Water Spells / Superheated Spell. Feats.


Advice


Howdy! i was torn between advice and discussion.

So these are two interesting feats that boost specific kind of spells. Water and Fire.
They both add something simliar to 1/2 level or caster level to the damage and allow some extra utility; such as fire underwater.

But.. How many water and fire spells are there these days?

I am pondering picking up one for witch warper but doesn't feel like there are a ton of them..Though it does make the AOE cantrip a bit more appealing-though low dc there.

So while i'm mainly looking at it from witchwarper. What spells do ya'll thinkg are good for these, r egardless of class.

How do ya'll thinnk about these feats?


I don't know that a 1/2 level bonus to damage on some spells is worth a feat, so let's look at what else the feats do.

Water Magic raises the spell DC by 1, which is always nice. There are better ways to do it, but if you already have those and you really, really like the theming, maybe ?
The big downside is how few spells have the (water) descriptor, since that's the only spells the feat affects.
I count 4 on the Archives, all from thenProfessional Courtesy AP book (like the feat itself), and Planar Binding for 5. One of those has neither a save nor damage, and another needs an actual aquatic environment. So Ice Bolt, Pressurize (and P. Binding), with Witchwarper the only class to have all 3. Pretty decent spells actually, but still. Even if I missed some, that's... not a lot.
Seems beyond "highly specific", but admittedly it could get better in the future depending on how many Water spells appear from now on. Until then... Pass.
Unless there's a way to add or change a descriptor I'm not thinking of.

Superheated Spells' only benefit is that modest damage boost (and the underwater thing), but it's much more versatile.
It affects not only spells, but also (Su) and (Sp).
More importantly it only cares about damage type, not descriptors.
And that is something that can be changed much more readily. Technomancers have a hack for that, if nothing else.
Good thing it requires actual spellcasting because you know what's a (Su) that can do fire damage ? Solar Flare. That might be interesting.
Anyways.
If you're really keen on building a pyromancer, maybe ? Especially if you do have some fiery surnatural or spell-likes.
Still, having your Explosive Blast dealing 3 more dmg when you get it isn't going to change much. Nor is 10 dmg a lv 20.
Not necessarily the worst choice, but very much not a priority, let alone a must-have.

(Much better if you know your campaign is going to mostly happen underwater, obviously. Even Water Magic)


This is best for the technomancer, who can use this feat with Harmful Spells magic hack and Energy Alteration hack (assuming both don't change "attributes" of the spell) to get full level to damage on all spells by converting them to fire.


I seriously think that Witchwarpers who specialize in "What ifs" need a "Switch damage type" choice like Technomancers have. They have the ability for 1 rd to switch the energy weapon and later projectil weapon damage types. But I dont think that works for these two feats.

But they really could use that ability to swap damage types. Its so thematic.

but yeah as usual Technomancer has the best combos to me~

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