190d6 damage from a first level spell (before metamagic or items)

Post/Author/DateTimePost
#1

pithica

Oct 20, 2008 10:33:30
Pardon me if anyone else already noticed this, or I completely missed something, but I stumbled upon this the other day while working on a sniper build for a friend of mine.

The build I made was, as follows, but you can get the same or better damage out of any build with at least Unseen Seer 2 and Archmage 1, plus anything that gives you SA damage.

Human
Rogue 1/Diviner 3/Master Specialist 1/Unseen Seer 5/Spellwarp Sniper 5/Archmage 1/Incantatrix 4

Pick Arcane Reach as your Archmage ability and just don't lose Necromancy as a school from specialization or Incantatrix. Choose Hunter's Eye as your free Divination spell (okay, so it's 1 1st and 1 2nd level spell, you need, I lied). Take Able Learner at 1st to help with skills.

I originally intended for this build to be optimized around sniping/assassination with Nights Caress/Vampiric Touch and AoE's converted to Rays but after perusing the FAQ and finding the following:

Several spells, such as scorching ray and meteor swarm,
require the user to make multiple ranged touch attacks.
Does the caster have to use the full attack action to use all
the ranged touch attacks these spells allow? If so, how does
this work? Does the caster have to hold the charge (like a
touch spell) and then use the full attack action later? Also
what attack bonus does the caster use? Can the caster use
his full attack bonus for each ranged touch attack, or does
the caster’s attack bonus decrease by 5 for each attack?
What happens if the caster uses the Quicken Spell feat and
casts the spell as a free action? What attack bonus does he
use then? How many ranged touch attacks can he make?
Do the caster’s other actions during the rest of the round
affect his attack bonus when using the spell?

Both of the example spells have a casting time of 1
standard action and an instantaneous duration. The caster uses
the cast a spell action (a standard action),
and makes all the
ranged touch attacks the spell allows as part of that standard
action (not as part of the attack or full attack action); making
these attacks is not an action at all.

The caster uses his full attack bonus for all the ranged
touch attacks from either example spell. Any other spells that
allow multiple ranged touch attacks work the same way unless
their descriptions specifically say otherwise.
Casting a quickened version of either example spell works
exactly the same way (although you’d have to be an epic-level
character to cast a quickened meteor swarm); the caster makes
all the ranged touch attacks the spell allows as part of the free
action he used to cast the spell. The caster generally uses his
full attack bonus for each ranged touch attack. Any other
attacks the caster might make during the same round as the
quickened spell have no effect on the caster’s attack bonus for
the ranged touch attacks; however, if the caster does something
that gives him an attack penalty on all his attack rolls until his
next turn, such as fighting defensively, that attack penalty also
applies to his ranged touch attacks from the quickened spell.
#2

muertog

Oct 20, 2008 11:35:54
You only add sneak attack dice to the first attack:
"With spell effects that allow you to make multiple attack rolls, such as the energy orb spells or the Split Ray feat from Tome and Blood, you must treat the effect like a volley -- only the first attack can be a sneak attack."
http://www.wizards.com/default.asp?x=dnd/rg/20040309a
#3

altpersona

Oct 20, 2008 12:04:25
still, 28d6 isnt terrible for a first level spell..

but i think its better done by a hive..
#4

pithica

Oct 20, 2008 12:19:11
I knew the 190d6 was too good to be true. Thanks for the catch. I'm sure the DM will be most pleased that he doesn't have to beat me about the head and shoulders with a book again.

Still, 28d6 from a first level spell isn't bad, damage wise.

If you 'held the charge' though, and split the attacks into separate standard actions across a number of rounds, it wouldn't be considered a volley any more and could get the full 190d6, just split out over 19 rounds, as far as I can tell. Correct?
#5

muertog

Oct 20, 2008 12:35:24
Cannot hold the charge in that way. As soon as you turn the spell into a ray, it no longer is a "held charge" in the same way as a touch spell. You obtain all strengths and weaknesses of a spell being in a "ray" form. Additionally, all rays are sent out as part of the casting time at the same time. Even feats that can split rays fail to have any wording that indicates any type of "held" charge.
Re: Split Ray (CAr pg.83) "all rays must be aimed at targets within 30 feet of each other and fired simultaneously."

Edit: found more info:
PHB pg175: "You can touch as many willing targets as you can reach as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell."

