any Range weapon :) Just make sure not to be so close as to get caught in the effect.

So does every thing follow the rules. ??

Shadow Lodge

It's not really enhancing the bow so it shouldn't be priced as a weapon enhancement. Also paying 48,000k to add 1/day fireball to a +1 weapon seems completely ludicrous

Lets take a look at other items that have similar effects.

Spoiler:
Crown of Blasting, Minor

Aura moderate evocation; CL 6th

Slot head; Weight 1 lb.; Price 6,480 gp
Description

On command, this simple golden crown projects a blast of searing light (3d8 points of damage) once per day.
Construction Requirements

Craft Wondrous Item, searing light; Cost 3,240 gp

This casts Searing Light (a 3rd level spell) 1/day.

It's not normal to add effects like this onto weapons so lets create it as a named item.

Bow of Fireballs
+1 Flaming Longbow
1/day cast Fireball CL5

the +1 Flaming Bow is 8,000 + bow cost
1/day fireball item 6,480 * 1.5 for adding it to the weapon = 9720

Price: 17,720gp

Remember that the magic item creation guidelines are just guidelines.
Your +4 pricing is way too high, in addition it doesn't make any sense to look at the value of your item and then convert it to a + since that price will scale based on what else is already on the weapon.

If you really want to add it to any ranged weapon round it up to a nice even 10,000gp but it should not be part of the weapon +.


The Fireball Attack is not once per day.

The Fireball Attack is once per standard action or move action. (once per round). This item does not use charges.

..

This is part of the reason why it cost so much.

...........

True the cost should be 22,500 to add the effect to a weapon. I listed the + bonus, as a reference to its over all power level vs the +bonus chart vs price.


3x5x2000 for a 5d6 fireball on shot

30000gp

never seen a charge per round chart

I'd say do the "command word" x1800, that way you don't always have to use it.

3x5x1800

27000gp

and instantanious is not the same as 24hour duration, infact it should be multiplied higher, as it's duration is less then a minute per level :p


One common mistake i see reading thro the post.

If the item is going to be noting more than an item casting a spell x time a day. Standard Action to Use.

  • = Use the Command word ( SL x CL x 1,800)
  • = Then Charge per day = Divide by (5 divide by charge per day) = To reduce over all cost if less than 5, or increase cost if more than 5

    ..............

    On the other hand, if you want the spell effect all the time, at use. Then you would use. Standard Action to Use

  • = Use/continuous ( SL x CL x 2,000)
  • = If item has duration = If a continuous item has an effect based on a spell with a duration measured in rounds, multiple the cost by 4. If the duration of the spell is 1/minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiple the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half. (Instantaneous spell = Create a permanent effect which last greater than 24 hour = Damage/wall spells)

    (PS) = If you want the spell to be used as many times as you have melee attack to use. Then you need to figure the spell as a Quickened spell, and Quickened feat needs to be added to the items construction list of requirements.

    ............

    On the other hand, If you are not looking to cast a spell, but instead want a permanent bonus to your attack roll and damage roll. Any time you attack, up to your max melee attacks per full-round action.

  • = Weapon Bonus = Bonus squared x 2,000 gold
  • = Caster level is 3 times the bonus (( Yes by RAW, there is a loop-hope were this is not listed for wondrous items, but unless you want all your caster to start making Armor out of wonder item, I suggest that this is used.))
  • = Greater Magic Weapon or Magic Weapon or True Strike spell listed in the creation requirement, is just for fluff. (needs to based off something)


  • The fireball is not continuous, it has an instant effect, not a rounds/lvl effect. If you make it constant (which i would strongly suggest you cannot do), then i hope you have a good fire resistance, because it will be constantly hitting for 5d6 a round from its point of origin, which is the bow, which is held or worn by you.

    The equivalent plus, in my opinion, would be somewhere around +5 if treated as a weapon enchantment, if not higher, as normal +1d6 fire damage is a +1.. we are talking about 5d6 per shot in a radius.


    Stubs McKenzie wrote:

    The fireball is not continuous, it has an instant effect, not a rounds/lvl effect. If you make it constant (which i would strongly suggest you cannot do), then i hope you have a good fire resistance, because it will be constantly hitting for 5d6 a round from its point of origin, which is the bow, which is held or worn by you.

