arcane blast


Advice


the feat doesnt say there's a save... it sound not a bad damaging spell to use especially as a witch...
1. what type of energy?
2. any resistances?
3. save?

otherwise - its not such a bad use for level 1 spells ... 3d6 untype no saves...

Arcane Blast
You can convert any spell into an attack.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.


1) No energy type. Just magic.
2) Spell resistance would probably apply.
3) None of the spells which require an attack roll also require a save.


The ability is considered a supernatural ability, so it is not effected by spell resistance. So scratch my answer to #2.


1. It's untyped damage.
2. No, see 1.
3. No.

Ninja'd.


nice...
so .. its quite a good feat to grab... solving the dillema of what to do with crap memorized spells...


there are a lot of better spells to do damage its just one of those backup things to do damage if all you got saved is a fly spell or something redundant you don't need that day.


well.. as a witch you dont memorize damage spells really...
and than you meet an undead/ooze/swarm.... than you can blast with untype magic for decent (not alot but still) damage
worth the feat i think after dual hex.


At high levels, it does 11d6 damage at most, within 30'. Of course, no one's going to blow a 9th level slot to do 11d6 damage to 1 target. Get an Intensify rod, instead.

I always saw it as an "oops" option for bards. If they're the last one standing, they might be able to do a little damage to something and run away.

Snowball is a witch spell, so prep one of those, and intensify it and do up to 10d6 (with better range), rather than taking this feat. You could also cast intensified burning hands if swarms are an issue (rays don't work on swarms).

I joined the chorus about this way OP spell, but we were ignored. If your GM allows it, learn it.

The witch I play with never preps blasts. In fact, he rarely casts spells at all. There have been times when a lightning bolt would have helped, but he usually does a fine number on enemies with just his hexes and a haste (time patron) now and then.


bookrat wrote:


3) None of the spells which require an attack roll also require a save.

Disintergrate would like a word with you. In general you are right though :)


Hawktitan wrote:
bookrat wrote:


3) None of the spells which require an attack roll also require a save.
Disintergrate would like a word with you. In general you are right though :)

There's always one, isn't there? :)


bookrat wrote:
Hawktitan wrote:
bookrat wrote:


3) None of the spells which require an attack roll also require a save.
Disintergrate would like a word with you. In general you are right though :)
There's always one, isn't there? :)

Bastards! :)


Darkflame wrote:
there are a lot of better spells to do damage its just one of those backup things to do damage if all you got saved is a fly spell or something redundant you don't need that day.

"Take that you Troll who lives under the bridge. To bad the bridge was destroyed. So how do we cross this ravine again?"


As a 9 level it's a bad one.... As a first level do cause 3d6 no save - it aint bad - but there are better feats I guess

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