Finally: PHB pg176: "Touch Spells and Holding the Charge: In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates."
#6

pithica

Oct 20, 2008 13:04:41
Arcane Reach doesn't turn the spell into a ray, it just allows you to deliver touch spells at a range of up to 30 feet. It's more the equivalent of a permanent spectral hand than a ray spell. Arcane Reach does not, in and of itself, allow the touch spell to be used for metamagic effects like 'split ray', since it doesn't change anything about the entry. At least not according to the wording in the SRD:

Arcane Reach (Su)
The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.

It is therefore my understanding that the bolded part of the following:

Finally: PHB pg176: "Touch Spells and Holding the Charge: In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates."

Would apply, since Chill Touch specifically grants a number of touch attacks based on your caster level.

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

There was a FAQ or Errata entry specifically about Chill Touch and holding the charge at some point that described the effect as "You can make a melee touch each round (for a number of rounds equal to your caster level) as a standard action, but can't cast other spells or make other attacks without losing the charge." But I can't seem to find it at present (it may have been 3.0, though, it's been a while since I had that discussion with my DM).

EDIT: Let me try this again...

I researched further and found the following...

Touch Spells and Holding the Charge
In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can’t hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

Emphasis Mine.

Apparently, I am wrong in that you can never, ever, ever, hold the charge for Chill Touch, as it allows you to effect multiple targets. However, you apparently can make every attack roll for the spell as part of the initial casting. Which means, among other things that you can do Caster Level # of attacks per round, with no cap, each doing 1d6 points of damage with a first level spell. That doesn't make any sense to me, but so be it. I'll just out melee the 20th level monk with my 20th level wizard (or worse, my Red Wizard casting it at 40+ CL).
#7

altpersona

Oct 20, 2008 13:17:53
#8

muertog

Oct 20, 2008 13:19:42
The description of 19 ranged touch attacks was misleading... sorry.
If you are using arcane reach as a touch attack, just at distance, you cannot make 19 touch attacks. Instead, you would be making touch attacks based on your BAB, with iteratives as normal. As you are making touch attacks separately, that -would- qualify as separate attacks which satisfies Sneak Attack requirements.

However, chill touch is instantaneous and has no duration, and on the PHB section you failed to note: "In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely."

As you have discharged a part of the spell, you are no longer holding the charge. Excess is thus wasted.


Edit: One other thought. You -could- touch more targets than your BAB/Iteratives warrant, but all such touches would have to be on willing creatures. Not sure how sneak attack is counted on willing creatures, but I figure -someone- out there can find a way to "break" it.

Editx2: Heh. Just saw where you got the same information as I did about excess is wasted. Touch attacks are different from touch. Same way that you still need to make a grapple check to touch someone with a touch attack.
#9

pithica

Oct 20, 2008 14:24:14
The description of 19 ranged touch attacks was misleading... sorry.
If you are using arcane reach as a touch attack, just at distance, you cannot make 19 touch attacks. Instead, you would be making touch attacks based on your BAB, with iteratives as normal. As you are making touch attacks separately, that -would- qualify as separate attacks which satisfies Sneak Attack requirements.

Where are you seeing the bolded information? I've tried finding that in the PH/SRD, the FAQ, and the Errata with no luck. All I can see is the text that says, 'You make all touch attacks as part of the casting of the spell' and nothing that says anything about them limited by BAB in any way shape or form.

The only thing I see that relates to BAB in any way is the bolded section of below:

Holding the Charge
If you don’t discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. You can continue to make touch attacks round after round. You can touch one friend as a standard action or up to six friends as a full-round action. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. (If your unarmed attack or natural weapon attack doesn’t provoke attacks of opportunity, neither does this attack.) If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Which would indicate working as you say, but note that that is all about holding the charge, which you can't do with Chill Touch, apparently, and has nothing to do with just casting and releasing the spell.

I swear to god there was a FAQ entry or something specifically about Chill Touch at some point that explained how it was 'supposed' to work. Damned if I can find it now though.
#10

carnivore

Oct 20, 2008 14:50:51
try this..... Duskblade 20th and use a Spell Storing Weapon(Spiked Chain or other reach weapon) .... with the feat Smiting Spell and Arcane thesis(Chill Touch) and Practical Metamagic(Twin Spell)... then Cast a Twinned Chill Touch(2nd lvl spell) into the weapon, cast it again as a Smiting Spell(4th lvl spell)... then Channel it into weapon with:
[indent]1)3x Twinned Chill touch= 120d6 + 120 Str damage [/indent]

heres a useful quote from the FAQ:

Q: How does the duskblade’s arcane channeling class
feature (PH2 20) work with spells that allow multiple touch
attacks, such as chill touch?