    The equivalent plus, in my opinion, would be somewhere around +5 if treated as a weapon enchantment, if not higher, as normal +1d6 fire damage is a +1.. we are talking about 5d6 per shot in a radius.

    Continuous means you can use the effect when desired, not that it is alway on. (examples: Boots of Levitation, Cloak of Displacement (minor verstion), Goggles of Night).

    (Instantaneous spell = Create a permanent effect which last greater than 24 hour = Damage/wall of stone spells) = The damage the spell causes is permanent until healed, naturally or by magic, and normal lasts greater than 24 hours.

    Again, Continuous effects just means you can use the effect when you want to. In the case of Fireball Attack, you can let loose a fireball spell by using the bow.


    An instantaneous spell has a duration of an instant, usually taken as a split second.

    It happens. There is a huge burst of flame. It goes away. For you to say that the effect lasts longer than twenty four hours the ball of flame would have to stay there for twenty four hours.

    Spiritual weapon, for example, has a duration. After that duration has finished the damage caused by the weapon remains. That doesn't make the duration of the spell permanent.

    Instantaneous is the shortest possible duration not the longest.


    Sleep-Walker wrote:

    An instantaneous spell has a duration of an instant, usually taken as a split second.

    It happens. There is a huge burst of flame. It goes away. For you to say that the effect lasts longer than twenty four hours the ball of flame would have to stay there for twenty four hours.

    Spiritual weapon, for example, has a duration. After that duration has finished the damage caused by the weapon remains. That doesn't make the duration of the spell permanent.

    Instantaneous is the shortest possible duration not the longest.

    While the effect in short... the Damage it cause last greater than 24 hours.

    The Spiritual weapon does have a duration, which lets it do damage round after round after round, so yet it should cost more (duration x 4). But the Fireball is over in an instant but leave permanent damage (duration divided by 1/2).

    Even so this is still a small advantage to instantaneous spells.. The cost to create permanent magic items that are not based on charges, is very expensive, and even a 3rd level spell is +3 to +4 equlvent to a magic bonus in cost. This does create a limiting factor to how high a spell you can make permanent.


    My point is that the damage dealt by the spiritual weapon lasts after the duration ends. Therefore your fireball has a duration of a split second and it doesn't matter how long the damage lasts.

    Why do you assume that the fireballs duration is based on how long the damage lasts and the duration of the spirtual weapon is based on how long the physical manifestation of the magic remains. One rule or another, not both.


    Sleep-Walker wrote:

    My point is that the damage dealt by the spiritual weapon lasts after the duration ends. Therefore your fireball has a duration of a split second and it doesn't matter how long the damage lasts.

    Why do you assume that the fireballs duration is based on how long the damage lasts and the duration of the spirtual weapon is based on how long the physical manifestation of the magic remains. One rule or another, not both.

    The reason i rule on Instantaneous effect being greater than 24 hours. Is that Wall of Stone, Wall of Iron, and other Instantaneous spell that create permanent effect are all listed as Instantaneous.

    That was what made me deride that Instantaneous effect spell last greater than 24 hours. That instantaneous effect spell create permanent items, and in the cast of damage spell, permanent damage.

    There is rules for spell that have a duration listed in rounds, minute, 10 minutes, and greater than 24 hours.

    Instantaneous effect = I treat as permanent effects that last greater than 24 hours, due to wall of stone and other permanent created item, and/or damage.

    1 hour per level or 2 hour per level = Well i have to guess at it like the rest of you. I treat such spells as (modifier x 1), as a wash.

    ....................................

    I did choose one rule, Instantaneous was a permanent effect. Permanent creation spell are all instantaneous, so all instantaneous is a 24 hour or grater duration.

    Spell with a duration in rounds, fall under those rules that list a modifier in a duration in rounds.


    As far as I understand it, you are incorrect about the "not always on" component of continuous magical items... they are not on use, but always on... a cloak of displacement, when worn, blurs your form and gives you a 20% miss chance. You don't get to decide when it does so, it always does so, until you take it off. A cloak of resistance always gives you a +X modifier to your saves, not only when you want. Boots of levitation are not always on, but right in the description it says "on command, these boots..." making them Command Word activated.

