Evocation School's Elemental Wall


Rules Questions

Grand Lodge

3 people marked this as FAQ candidate.
Quote:

Evocation School

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

So the Elemental Wall ability works like Wall of Fire with some exceptions, I get that, but does this wall require concentration each round to maintain it? Also, if it doesn't, what type of action is it to dismiss this wall (the normal Wall of Fire isn't dismisable) since you don't have to use all of the rounds available to you all at once.

Thanks for the input!


I imagine since it is not stated that it is a free action to dismiss it. Generally speaking if an ability states it acts as a spell except in certain ways, use the spell as a basis & then use the exceptions where needed.


Isn't dismissing normally a standard action?

My best guess is they didn't consider the question of how you could not use all your rounds up at once.

Grand Lodge

The problem is at 8th level, when you get the ability, combat usually doesn't last longer than 3 or 4 rounds. Also, there may be tactical reasons to drop it sooner than just letting it run out.

And yes, normally it is a standard action to dismiss a spell and it's also a standard action to concentrate on a spell.

So I'm wondering, is this ability an ability that lasts only as long as you concentrate on it (a.k.a. spend a standard action each round to maintain it) or do you "cast" it like it was a Wall of Fire and then have to spend some type of action to dismiss it?


Hmm. Now I'm curious too.

I'd not noticed previously that wall of fire is "concentration plus one round per level", so you can keep it up pretty much forever if you don't have anything better to do. But that also sort of implies that even if you could concentrate on it and then cease concentrating, it'd still stay up for one round per level.

Option 1: You have to use a dispel to break it before it uses up your entire capacity. This is stupid.
Option 2: We let you dismiss it, possibly using an action, prematurely so that the ability to use it in non-consecutive rounds isn't completely wasted.
Option 3: Decide when activating how long you want it to last?

Just to make the ability not-suck, I'd let you drop it as a free action.

Grand Lodge

Hoping to get more feedback/input on this.

Grand Lodge

Shameless bump.


We ran it as Standard Action to dismiss. Seems like the only logical way to do it.


I'd run it as a free action to maintain each round (like bardic performance) - if you're not around to pump a round into it from your ability cache, it goes down. I don't make anyone dismiss their powers that are 'X rounds per day', but rather choose to keep them up each round (and use a round up).

Now, if you held an action to drop it on a trigger, I'd probably make you use the round on your original turn, then use a standard action to dismiss.

In general, how do people handle effects that need to be maintained round to round and initiative shifts? (e.g. 'I only have 1 round of performance left, and no spells, so I'll just delay all combat long and you guys can still have the bonus from inspire courage' - most extreme example)


Quote:
In general, how do people handle effects that need to be maintained round to round and initiative shifts?

You can delay up to the last initiave on a round, if you dont act, its assumed you simply didnt want to do anything on your turn. The description of delay action does say that your initiative is lowered as much as you want, but doesnt say anything about habilities not being used up. Time doesnt stop for you.

So at the end of a combat turn, the effect is over.

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