A: For a spell that allows you to make multiple touch attacks
against separate creatures (such as chill touch), you only
channel one touch of the spell through your weapon attack,
regardless of the number of touches allowed by the spell. If the
spell’s duration is instantaneous (as chill touch), its effect is
expended by a single weapon attack, even if the spell would
normally allow multiple simultaneous touches.
If the spell allowed you to make multiple simultaneous
touch attacks against the same target, treat it as if you had
targeted the enemy struck by your weapon with all the eligible
attacks
.

:D
#11

pithica

Oct 20, 2008 14:54:44
I found the following article online (bolding and italics mine)...

http://www.wizards.com/default.asp?x=dnd/rg/20040831a

Touch Spells: The duration for a touch spell doesn't begin until the caster touches a subject and delivers the spell to a recipient. Attempting to touch a recipient requires a melee touch attack and that is part of the action used to cast the spell during the round when the spell is completed. If the recipient is willing to be touched, it's usually best to just assume the caster touches the recipient.

If the caster does not touch a recipient then (either because she doesn't try to or the melee touch attack fails), she must use an action (usually the attack or full attack action) to touch a recipient during a later round. This is called "holding the charge." A caster holding a charge is considered armed and can use an attack of opportunity to make a melee touch attack and deliver the spell.

Whenever the caster touches anything, the held charge is discharged, even if what the caster touches isn't a valid target for the spell (in that case, the spell is wasted). The charge also is lost (and wasted) if the caster casts another spell. Otherwise, a caster can hold a charge indefinitely. DMs should feel free to set some reasonable limit to how long a character can hold a charge, perhaps 1 hour or until the caster has to go to sleep (or trance in the case of elves).

A very few touch spells (water breathing, for example) can be partially discharged. If so, this will be mentioned in the spell's target entry and its descriptive text, or both.

As a full-round action you can touch up to six friends willing creatures, object that willing creatures hold, or objects just lying round by themselves), provided that all the recipients are within the caster's reach. (The caster can extend her reach a little by taking a 5-foot step during the process.) To use this option, you must first cast the spell and hold the charge. Because the recipients are willing, no melee touch attack is required. You must decide how to distribute the spell's effect before touching anything.

This is the exact description of Chill touch from the SRD:

http://www.d20srd.org/srd/spells/chillTouch.htm

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

The two bolded lines, to me, indicate that you get all 20 or 40 or however many touch attacks your Caster Level provides in the round you cast the spell. I personally, think this is overpowered, and would instead rule that it worked the way 'Waterbreathing' does, according to the italicized line, since the number of attacks line in Chill Touch's description would indicate that it can be partially discharged (again, to me).

If it works the first way, you get SA+CLd6 damage in a single round with arcane reach (because it's a volley and only the first one get's the SA damage). If it works the latter, you get SA+1d6 damage each round over CL# of rounds.

I swear, though, there was something official specific to Chill Touch at some point. I've had this conversation before.
#12

muertog

Oct 20, 2008 16:25:29
try this..... Duskblade 20th and use a Spell Storing Weapon(Spiked Chain or other reach weapon) .... with the feat Smiting Spell and Arcane thesis(Chill Touch) and Practical Metamagic(Twin Spell)... then Cast a Twinned Chill Touch(2nd lvl spell) into the weapon, cast it again as a Smiting Spell(4th lvl spell)... then Channel it into weapon with:
[indent]1)3x Twinned Chill touch= 120d6 + 120 Str damage [/indent]

heres a useful quote from the FAQ:



:D

Ugh. Forcing me to go through all the freekin books to find the references you are posting. >_<

Chill touch = 1
Smiting spell = +1SA
Twin Spell = +4SA -1 for Practical Metamagic
Effective level is Twin, Smiting Chill Touch = level 5 spell.

Problem is the fact with touch and charge-based spells. "The charge also is lost (and wasted) if the caster casts another spell."
As soon as one spell triggers, it will overwrite another spell that is currently active. As soon as the twin spell triggers, it overwrites itself.

You -could- use Energy Admixture, Maximize or Empower to add damage to the spell, without running into issues where the spell is cast, but you cannot cast it several times in any way, shape, or form and still have all the effects trigger on each touch attack.


Edit: Per official Main 3.5 FAQ and duskblade:
http://www.wizards.com/dnd/files/Main35FAQv06302008.zip
For a spell that allows you to make multiple touch attacks
against separate creatures (such as chill touch), you only
channel one touch of the spell through your weapon attack,
regardless of the number of touches allowed by the spell. If the
spell’s duration is instantaneous (as chill touch), its effect is
expended by a single weapon attack, even if the spell would
normally allow multiple simultaneous touches.
If the spell allowed you to make multiple simultaneous
touch attacks against the same target, treat it as if you had
targeted the enemy struck by your weapon with all the eligible
attacks.