    You are trying to make something like the weapon property flaming into a continuous use item, per the rules, which it is not, simply because of the vastly different pricing. Yes, it would function similarly to a use activated item, but you cannot craft it as such simply because there are already examples of weapons, when used, doing extra damage beyond what it is meant to do, and they are priced according to a weapons equivalent + modifier, not a CL x SL x 2000 gp equation.

    There is a difference between continuous and use activated even though the equation and price is the same, which is what i was trying to suggest in my first response. It would not be continuous, because the effect would always be on. You would be crafting a use activated item the way you described, but imo you cannot, because of earlier stated reasons.

    PS I agree with Sleep-Walker on this, instantaneous duration spells that are considered permanent actually create something tangible thereafter. Fireball does not, it has an instant effect, and then dissipates, the damage caused is not the duration of the spell, just an after effect.


    Oliver McShade wrote:

    Fireball Attack = Only ranged weapon can have the Fireball Attack ability. As a standard action or move action once per round; one can pull back the bow string, speak the command word, and release the string. This creates the same effect as a Fireball spell cast by a 5th level caster. Range: 600 feet or until hitting a solid barrier or creature. Damage: 5d6 damage (Reflex save for half). Area of Effect: 20 foot radius spread. See spell Fireball for other effects.

    Moderate evocation; CL 5th; Craft Magic Arms and Armor, Fireball, Caster level must be bonus x 3; Price: +4 bonus.

    .................................................................

    Math

    Use-Activated Permanent Magic Item ( CL x SP x 2000)
    Duration = Instantaneous = (If the spell has a 24 hour duration or greater the divde the cost in Half) = Note Instantaneous effect are Permanent effect that last greater than 24 hours; aka Damage/Wall of stone.
    Multiple different ability = Because you never know what other bonus it will be added to, so added in right off the bat.

    Use-Activated = Fireball Spell ( 3 x 5 x 2,000) = 30,000
    Duration = Instantaneous/24+ ( 30,000 divided by 1/2 ) = 15,000
    Multiple different ability = ( 15,000 x 1.5 ) = 22,500
    Cost = 22,500 vs
    Table 15-8 on page 468 = +4 Bonus effect.

    ................................................................

    Now you can add a Fireball Attack to any Range weapon :) Just make sure not to be so close as to get caught in the effect.

    So does every thing follow the rules. ??

    It is priced as Use-Activated.

    The weapon bonus listed is based off of 22,500 Retail Price.


    That is assuming it could be use activated, which I say it cannot, following this reasoning:

    Weapon enchantments are versions (weaker versions) of use activated spells, so, as per the "creating magic items" guidelines, you would need to follow that, not the equation for creating new use activated items.

    If you do follow the creating new magic items guidelines, then I would still suggest you are doing it incorrectly, as duration = instantaneous/24+ is not correct... it would be duration = instantaneous. which is not an option in that list, so would either be the unmodified price if it is even allowed, or more probably, the rounds/lvl, as that is what it most closely resembles, so x4.

    so 30k x 4 = 120,000. 120,000 x 1.5 = 180,000 (if your DM allows the item at all)
    or
    30k x 1 = 30k , 30k x 1.5 = 45k (if you DM is really generous)

    The cost you list falls within the +4 range of a weapon, yes, if that weapon has a +4 total bonus. But as you well know, that's not how + bonuses work on weapons, you cant say "well this magical enchantment would cost X amount, and since it would fall within the cost of a +y weapon then thats what its + equivalent should be." A spell being crafted onto an item, and a weapon with an enhancement are 2 different beasts. If you are going to create a magical weapon, you need to look at what is already around, and compare it against that. +1 equivalents are +1d6 damage on hit , +2 equivalents are = to their +1 counterparts + (1/2/3)d10 damage on a crit . You want to make a weapon enhancement that is 5d6 in a radius of where the arrow would land regardless of whether it hit its target or not, thereby still possibly doing damage to your target, + a number of others. I would say that is wildly beyond what you normally expect a weapon enhancement to do, which is why i said it should be a MINIMUM of a +5 enhancement, if not higher than that.

