| Thalionmel |
Hi folks,
I just noticed the Casting Time: 10 Minutes for Magnifying Chime. Is that really correct for a spell that has a duration of rounds/level? If it is, the spell seems useless - you mostly haven't got 100 rounds in a fight to cast a spell which has to deal damage over time!
Yours,
Thalionmel
After more than a month I hope this isn't considered pushing, but I'd rather like to know if this spell really is that buggy!
| Saethori |
On one hand, for a level 16 (minimum level needed for sixth level spells) bard, it lasts 16 rounds. Which means, characters within the range for the entirety of the effect take 136d6 damage, up to halved due to how many saves you make. This is a lot of damage.
On the other hand, not only are they made immediately aware of what's hurting them, they need move only 5 feet to stop taking damage. If they can't move even 5 feet, then they're probably incapacitated enough that you could have killed them in any number of ways during those ten minutes.
...yeah, the casting time is far too long.
| Esep |
You could cast it before a fight, perhaps inside a rope trick dimension or just before teleporting into wherever the fight takes place. Then attempt to stick the affected object to someone by using sovereing glue , it's pretty much a death sentence unless someone casts silence on the thing or you're fighting a crystal dragon.
Perhaps there is a way to delay the spell, make someone grab a cursed item (or something with sovereing glue in it) and then activate it somehow, not sure if the delayed spell metamagic feat applies to this.
Or you can have someone immune to sonic damage carry the object and chase whoever you want to kill (only these guys come to mind https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/primal-cr ystal/)