Magic Trick Fireball (Cluster Bomb) Question


Rules Questions


When using the cluster Bomb Trick How dose stuff like Intensified Spell (Metamagic)
Or similar stuff interact with it.

Would a level 11 Sorcerer Deal 3D6 with each Fire Ball or would that not happen?

Liberty's Edge

Why Intensified spell should do anything?

Quote:

Intensified Spell (Metamagic)

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

Quote:
Cluster Bomb (Spellcraft 6 ranks): You are able to throw multiple small explosions with a single spell instead of the normal effect. For every 2 caster levels, you toss a miniature fireball with a 10-foot radius that deals 2d6 points of fire damage. The grid intersection of all blasts must be within 30 feet of each other. If a creature is in the area of multiple blasts, it attempts a single Reflex save against the combined damage.

Intensified changes only the maximum number of damage dice allowed by the spell.

Cluster bomb don't care at all about the maximum number of damage dice allowed by Fireball, it cares about your Caster Level.

Silver Crusade

Nosta1300 wrote:

When using the cluster Bomb Trick How dose stuff like Intensified Spell (Metamagic)

Or similar stuff interact with it.

Would a level 11 Sorcerer Deal 3D6 with each Fire Ball or would that not happen?

Intensify would increase the damage die past the 10d6 limit up to 15d6, but the magic trick seems to do that already by allowing you to send X cluster bombs / 2 caster levels without limitation to how many you cast.

One reading of the rules could infer that there is normal a limit of 5 cluster bombs (because the original spell caps out at caster level 10) and that intensified increases it to 7 cluster bombs (caster level 15 / 2 rounds down to 7).

Another reading would be that the magic trick feat overrides the original caster limit on the spell and allows up to 10 cluster bombs at caster level 20.

For metamagic like empower, you would multiply the total damage by 1.5, which is a little different from changing 2d6 to 3d6 by the math.

Shadow Lodge

Intensified Spell (Metamagic) wrote:

Source Advanced Player's Guide pg. 163

Your spells can go beyond several normal limitations.

Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

This feat is very specific in what it gives: It increase the dice cap calculation by 5 levels. It does nothing for any effect that does not have a direct die pool based on level with a die cap.

Example, an Intensfied Fireball would have the following damage pools:

  • Levels 05-10: No effect, as you haven't exceeded the 10d6 cap yet
  • Level 11: 11d6
  • Level 12: 12d6
  • Level 13: 13d6
  • Level 14: 14d6
  • Levels 15+: 15d6 (this is your new pool cap)

This would have no effect on Cluster Bombs because:
  • Cluster Bombs does not have a directly scaling damage die pool (additional missiles do not count), and
  • Cluster Bombs does not have a pool cap of any sort.

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