    EDIT: Really what you are suggesting would very quickly grow beyond the scale of the 9th lvl spell Meteor Swarm in damage, and I don't think if you were a DM you could sit back and suggest that it would be a reasonable thing for someone to have unlimited uses of per day for 22,500 gold.


    Oliver McShade wrote:

    Use-Activated = Fireball Spell ( 3 x 5 x 2,000) = 30,000

    Duration = Instantaneous/24+ ( 30,000 divided by 1/2 ) = 15,000
    Multiple different ability = ( 15,000 x 1.5 ) = 22,500
    Cost = 22,500 vs
    Table 15-8 on page 468 = +4 Bonus effect.

    A. This is essentially Command Word activated (anything that is a standard action to do just that falls in this category). Use-activated is automatic when you simply use the item (swing the sword, etc.).

    B. Instantaneous duration spells have no duration modifier to price, because they *cannot* be continuous. You cannot have a permanent duration cure spell, damage spell, or even wall of stone spell (that would fill the universe with stone). It's simply instantaneous, whenever activated. Duration adjustments are for continuous effects only.

    C. You are correct here, all armor and weapon special abilities that are not related to the weapon are priced at +50% (see the fire resistance on armor vs. resistance rings for instance).

    D. Cost = 3*5*1800 * 1.5 = 40500 gp. That's actually *exactly* the price of a "+4.5" weapon, which pushes this ability to +5 I'd say, were you to actually convert it to a +modifier (which isn't necessary), but +4 is probably reasonable as well. Assuming it's applied to a +1 weapon, you're paying 50k for at will fireball, instead of 45000 for 200 fireballs (4 wands of fireball). About the same.


    If I am correct, he is looking for it to be use activated, not command word, so it could be used as many times in a round as one could pull back the string and fire, which is vastly different than adding up the cost of charges on a wand, the ability to use something such as this more than once in a round magnifies its power exponentially... and the cost should reflect that. Someone capable of 7 shots a round gets to lay down 35d6 fire damage in an area + arrow damage x7 + other bonuses x7... even if the bow didn't use normal arrows and only did fireball damage that is still 35d6 damage a round in a 20ft radius spread, all day long.


    Stubs McKenzie wrote:
    If I am correct, he is looking for it to be use activated, not command word, so it could be used as many times in a round as one could pull back the string and fire, which is vastly different than adding up the cost of charges on a wand, the ability to use something such as this more than once in a round magnifies its power exponentially... and the cost should reflect that. Someone capable of 7 shots a round gets to lay down 35d6 fire damage in an area + arrow damage x7 + other bonuses x7... even if the bow didn't use normal arrows and only did fireball damage that is still 35d6 damage a round in a 20ft radius spread, all day long.

    On the other hand, if you want the spell effect all the time, at use. Then you would use. Standard Action to Use

    = Use/continuous ( SL x CL x 2,000)
    = If item has duration = If a continuous item has an effect based on a spell with a duration measured in rounds, multiple the cost by 4. If the duration of the spell is 1/minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiple the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half. (Instantaneous spell = Create a permanent effect which last greater than 24 hour = Damage/wall spells)

    (PS) = If you want the spell to be used as many times as you have melee attack to use. Then you need to figure the spell as a Quickened spell, and Quickened feat needs to be added to the items construction list of requirements.

    .....................

    While i original had wanted to be use-activated, based on number of time one use the item. The requirement for that would be a quicken spell effect. The increase in SL and CL needed for such an effect would well push the price range into +6 to +7 EPIC price range. Which i felt was not worth pursuing.

    I settled for Use-Activated, standard action or move action effect. In the Use-Activated description section of magic, that talks about use-activated, it also mention that use-activated items can use command words. In the description, i clearly state the action needed to use the fireball effect. (Use-Activated item can use command words are part of there use = page 458 = Use Activated.) Not all use-activated item allow multi uses in a single round.... many do, but not all.


    Oliver McShade wrote:

    Fireball Attack = Only ranged weapon can have the Fireball Attack ability. As a standard action or move action once per round; one can pull back the bow string, speak the command word, and release the string. This creates the same effect as a Fireball spell cast by a 5th level caster. Range: 600 feet or until hitting a solid barrier or creature. Damage: 5d6 damage (Reflex save for half). Area of Effect: 20 foot radius spread. See spell Fireball for other effects.

