| Post/Author/DateTime | Post |
|---|---|
| jokotoko03-28-04, 07:15 AM | Dear all, The 3.0 version of meteor swarm states that anyone in the direct path of the meteors takes 24d6 damage without a save, whereas anyone caught in the blasts gets a save for for half against every single blast. Would it be possible to aim the meteor swarm just a few feet behind the intended target to deal 24d6 damage without a save and catch the target with at least 2 blasts to deal another 12d6 damage with a save for half? If so, would you consider this a valid tactic or a bad case of meta-gaming? Thanks in advance |
| Mr.Waesel03-28-04, 01:52 PM | It's the only way I ever used it. |
| DungeonMaster03-28-04, 02:01 PM | That is correct. Meteor swarm does 24d6 no save to anything in the sphere's straight line path and then 24d6 with save distributed to a huge area. If the spheres encounter say a wall of force, that prevents them from reaching their final destination (loss of line of effect) then they don't burst. But there is nothing in the text that says that a creature prevents them from reaching their final destination - and creatures don't cause loss of line of effect (unless they're really really big :P). |
| J. Grenemyer03-28-04, 03:14 PM | Hello jokotoko, Originally posted by jokotoko Would it be possible to aim the meteor swarm just a few feet behind the intended target to deal 24d6 damage without a save and catch the target with at least 2 blasts to deal another 12d6 damage with a save for half? I had interpreted the spell to reat that the meteors stopped if they hit a creature in their direct line path, just like a Ray will not continue on after striking a creature. Of course, at the level of play where this spell makes its pressence felt, it might not be unbalancing to rule otherwise. I just don't know for sure since my campaign switched to 3.5 before the players gained access to 9th level spells. :D |
| DungeonMaster03-28-04, 07:42 PM | Originally posted by J. Grenemyer just like a Ray will not continue on after striking a creature. It isn't a ray. It isn't even an effect spell. It's an area spell. |
| J. Grenemyer03-29-04, 02:54 AM | Hello Originally posted by DungeonMaster It isn't a ray. Rigth. I didn't say it was, either. Originally posted by DungeonMaster It isn't even an effect spell. It's an area spell. Yup, it's an area spell if it reaches the designated space chosen by the spell's caster. Otherwise it impacts whatever creature is unfortunate enough to be in its straight-line path and whallops that creature. Of course some read it so that the meteors keep on truckin' until they explode and that's fine. :D |
| [GSV] Kirstar03-29-04, 07:50 AM | i always read it as follows... you target a character or point they take the full damage no save. everyone in the area takes save for half or full or just use the 3.5 version Meteor Swarm Evocation [Fire] Level: Sor/Wiz 9 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Four 40-ft.-radius spreads; see text Duration: Instantaneous Saving Throw: None or Reflex half; see text Spell Resistance: Yes Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere’s damage individually.) |
| DungeonMaster03-29-04, 09:39 AM | Originally posted by J. Grenemyer Yup, it's an area spell if it reaches the designated space chosen by the spell's caster. No, that's precisely my point. It's always an area spell. There is no "if" about it in the stats block. The only real point of interpretation is whether or not a creature prevents the sphere's from reaching their destination. That line we can argue all day about. But it's not a ray spell and follows the rules for an area spell on p.149 of the PHB. Creatures do not represent loss of line of effect for an area spell. The 3.5 version is very very weak. Requiring 4 attack rolls and checking for energy resistance seperately on each burst. It's not really 9th level magic. |
| [GSV] Kirstar03-30-04, 02:32 AM | i always think of it as 4 spells in one. its useful when there is a chance of the monster resisting it |
| Incubus25503-30-04, 07:30 AM | I've always seen meteor swarm as swarm devastation since all four sphers can be fired into the center of groups of enimes, with big splash damage on each, the massive swarms of low creatures you could fight at that level would be devastated as for instance how many base orcs consist of a EL20? granted not all 9th level spells are for 20th level groups but the point is clear you do/can fight very large hordes at that level, as I see no problem with a group of four characters walking into a massive orc "city" and toasting it |