BigJ wrote:That's actually a bad example as Eldritch Chain only applies full damage to first target, half damage to all the rest and is if misses one the chain stops. There are other AoE warlock spells though.
Not really, the damage still keeps stacking up, and with medium BAB, you are only going to miss if you happen to roll one. (Which is bit more often than 1/20 in this game, but still.)
BigJ wrote:Lvl 5 Firebrand 21d6 quickened then 21d6 Maxed, repeat, repeat, repeat, repeat and when you run out switch to SS book -
Lvl 5 Call lighting 21d6 quickened then maxed, repeat, repeat etc.
I think the Aasimar example we had before could have '30' charisma, and 19 wisdom, and these numbers are written with the assumption of a '10+10'/10 spell casting progression:
Sorcerer spell book:
- Level 1: 9
Level 2: 9
Level 3: 8
Level 4: 8
Level 5: 8 (Firebrand)
Level 6: 8
Level 7: 7 (Empowered Firebrand)
Level 8: 7 (Maximized Firebrand)
Level 9: 7 (Quickened Firebrand)
Spirit Shaman spell book:
- Level 1: 7
Level 2: 7
Level 3: 7
Level 4: 7
Level 5: 6 (Call Lightning Storm)
Level 6: 6
Level 7: 6 (Empowered Call Lightning Storm)
Level 8: 6 (Maximized Call Lightning Storm)
Level 9: 6 (Quickened Call Lightning Storm)
- (4 of 5 epic feats were spent Great Charisma.)
- (2 feats were spent on Practiced Spell Caster, 3 on the above Meta Magic feats, 1 to Blood Magic, and 1 to Spell-casting Prodigy. )
- That is 7/7 of pre-epic feats and 4/5 of epic feats spent. What are you going to spend your remaining one epic feat on? Vampiric Feast? Extend Spell? Spell Focus (Evocation)? Spell Penetration?
Now, as both Firebrand and Call Lightning Storm are capped at 21d6, you could spam those two spells without Blood Magic turned on. (You won't get the +4 to the DC, but neither are you bleeding out.)
Without Blood Magic:
10 (Base) + 5 (Spell level) + 13 (Charisma with Eagle's Splendor) + 1 (Epic Caster Bonus)
= 29 (No self damage)
With Blood Magic:
10 (Base) + 5 (Spell level) + 13 (Charisma with Eagle's Splendor) + 1 (Epic Caster Bonus) + 4 (Blood Magic)
= 33 (But you damage yourself...)
- Level 1: 4 - 11, 7.5~ on average.
- Level 2: 5 - 19, 12.0~ on average.
- Level 3: 6 - 28, 17.0~ on average.
- Level 4: 7 - 36, 21.5~ on average.
- Level 5: 8 - 44, 26.0~ on average.
- Level 6: 9 - 52, 30.0~ on average.
- Level 7: 10 - 60, 35.0~ on average.
- Level 8: 11 - 68, 39.5~ on average.
- Level 9: 12 - 76, 44.5~ on average.
Don't get me wrong, casting a total of '53' variations of Firebrand or Call Lightning Storm does sound like fun. After all, it would be over eight minutes of casting offensive spells non-stop. But the problem lies with the fact how few areas actually posses spawns in such numbers that it would make sense to spam those two spells outright. Therefore, just like a regular 'blaster Arcanist' or a Spirit Shaman, you would first have to collect a mob to blast them to smithereens.
But unlike the regular 'Blaster Arcanist' or a Spirit Shaman, you probably will not be wearing much in the way of armor. For example, you could make a Wizard/Fighter/Arcane Scholar/Frost Mage that wears full-plate, tower shield, and have ICE active for even more AC. (And before you get your Automatic Still Spell (0-9), you could just use Greater Shout 24d6 and empower it for 36d6 because it has no Somatic Component.) And our regular Spirit Shaman could just take a dip of whatever class to get that heavy Armour Proficiency practically for free.
Now, nothing says that your Sorcerer/Spirit Shaman couldn't cast Greater Shout as well, you just cannot Empower it. (It is a level 8 spell.) And your Mystic Theurge will be missing points of AC in comparison, which understandably makes it more prone to being hit.
BigJ wrote:Throw on a body of the sun for 12d4 for anything getting to close, Death Armor and Elemental Shield too for good measure. Hell, running around (Storm Avatar?) with just those would do some damage.
Storm Avatar gives the same movement speed increase as regular Haste of Expeditious Retreat spell would.
- Body of the Sun - 12d4 (Once per round on enemies around you)
- Death Armor - 1d4 + 5 (If an opponent hits you in melee)
- Elemental Shield - 1d6 + (24 or 28) (If an opponent hits you in melee)
It would do some damage, but usually the goal is not to be hit by the enemies around you. (Especially if there is a large mob of them.)
BigJ wrote:Harms, heals, regenerate, restoration, freedom of movement, death ward, spell resistence, there's just too much the druid spell book includes which fills the holes in the wizards book.
Druid spell list does not have access to Greater Restoration. (In other words, no "Greater Heal" for Druids or Spirit Shamans.) Regenerate will not keep you alive on its own. Freedom of Movement mostly blocks the Paralyze and Slow traps on chests. Even with Blood Magic you do not get the full Spell Resistance a regular Spirit Shaman would have. Death Ward is actually handy, I give you that.
I understand the excitement for having a lot of spells. It sounds interesting but there is always a but that comes knocking around.