    Moderate evocation; CL 5th; Craft Magic Arms and Armor, Fireball, Caster level must be bonus x 3; Price: +4 bonus.

    The part I find the most problematic, is the fact that you have allowed it to be activated as a move action.

    In a game where action economy is central to how much power allowing casters to cast an extra fireball (eventhough it is only lvl 5) each and every round might very well unbalance things further.


    HaraldKlak wrote:


    The part I find the most problematic, is the fact that you have allowed it to be activated as a move action.
    In a game where action economy is central to how much power allowing casters to cast an extra fireball (eventhough it is only lvl 5) each and every round might very well unbalance things further.

    You are able to preform a standard action before or after a move action.

    Sorry, but that is what i was trying to say


    QUOTE="Majuba"

    A. This is essentially Command Word activated (anything that is a standard action to do just that falls in this category). Use-activated is automatic when you simply use the item (swing the sword, etc.). = Not all Use-Activated item work that way, many do, but not all. (Use-Activated item can use command words are part of there use = page 458 = Use Activated.)

    B. Instantaneous duration spells have no duration modifier to price, because they *cannot* be continuous. You cannot have a permanent duration cure spell , damage spell, or even wall of stone spell (that would fill the universe with stone). It's simply instantaneous, whenever activated. Duration adjustments are for continuous effects only. ..... Well that is the kind of argument i have been looking for. One that makes since, well thought out, and gives me a reason not to pursue my current line of thinking..... While the damage spell and wall of stone spell make since to me, the cure light wounds effect would be unbalanced, and well you just .... Changed my Mind... Great going.

    C. You are correct here, all armor and weapon special abilities that are not related to the weapon are priced at +50% (see the fire resistance on armor vs. resistance rings for instance). = check

    D. Cost = 3*5*1800 * 1.5 = 40500 gp. That's actually *exactly* the price of a "+4.5" weapon, which pushes this ability to +5 I'd say, were you to actually convert it to a +modifier (which isn't necessary), but +4 is probably reasonable as well. Assuming it's applied to a +1 weapon, you're paying 50k for at will fireball, instead of 45000 for 200 fireballs (4 wands of fireball). = I really feel that the (SL x CL x 1,800) for command words, really does need the charger per day applied. That you do not get unlimited use when using the command world 1,800 gold option. = On the other hand you do not pay a Duration cost when using this option, like you do with use-activated.

    Thank you, this debate really help with the way i looked at Magic items.

    ..................

    Now i have a question for you.

    How do you Re-Create (brake down the math) for the Flaming ability listed on page 470.
    So that

    1) It is Use-Activated (with command word). = Does 1d6 per hit ??
    2) The effect does not hurt the wilder ??
    3) Based of the spell flame blade or flame strike or fireball.

    And end up with a price for under 2,000 gold = +1 bonus.

    :) trying to learn something new :)


    Oliver McShade wrote:

    Now i have a question for you.

    How do you Re-Create (brake down the math) for the Flaming ability listed on page 470.
    So that

    1) It is Use-Activated (with command word). = Does 1d6 per hit ??
    2) The effect does not hurt the wilder ??
    3) Based of the spell flame blade or flame strike or fireball.

    And end up with a price for under 2,000 gold = +1 bonus.

    :) trying to learn something new :)

    I don't think it can be really broken down mathematically (compared to magic item creation).

    The main issue is that it is equivalent of a +1 enhancement bonus. Looking at the enhancement you get +1 attack and +1 damage, and since a to hit bonus is generally regarded as equivalent to +2 damage, the gains are close to the average +3½ damage from the elemental damage abilities. As pathfinder allows enhancement bonusses to ignore DR, the enhancement bonus becomes a slightly better option overall.

    The math is like other bonusses in magic item creation scaling, so the price can't be directly translated to a gp cost.

    Compared to your flame attack, you could buy a flaming, frost, sonic, and electric weapon, to add 4d6 to the existing weapon damage, as a +4 enhancement (or personally I would allow you to take flaming 4 times instead to make a more believable weapon). This would be more in line with weapon enhancement, since it affects you normal attacks, rather than creating a whole new effect.


