COMBOS O DESAFIO !!

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COMBOS O DESAFIO !!

Mensagem por MarcioLasombra em Ter Out 17, 2017 11:17 pm

Olá amigos de mente sagaz gostaria de propor um desafio de combo, quem seria capaz do combo mais avassalador se utilizando obrigatóriamente dos talentos e magias a seguir?

Smiting Spell

Type: Metamagic
Source: Player's Handbook II

You can channel the energy of a touch spell into a weapon, causing the spell to discharge when you strike an opponent.

Prerequisite: Base attack bonus +1, caster level 1st.
Benefit: You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges. The target takes the normal damage and effects of a successful attack in addition to the spell's effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly.

You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition.
A smiting spell uses up a spell slot one level higher than the spell's actual level.

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Split Ray

Type: Metamagic
Sources: Complete Arcane

Your ray spells can affect an additional target.

Prerequisite: Any metamagic feat.
Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
A split ray spell uses a spell slot two levels higher than the spell's actual level.

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Arcane Thesis

( Player's Handbook II, p. 74)

[General]

You have studied a single spell in-depth. Your expertise grants you formidable though narrowly focused arcane mastery.

Prerequisite: Knowledge (arcana) 9 ranks, ability to cast arcane spells,

Benefit: Choose one arcane spell that you can cast to be your thesis spell. When casting that spell, you do so at +2 caster level. When you apply a metamagic feat other than Heighten Spell to that spell, the enhanced spell uses up a spell slot one level lower than normal. For example, an empowered thesis spell uses up a spell slot one level higher than the spell's actual slot (rather than the normal two levels higher).

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.

Ai depois temos outros combos como True strike com quiquen spell antes de bater pra garantir o acerto mais power atak pra dar aquela aumentadinha básica no dano e por ai vai.
Espero ter ajudado.

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Twin Spell

Type: Metamagic
Sources: Complete Arcane

You can simultaneously cast a single spell twice.

Prerequisite: Any metamagic feat.
Benefit: Casting a twinned spell causes the spell to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both spells, with affected creatures receiving all the effects of each spell individually (including getting two saving throws if applicable).

A spell whose effects wouldn't stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned. For example, a twinned charm person doesn't create a more potent or long-lasting effect, but any ally of the target would have to succeed on two dispel attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling, so a single successful counterspell negates both instances of a twinned spell.

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Scorching Ray

Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

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Orb of Electricity, Lesser


Conjuration (Creation) [Electricity]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of electricity
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The air crackles around your outstretched hand and the smell of ozone assaults your nostrils as a ball of electrical energy, its surface crackling with bolts of lightning, streaks from your open palm.You must succeed on a ranged touch attack to hit your target.

For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

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Aguardo ancioso suas ideias amigos !! Twisted Evil

MarcioLasombra
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