What can you do with Phoenix Ward?


Advice


Are there any combinations with Phoenix Ward


Well, you can engage in melee with the bad guy while your wizard friend uses you both as ground zero for his Fireball. Or your Kineticist friend hits the entire area with a Blazing Wave cone or Solar Detonation blast. And so on - you get the idea. Is that what you were looking for?

If you're asking about resistances, the general rule is they don't stack, and there is no specific clause in this spell which would lead me to believe it does (i.e no specific rule mentioned in the description which would override the general rule). So if that's what you mean by combo...probably not?


Beyond the usual retrieval prism->item with glyph of warding to detonate a spell on yourself the turn you cast it?

Maybe set yourself up with low hp using all is one, one is all to redistribute hp so you're very low for an ally to trigger?

Or delay consequence to buy time to set the ward before dying (not sure this works)?

But mostly what easl said. Make it less spooky for allies to just blow you up along with the enemy.


The new Wizard feat Secondary Detonation Array offer an idea. The typical complaint about it is that the target can avoid the extra damage by moving away. Big glowing runes appear under you...who wouldn't? But what if Mr. Phoenix's presence next to them is giving them a reason to stay put. Or, what if your enemy has no reason to know what secondary detonation array is, the fact that Mr. Phoenix is staying put when these runes appear on the floor might get the enemy to believe it's safe for them to stay put too.


I guess this is more of a rules question than an advice...

But does anyone know why it has a 24 hour cooldown after it triggers? I thought those 24 hour timings were being done away with and it should instead be timed off of daily preparations.

Having to know what hour of the day it is when the spell triggers is annoying.


As I see it there are 2 effects. Resistance 10 versus fire which is OK.

Then if you would drop to zero hitpoints from a significant fire effect you rebound to 4d8 + excess fire damage. So maybe something like Flammable Fumes (lots of dice no save)if you can get enemies in there as well.

But that all seems very hard to use. Hence my question. What works with this spell?


Gortle wrote:

As I see it there are 2 effects. Resistance 10 versus fire which is OK.

Then if you would drop to zero hitpoints from a significant fire effect you rebound to 4d8 + excess fire damage.

the resistance also reduces that excess fire damage.

So don't expect much.

Quote:
But that all seems very hard to use. Hence my question. What works with this spell?

fighting a fire creature seems to be main use.

Or jumping though a lavafall.

But it seems pretty niche IMO.

On the plus side, the healing indirectly scales. Using a rank 4 slot to tank a rank 10 fire spell isn't bad slot economy.

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