    Glad to help Oliver (pardon for the delay on the reply).

    Oliver McShade wrote:


    Now i have a question for you.

    How do you Re-Create (brake down the math) for the Flaming ability listed on page 470.
    So that

    1) It is Use-Activated (with command word). = Does 1d6 per hit ??
    2) The effect does not hurt the wilder ??
    3) Based of the spell flame blade or flame strike or fireball.

    And end up with a price for under 2,000 gold = +1 bonus.

    :) trying to learn something new :)

    HaraldKlak was somewhat correct that you can't directly compare a +1 equivalent to a gp value, since the price increases over time as other effects are added.

    However, since when has that stopped us? Harald makes a good comparison with an enhancement bonus, but lets look at the gold.

    The minimum price for a flaming quality is 6000 gp, since it has to be on a +1 weapon already. For easier conversion, let's switch that to shock. That matches up with a caster level 1 shocking grasp spell. Shocking Grasp requires only a touch attack, whereas on a weapon it has to hit the full AC, but of course this is a "free" addition to the weapon damage.

    CL 1 x SL 1 X 2000 (use/continuous) = 2000. Technically usable up to 5 times per turn (BAB 16/11/6/1 + Haste) or even 9 times for a monk. But on a reasonableness scale, multiplying by 3 for uses per round would be rather fair.

    Alternatively, it could be looked at as a 5th level spell (quickened shocking grasp) but still 1st level effect, which would make the price 10000 (same as going from +2 weapon to +3 weapon). 30000 if you consider it 3 quickened's per round, but that's getting a bit silly.

    Really, Harald's comparison of enhancement bonuses (which the price is actually based on) is the best way. That's one of the atomic baselines of magic item pricing, and doesn't need to be proofed. Showing that the flaming damage (which also bypasses DR by the way) is roughly equal to an enhancement bonus is all that is needed to justify the price (which can vary from 6000 to 38000, pre-epic).


    Realistically, pricing an item such as this doesn't work well with standard magic item rules. I would price it based on equivalent damage.

    Here's the way I would view it (This is for a bow that allows you to shoot fireballs instead of arrows to be clear):

    -The items allows you to do 5d6 damage per attack
    -Item does not require an attack roll
    -Item allows a (relatively easy) save for half damage
    -Item can potentially hit multiple targets

    A standard shortbow does 1d6 damage. You can add an enhancement that adds 1d6 damage for the equivalent of a +1. So +4 worth of enhancements would get your damage up to 5d6 per shot. However, you don't have to hit AC to deal damage, which is a big boon. You can also deal damage to multiple enemies! As a fringe benefit, you don't use any arrows. On the downside, you cannot apply your strength bonus to the arrows and at higher levels pretty much everything will make the reflex save to halve damage (and you're likely to hit friends if they're in melee!). The pros and cons work out pretty evenly in my mind, so I would price this weapon somewhere near a +4 weapon (since it doesn't need a +1 to start). I'd probably stick a price tag of 30,000gp or so on this item.

    If you wanted to ADD a fireball effect to the arrow (instead of replacing it), it gets more complicated. What happens if the arrow misses? Does the fireball still go off? Where does the arrow end up (the arrow could keep flying for hundreds of feet depending on how you miss)? I think I would just nix that idea as being too complicated in execution.


    Let's compare this to a comparable item. Say "Staff of infinite fireballs."

    Oh, that doesn't exist. In fact a staff which can only shoot 10 fireballs per day costs 82,000g. A staff which can only shoot 5 fireballs per day costs 10,000g.

    How much would a staff of INFINITE fireballs cost?

    1,000,000g?

    Well, to be fair, this bow is limited to a fifth level fireball, so that's like a fifth level wand, which is 13,500g for something that turns into a stick after 50 fireballs. How much would a wand of infinite fireballs cost?

    I'd say at least four or five times one wand.


    brassbaboon wrote:

    Let's compare this to a comparable item. Say "Staff of infinite fireballs."

    Oh, that doesn't exist. In fact a staff which can only shoot 10 fireballs per day costs 82,000g. A staff which can only shoot 5 fireballs per day costs 10,000g.

