Intensified Spell+ magic missle =?


Rules Questions

Sczarni

3 people marked this as FAQ candidate.

How does intensify spell effect spells with multiple rays or missiles? I think in the case of magic missile it would simple shoot 5 more missiles but what about searing ray?
Would an arcane trickster get sneak attack on each new magic missile? That would be quite nice in the middle levels.

Intensified Spell (Metamagic)

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.)

RPG Superstar 2011 Top 8

It looks like Intensified Spell only increases damage dice and no other effect of a spell. Magic missile produces a number of magic bolts (or whatever you want to call them) that each do 1d4+1 damage. The same goes for stuff like scorching ray, it is more rays not dice of damage.

Also, I am fairly certain you couldn't get sneak attack damage with magic missile because there is no attack roll (it's not a ray or touch attack).

I hope that helps.

Sczarni

I agree that magic missile would not get sneak attack but I"m still not sure what to do abut scorching ray. Would one ray do way more damage than the others?

Dark Archive

The Leaping Gnome wrote:

It looks like Intensified Spell only increases damage dice and no other effect of a spell. Magic missile produces a number of magic bolts (or whatever you want to call them) that each do 1d4+1 damage. The same goes for stuff like scorching ray, it is more rays not dice of damage.

Also, I am fairly certain you couldn't get sneak attack damage with magic missile because there is no attack roll (it's not a ray or touch attack).

I hope that helps.

I agree, I do not think that it would do anything to Magic Missile.

As for the sneak attack with MM, it would have to wait till level 10 Arcane Trickster, when they get this:

Quote:
Surprise Spells: At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.


magicalme1 wrote:

How does intensify spell effect spells with multiple rays or missiles? I think in the case of magic missile it would simple shoot 5 more missiles but what about searing ray?

Would an arcane trickster get sneak attack on each new magic missile? That would be quite nice in the middle levels.

Intensified Spell (Metamagic)

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.)

My take on the feat is that it increases the number of dice of a spell at the same rate as it did for 5 caster levels beyond the usual maximum.

So in the case of magic missile it would increase from the usual maximum at level 9 to the new maximum at level 14, which means 7 magic missiles, if it infact makes more missiles.

For scorching ray it gets an extra ray per 4 levels, 3rd - 7th - 11th and 15th with intensify spell.

Burning hands would go from 5d4 at lvl 5 to 10d4 at lvl 10.

fireball from 10d6 to 15d6 at lvl 15.


Remco Sommeling wrote:

My take on the feat is that it increases the number of dice of a spell at the same rate as it did for 5 caster levels beyond the usual maximum.

So in the case of magic missile it would increase from the usual maximum at level 9 to the new maximum at level 14, which means 7 magic missiles, if it infact makes more missiles.

For scorching ray it gets an extra ray per 4 levels, 3rd - 7th - 11th and 15th with intensify spell.

Burning hands would go from 5d4 at lvl 5 to 10d4 at lvl 10.

fireball from 10d6 to 15d6 at lvl 15.

That's the reading I'd use, because it says "An intensified spell increases the maximum number of damage dice by 5 levels." If damage dice capped at a level X, replace X with X+5, however those extra dice manifest themselves.

May or may not be RAW, but that's the interpretation I'd use in my games.

RPG Superstar 2011 Top 8

I agree about burning hands and fireball but I would rule that Intensified Spell does not work with magic missile or scorching ray as the damage does not increase with those spells, just the number of projectiles. The maximum damage for any given magic missile is 1d4+1 but as you gain levels you get more missiles that also do 1d4+1 damage. Same thing with scorching ray.

Quote:
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels.

And

Quote:
No other variables of the spell are affected…

i.e. number of projectiles.

And Happler, I agree about the Surprise Spells ability but I'd be hard pressed to allow a PC to deal sneak attack damage 5 times (once for each magic missile from a 9th level caster) to a single target, if that is what you are getting at.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Just wanted to jump in and say I agree with those who think it would NOT work with magic missile and scorching ray.

