| Starbuck_II |
I was looking here:
http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream
And the duration is 1 rd/lv (see text).
The text says: The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6).
So does the duration mean: you can shoot a scream each rd (for 1 rd/lv)
There seems to be a disconnect.
| Kinithin |
Seraphimpunk
|
also, as written, this spell only deals sonic damage to living creatures ?
( its saving throw entry doesn't list (object), so it wouldn't work vs. constructs and undead via construct/undead immunities )
intentional ?
i had a bard use it vs. an animated object and ruled it was sonic damage so it worked vs. the creatures' hardness since it was a stained glass panel that was animated. then got home and realized the animated object / construct type would technically be immune to the spell.
Seraphimpunk
|
eh, i don't see the similarities.
how does it mirror magic missile? the 1d6 / 2 levels?
that's just standard damage formula for secondary spell advancement tracks. its single target, and includes a save vs. half damage.
i don't see much in common. ( not being flip, just don't see it. )
i thought most sonic based spells like shatter, shout, work vs. objects, so i was more comparing it to other evocation [sonic] spells.
Seraphimpunk
|
semantic discussion they're slightly different:
magic missile
(1d4+1 / missile, 1 missile @ 1st + 1 per 2 levels beyond 1st )
1 @ 1st, 2 @ 3rd, 3 @ 5th, 4 @ 7th, 5 @ 9th.
variable damage 1-5 points/missile. avg damage 3. max range 10-25 dmg.
ear piercing scream (1d6 / 2 levels )
1 @ 1st, 2 @ 4th, 3 @ 6th, 4 @ 8th, 5 @ 10th.
variable damage 1-6 points/missile. avg dmg 3.5. max range 5-30 dmg.
| Castilliano |
The effect is an energy effect, so comparing it to Burning Hands works best. (Trade area for daze, trade quick progression fire for slow progression sonic (as it's better)). Very similar balance.
BUT,
It's called Ear Piercing Scream. I don't think it's meant to hurt objects, but works more as a pain mechanic. And, no, I'm not arguing that earless creatures are immune, but deaf ones, I could see that.
Undead/Constructs, yeah, I could see that too. (No pain.)
JMK
deusvult
|
*casts raise thread*
Ok, so here's a slightly different question closely related to the original post.
The text says: The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6).
How long does the daze effect last? The statline says 1 round/level, but SKR apparently says that's not correct. He's probably right, despite the apparent lack of an erratum or faq entry, since it doesn't jive with the text rules of the spell.
So if that's right, the sentence can be read (at least) two ways:
The probable yet grammatically sloppy reading:
The daze lasts one round without respect to caster level, and deals 1d6 damage per two caster levels.
or a literal reading:
The daze lasts 1 round per two caster levels and deals 1d6 damage per two caster levels.
Any guidance as to whether which is the preferred reading?
| cwslyclgh |
read Sean's responses above the duration of the spell should be listed as instantaneous, see text... the text of the spell says the daze lasts 1 round. the per two caster levels part is clearly referring to the damage and not the dazing effect. If the daze duration was meant to scale with caster level the designer would have made it explicit.
deusvult
|
read Sean's responses above the duration of the spell should be listed as instantaneous, see text... the text of the spell says the daze lasts 1 round. the per two caster levels part is clearly referring to the damage and not the dazing effect. If the daze duration was meant to scale with caster level the designer would have made it explicit.
While you're partially correct SKR's clarification that the duration should read 1 round and that supports the that the grammatically sloppy reading is the RAI (despite the lack of appearing beyond his posting in a dead thread and never making it to erratum), you're ignoring that RAW sentance ALSO says:
Target suffers (daze and damage) per two caster levels.
Since it's not explicit, you go by what it literally says, rather than the probable interpretation.
However, on futher contemplation, something I CAN see is the dread 'it'd be overpowered' argument. I think this is a rare case where it'd apply... a 1st level spell being able to daze beyond 1 round might just be a bit much to insist the RAW should trump a probable RAI.
| Jak the Looney Alchemist |
The word "and" delineates in this case separate clauses therefore as long as we're still using standard English grammar the daze only applies for one round.
To simplify.
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round(clause 1) and takes 1d6 points of sonic damage per two caster levels (maximum 5d6) (clause 2). A successful save negates the daze effect and halves the damage.
| Jak the Looney Alchemist |
You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell's actual level.)
The spell was intended to have a duration of instantaneous see dev comment above. The present duration is a typo. Therefore no you cannot extend it.
| Ughbash |
semantic discussion they're slightly different:
magic missile
(1d4+1 / missile, 1 missile @ 1st + 1 per 2 levels beyond 1st )
1 @ 1st, 2 @ 3rd, 3 @ 5th, 4 @ 7th, 5 @ 9th.
variable damage 1-5 points/missile. avg damage 3. max range 10-25 dmg.ear piercing scream (1d6 / 2 levels )
1 @ 1st, 2 @ 4th, 3 @ 6th, 4 @ 8th, 5 @ 10th.
variable damage 1-6 points/missile. avg dmg 3.5. max range 5-30 dmg.
Less different then you wrote (though still different).
Magic missile is variable damage 2-5 points per missle avg damage 3.5 max range 10-25.
So the actual range and distribution is differnt however the average damage is the same.
| cwslyclgh |
A primary difference between the two in that EPS only affects a single target, while MM can be divided among as many targets as you have missiles if they are with in range and relation to one another.
Seraphimpunk wrote:semantic discussion they're slightly different:
magic missile
(1d4+1 / missile, 1 missile @ 1st + 1 per 2 levels beyond 1st )
1 @ 1st, 2 @ 3rd, 3 @ 5th, 4 @ 7th, 5 @ 9th.
variable damage 1-5 points/missile. avg damage 3. max range 10-25 dmg.ear piercing scream (1d6 / 2 levels )
1 @ 1st, 2 @ 4th, 3 @ 6th, 4 @ 8th, 5 @ 10th.
variable damage 1-6 points/missile. avg dmg 3.5. max range 5-30 dmg.Less different then you wrote (though still different).
Magic missile is variable damage 2-5 points per missle avg damage 3.5 max range 10-25.
So the actual range and distribution is differnt however the average damage is the same.