    How much would a staff of INFINITE fireballs cost?

    1,000,000g?

    Well, to be fair, this bow is limited to a fifth level fireball, so that's like a fifth level wand, which is 13,500g for something that turns into a stick after 50 fireballs. How much would a wand of infinite fireballs cost?

    I'd say at least four or five times one wand.

    Keep in mind a staff makes fireballs that are potentially much better than 5d6, based on the caster's level. A normal, command word item that gives at-will fireballs would be (Spell level x caster level x 1,800 gp) or 27000 gp according to the PF pricing guidelines. In reality, this is probably overcosted, since few situations would require more than 50 fireballs (at higher levels the 5d6 fire is not worth the standard action in most situations) and the VAST majority of characters would be better off with a wand of fireball (at a cost of 11,250 gp).

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    I still think the best route to a fireball bow is make the bow intelegent. That way it can fire a fireball on its own while the archer is raining wooden death of his own.

    Intelegent +500gp
    Intelegence 13 +700gp
    Senses 120' +1,000gp
    Item Power: 1st level spell 3/day (reduce person) +1,200
    Dedicated Power: 3rd level spell at will (fireball) +30,000gp

    Add 33,400gp to any magic item to have a bow that can see out to 120' and sling a fireball each round.

    Oh and have it cast reduce person on the archer since it only gives archers a huge boost!


    I think that an item with these characteristics would fall in the "lesser Artifact" Category. Yet, i think that if you want to add a 5d6 fireball on all your iterative attacks it would at lest cost you around 50k.-
    Checking the math above, ill would choose the Continuos effect, but also, as Majuba said, its impossible to compare this ability to any effective + bonuses.-

    On the other hand, ogeXam offers a good (If underpriced, as i see it) workaround, since spiiting at will fireballs is a POWERFULL ability, awakening the item is another path that we can take.

    Still, this idea, remembers me to the gessen bow in BG2, that spitted Lighthing bolts, yet, when you selected that ammo, you didnt waste any ammunition, since the bolt was auto generated.

    So, taking this path, we can rule that using this ability nulifies weapon damage per se, this should lower the cost a bit, and at least, (to my eyes) drop this item back into the magical - non artifact - ones.

    But allowing weapon dmg + str dmg + arrow enhanc. + other weap enhanc. + 5d6 fireball in all iterative attacks seems too much.-

    My 2 Cps.


    Oliver McShade wrote:

    Fireball Attack = Only ranged weapon can have the Fireball Attack ability. As a standard action or move action once per round; one can pull back the bow string, speak the command word, and release the string. This creates the same effect as a Fireball spell cast by a 5th level caster. Range: 600 feet or until hitting a solid barrier or creature. Damage: 5d6 damage (Reflex save for half). Area of Effect: 20 foot radius spread. See spell Fireball for other effects.

    Moderate evocation; CL 5th; Craft Magic Arms and Armor, Fireball, Caster level must be bonus x 3; Price: +4 bonus.

    Ok, so first thing is, an item that allows an attack w/ a move action would definitely not fly in my game.

    Pricing wise a bow that only fires this and has no other enchantment is a use-activated item that should cost spell level (3) x caster level (5) x 2,000 = 30,000g

    You cite the rule * If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.

    However fireball is duration: Instantaneous

    from the PRD

    Instantaneous

    The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.

    So I think you don't warrant the 50% discount here.

    Give that a +4 weapon is 32,000 I think you're about right


    unopened wrote:

    I think that an item with these characteristics would fall in the "lesser Artifact" Category. Yet, i think that if you want to add a 5d6 fireball on all your iterative attacks it would at lest cost you around 50k.-

    Checking the math above, ill would choose the Continuos effect, but also, as Majuba said, its impossible to compare this ability to any effective + bonuses.-

    On the other hand, ogeXam offers a good (If underpriced, as i see it) workaround, since spiiting at will fireballs is a POWERFULL ability, awakening the item is another path that we can take.

    Still, this idea, remembers me to the gessen bow in BG2, that spitted Lighthing bolts, yet, when you selected that ammo, you didnt waste any ammunition, since the bolt was auto generated.

