Competition: Who can be the nastiest?


Advice


For whatever reason, my GM has recently gifted my Wizard a Rod of Intensify. It can only be used on level 1-6 spells, and only once per week.

Naturally, I want the most bang for my buck. Who can think of the most sneaky, horrible combination I can drum up with this bad boy?

I'm thinking a hungry pit could work nicely...


oh oh, its a GM plot device item

Silver Crusade

So if I am reading this right intesify lets a spell like fireball go up to 15d6 even though it is normally limited to 10d6?

Silver Crusade

If my understanding is correct then I would say use it with Burning hands.

It does 1d4 per level up to 5d4. Add 5d6 for 5d4+5d6 damage from a 1st level spell. You only have to be 10th to cast that. It makes for a great holdout spell if you are low on spells and need to do a burst of damage.

The intensify feat does seem to require that you be of high enough level for the extra spell damage to be valid so your character's level would be useful in this discussion.


Intensify is maximised and doubled. (It's insanely good). I'm level 9.

Fireball, for example, would hit for 108 damage, and 54 on a successful save.

Shadow Lodge

I'd like to point out that the Intensify feat wouldn't add 5d6 to the Burning Hands mentioned above, but 5d4. I believe it's a typo in the post.


SigmaX0 wrote:

Intensify is maximised and doubled. (It's insanely good). I'm level 9.

Fireball, for example, would hit for 108 damage, and 54 on a successful save.

This must not be the Pathfinder version then:

http://www.d20pfsrd.com/feats/metamagic-feats/intensified-spell-metamagic

d20pfsrd.com wrote:


Intensified Spell

Your spells can go beyond several normal limitations.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Level Increase: +1 (an intensified spell uses up a spell slot one level higher than the spell’s actual level.)

but instead the epic feat http://www.d20srd.org/srd/epic/feats.htm

d20srd.org wrote:

Intensify Spell [Metamagic][Epic]
Prerequisites
Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.

Benefit
All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.


SigmaX0 wrote:

Intensify is maximised and doubled. (It's insanely good). I'm level 9.

Fireball, for example, would hit for 108 damage, and 54 on a successful save.

You're thinking too small, friend. Maximized & doubled? Peeerfect.

  • How do you feel about dealing 8 dexterity damage once per round for 9 rounds? You might even slow them, but they can't save against the damage. Hit with this baby a couple times and your enemy is petrified.
  • Slapping 8 negative levels on an enemy (16 on a crit) isn't a bad option, either, if you like using Enervation.
  • Grant +12 fire damage to the arrows of an ally with Flame Arrow. It's sure to outperform any blast you can drop over a few rounds.
  • Feeling sluggish and injured? 48 temporary hit points can really get you on your feet with Vampiric Touch.
  • Try punching something in the thinky bits and apply a -12 penalty to all of their mental scores for 90 minutes with Touch of Idiocy. It's sure to shut down any caster, and they don't even get a save.


@ Mike: I didn't realise there was a Pathfinder feat version. My DM specifically stated that it's the epic feat variety.

@ Sean: I like the way in which your (clearly twisted) brain works.

What spell is the Dex damage?

Necromancy is prohibited for me, so not the best option available. I'm Conjuration specialised, Necromancy/Abjuration prohibited.

Fire Arrows is a good, sneaky use of this spell. Less glory for me though. If i'm going to use this once per week, I at least want the world to know it was me who blew it up.


SigmaX0 wrote:

@ Mike: I didn't realise there was a Pathfinder feat version. My DM specifically stated that it's the epic feat variety.

@ Sean: I like the way in which your (clearly twisted) brain works.

What spell is the Dex damage?

Necromancy is prohibited for me, so not the best option available. I'm Conjuration specialised, Necromancy/Abjuration prohibited.

Fire Arrows is a good, sneaky use of this spell. Less glory for me though. If i'm going to use this once per week, I at least want the world to know it was me who blew it up.

Calcific Touch is the spell; sorry for missing that one.

I realize that it's awesome to feel the glory of magic eternal as you rain death upon your foes, but there's a trick to it all. The spells I mentioned would be the ones I go to regularly with my 1/week "I win." It's essentially a tool to use against BBEGs, wouldn't you agree?

Well, BBEGs are all a little different, and each one requires a separate handling. Pick your favorite spell and have a blast, but don't fall into a rut. A wizard who's easy to predict is a wizard who's easy to defeat, and all the arcane magic in the multiverse isn't worth wet sand when you're face down in a pool of your own fluids. Be spontaneous, be chaotic, and be powerful.

The cosmos is your's to command. Make your DM sorry he ever handed you such an epic tool! Muahahahahahahaha!

Liberty's Edge

Note: Enervation can't normally crit, but Vampiric Touch can.

Circle of Death would be a great spell if you could do necromancy (kills 4x your level in enemy hit dice).

Hypnotic Pattern is an interesting, and less-used spell. Like Circle of Death, its variable affects hit dice, so maximizing and doubling a 2d4 actually goes a long way towards getting what you want.

Mirror Image. You get 8+3 mirror images. Win.

Acid Arrow now deals 16 damage each round for 4 rounds, with no save, no spell resistance. That's enough damage to actually impair spellcasting!


What would intensification do to Reduce Person (mass), allow you to reduce the targets by an additional size category? Might be fun to trample some tiny characters.


Lyrax wrote:
Note: Enervation can't normally crit, but Vampiric Touch can.

I don't understand why you think enervation can't score a critical hit.

Pathfinder SRD wrote:
If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.

Liberty's Edge

Sean FitzSimon wrote:

I don't understand why you think enervation can't score a critical hit.

Pathfinder SRD wrote:
If a ray spell deals damage

That's why. Enervation deals no damage, just negative levels. Plenty of DM's ignore this, though.


Lyrax wrote:
Sean FitzSimon wrote:

I don't understand why you think enervation can't score a critical hit.

Pathfinder SRD wrote:
If a ray spell deals damage
That's why. Enervation deals no damage, just negative levels. Plenty of DM's ignore this, though.

I see that as damage to your levels, but there-in lies the issue. "Dealing damage" isn't clearly defined.


http://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits wrote:
A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.

This doesn't resolve the question of enervation, as that's level drain not ability drain, but it's more relevant than discussing "damage".

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