How are you guys using italics? I've never been able to get it to work.

RPG Superstar 2012 Top 32

Ditto to those who say it shouldn't work with magic missile and scorching ray style spells.

Ravingdork: BBCode, {i}spellname{/i} except replace the { and } with [ and ]


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Cydeth wrote:

Ditto to those who say it shouldn't work with magic missile and scorching ray style spells.

Ravingdork: BBCode, {i}spellname{/i} except replace the { and } with [ and ]

This is a test. This is only a test.

The word "test" should be italicized.

EDIT: Weird. It has NEVER worked before.

Liberty's Edge

Bobson wrote:
Remco Sommeling wrote:

My take on the feat is that it increases the number of dice of a spell at the same rate as it did for 5 caster levels beyond the usual maximum.

So in the case of magic missile it would increase from the usual maximum at level 9 to the new maximum at level 14, which means 7 magic missiles, if it infact makes more missiles.

For scorching ray it gets an extra ray per 4 levels, 3rd - 7th - 11th and 15th with intensify spell.

Burning hands would go from 5d4 at lvl 5 to 10d4 at lvl 10.

fireball from 10d6 to 15d6 at lvl 15.

That's the reading I'd use, because it says "An intensified spell increases the maximum number of damage dice by 5 levels." If damage dice capped at a level X, replace X with X+5, however those extra dice manifest themselves.

May or may not be RAW, but that's the interpretation I'd use in my games.

+1. I'm not sure how it's supposed to be according to RAW, but this seems reasonable. Blasters need all the hemp they can get.

As for Sneak Attack, that is a separate (and hot) topic; just search the forums, you'll see.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
BobChuck wrote:
+1. I'm not sure how it's supposed to be according to RAW, but this seems reasonable. Blasters need all the hemp they can get.

Why not go with silk? That way they can carry even more! ;P

Grand Lodge

1 person marked this as FAQ candidate.
magicalme1 wrote:

How does intensify spell effect spells with multiple rays or missiles? I think in the case of magic missile it would simple shoot 5 more missiles but what about searing ray?

Not 5 more missles... 3. Intensified spell basically adds 5 to the caster ceiling for a spell. So with magic missles' progressionf one missle every other level, you'd get three more missles to play with PROVIDED that you were at least 10th caster level.


I can only agree with allowing intensified to work on magic missile.

If someone was to invent a 2nd level spell called greater magic missile, and all it did was to raise the max amount of missiles to 7, I don't think it would be staggeringly abuseful. And in the case of intensified the character has invested in a feat to do it.

On the notion of sneak attack, it should be mentioned that "an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed." I only states add the sneak attack damage to a spell, so I would interprete that as a one time only.


The Leaping Gnome wrote:

I agree about burning hands and fireball but I would rule that Intensified Spell does not work with magic missile or scorching ray as the damage does not increase with those spells, just the number of projectiles. The maximum damage for any given magic missile is 1d4+1 but as you gain levels you get more missiles that also do 1d4+1 damage. Same thing with scorching ray.

Quote:
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels.

And

Quote:
No other variables of the spell are affected…

i.e. number of projectiles.

And Happler, I agree about the Surprise Spells ability but I'd be hard pressed to allow a PC to deal sneak attack damage 5 times (once for each magic missile from a 9th level caster) to a single target, if that is what you are getting at.

+1

Dark Archive

magicalme1 wrote:

How does intensify spell effect spells with multiple rays or missiles? I think in the case of magic missile it would simple shoot 5 more missiles but what about searing ray?

Would an arcane trickster get sneak attack on each new magic missile? That would be quite nice in the middle levels.

Intensified Spell (Metamagic)

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.)

I believe this has already been answered ad nauseum on these boards as well as in 3.5. The feat works with burning hands, fireball, and the like, but not magic missile or scorching ray.

Sneak attack only works for attacks, as you aren't making an attack roll with magic missile, SA doesn't apply.

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