    So, taking this path, we can rule that using this ability nulifies weapon damage per se, this should lower the cost a bit, and at least, (to my eyes) drop this item back into the magical - non artifact - ones.

    But allowing weapon dmg + str dmg + arrow enhanc. + other weap enhanc. + 5d6 fireball in all iterative attacks seems too much.-

    My 2 Cps.

    Can you explain how spitting min. level fireballs at will is a powerful ability? Assuming that only half the monsters will make the pathetic DC 15 (that's assuming a reflex save of 5), even before any sort of fire resistance or immunity, your average damage is somewhere around 13 per shot. A 4th level ranger with deadly aim and a +5 str modifier does 1d8+9 per shot (average 13.5 per shot). That's not even using a magic weapon of any sort. Granted, the ranger needs to hit AC and doesn't have a 20ft radius, but in many situations the fireballs are extremely restricted as you are likely to hit allies if you're trying to fire into combat.

    The only real problem with the 30kgp bow of fireballs that lets you spit MULTIPLE FIREBALLS PER ROUND (as I have already explained) is that I'm not sure how to incorporate the iterative attack penalties into it to make it more fair for high BAB vs low BAB classes.


    This thread again?

    Ok, easiest way is this :

    +1 Longbow (2375)

    Command Activated Fireball (5D6) usable 5/day.

    3 (Spell Level) * 5 (Caster Level) * 1800 = 27,000/(5/5) = 27,000

    Total Price : 29,375gp.

    Did not apply 'multiple different abilities' because the abilities are not usable simultaneously. You can't attack with the longbow at the same time you cast the fireball. You don't get the +1 enhancement to hit and damage with the fireball.

    Basically, you have a permanent wand of fireball usable 5 times per day, and it doubles as a +1 longbow when not being used as a wand. The whole pull back the string is just fluff for firing a fancy wand.

    Scarab Sages

    vip00 wrote:


    Can you explain how spitting min. level fireballs at will is a powerful ability? Assuming that only half the monsters will make the pathetic DC 15 (that's assuming a reflex save of 5), even before any sort of fire resistance or immunity, your average damage is somewhere around 13 per shot. A 4th level ranger with deadly aim and a +5 str modifier does 1d8+9 per shot (average 13.5 per shot). That's not even using a magic weapon of any sort. Granted, the ranger needs to hit AC and doesn't have a 20ft radius, but in many situations the fireballs are extremely restricted as you are likely to hit allies if you're trying to fire into combat.

    The only real problem with the 30kgp bow of fireballs that lets you spit MULTIPLE FIREBALLS PER ROUND (as I have already explained) is that I'm not sure how to incorporate the iterative attack penalties into it to make it more fair for high BAB vs low...

    Mostly because that ranger is dealing 13.5 per shot to one target.

    Meanwhile, you're dealing fireball damage to all targets within the area. That's potentially a LOT more damage. Not to mention that if you're toting a fireball bow around, your allies will quickly amass some fire resistance.

    Actually, I think this would be a lot better if it was a full-round action to activate. Just saying.

    Dark Archive

    Useless for me. To get a weapon with that cost its a waste of money. Fireball, 5d6 ST 14 or damage halved. Could be awesome at low levels but at level 10...


    Gabriel Albasombria wrote:
    Useless for me. To get a weapon with that cost its a waste of money. Fireball, 5d6 ST 14 or damage halved. Could be awesome at low levels but at level 10...

    Are you going to go out and buy it? No, probably not. If you found it in a treasure hoard, are you going to sell it? Again, no, probably not.

    Why? Because while it's only 5d6, you can enchant the +1 bow as normal, for the same costs as enchanting a +1 bow that doesn't fire off fireballs. In other words, to go from +1 bow to a +2 bow is only the difference between a +1 and a +2.

    Add on top of that, that while a spellcaster or rogue is going to laugh at the damage, a fighter is going to be looking at it and saying 'Woah, you mean I can be a backup cannon? Cool.'. It's actually useful for warfare too, a few dozen of these could make a castle sieges a lot easier (think of 10 of these firing 5 fireballs a day into the castle or into the middle of the attacking army).

    It has a place, but not necessarily useful for the average adventurer. I could see a Bard totally wanting one of these as a backup to cover his butt as well.

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