#13

muertog

Oct 20, 2008 16:38:27
Relevant portions of the article from wizards:
http://www.wizards.com/default.asp?x=dnd/rg/20040831a
Touch Spells: The duration for a touch spell doesn't begin until the caster touches a subject and delivers the spell to a recipient. Attempting to touch a recipient requires a melee touch attack and that is part of the action used to cast the spell during the round when the spell is completed. If the recipient is willing to be touched, it's usually best to just assume the caster touches the recipient.

If the caster does not touch a recipient then (either because she doesn't try to or the melee touch attack fails), she must use an action (usually the attack or full attack action) to touch a recipient during a later round. This is called "holding the charge." A caster holding a charge is considered armed and can use an attack of opportunity to make a melee touch attack and deliver the spell.

Whenever the caster touches anything, the held charge is discharged, even if what the caster touches isn't a valid target for the spell (in that case, the spell is wasted). The charge also is lost (and wasted) if the caster casts another spell. Otherwise, a caster can hold a charge indefinitely. DMs should feel free to set some reasonable limit to how long a character can hold a charge, perhaps 1 hour or until the caster has to go to sleep (or trance in the case of elves).

[i]A very few touch spells (water breathing, for example) can be partially discharged. If so, this will be mentioned in the spell's target entry and its descriptive text, or both.[/i]

As a full-round action you can touch up to six friends willing creatures, object that willing creatures hold, or objects just lying round by themselves), provided that all the recipients are within the caster's reach. (The caster can extend her reach a little by taking a 5-foot step during the process.) To use this option, you must first cast the spell and hold the charge. Because the recipients are willing, no melee touch attack is required. You must decide how to distribute the spell's effect before touching anything.

Yes, I re-indicated the same parts that you had mentioned, but if you note, it -does- say you have to make a melee touch attack to apply the spell. You do -not- get free attacks of X amount, you have to use the number of attacks you are allowed per your BAB (and assorted feats). If you had cleave, great cleave, supreme cleave, you could conceivably achieve 20+ attacks in a single round with your maximum chill touch attacks. However, nothing in the Chill Touch spell description says you get to make more attacks in a single round than you can normally get based on your BAB. There is also nothing in the chill touch description that says it "can be partially discharged. If so, this will be mentioned in the spell's target entry and its descriptive text, or both."

Again, this would likely indicate you need to cast the spell either quickened or using some other method of allowing you a full attack action.

If you -insist- you get to attack X number of times, what attack bonus do you get to determine the touch attack? If you point to the "can use this melee touch attack up to one time per level" as the indicator that you can hold the charge past the initial round you started using the charges, note that chill touch also has a duration of instantaneous rather than a timed duration.
#14

muertog

Oct 20, 2008 16:53:52
Any way it goes, if you argue that you hold the charges indefinitely (until you cast another spell or use up the charges touching anything), you only get the X attacks, and all have to be delivered per a melee touch attack (which the archmage does at a range), which depends upon your BAB.

Spell casters have better things to do with their time at CLv20 than melee touch attacks at a pretty bad BAB progression, that have a fortsave that is abysmal, and only does 1d6 negative energy damage. The sneak attack is nice, but I can think of better ways of distributing it.
#15

muertog

Oct 20, 2008 17:06:42
Ah, I guess I have to eat a little crow. There -is- a faq on the Chill touch, but it dates back to the Main 3rd Ed faq:
http://www.wizards.com/dnd/files/MainFAQv06272003.zip
In the case of
the chill touch spell, the spell remains until you make your
allowed number of touches (you lose one charge each time you
touch something) or until you cast another spell.

#16

carnivore

Oct 20, 2008 17:59:04
Ugh. Forcing me to go through all the freekin books to find the references you are posting. >_<

Chill touch = 1
Smiting spell = +1SA
Twin Spell = +4SA -1 for Practical Metamagic
Effective level is Twin, Smiting Chill Touch = level 5 spell.

you are forgetting Arcane Thesis(Chill Touch)... reduces cost by one... thus

Chill touch = 1
Smiting spell = +1SA
Twin Spell = +4SA -1 for Practical Metamagic -1 Arcane Thesis
Effective level is Twin, Smiting Chill Touch = level 4 spell.

Problem is the fact with touch and charge-based spells. "The charge also is lost (and wasted) if the caster casts another spell."
As soon as one spell triggers, it will overwrite another spell that is currently active. As soon as the twin spell triggers, it overwrites itself.

You -could- use Energy Admixture, Maximize or Empower to add damage to the spell, without running into issues where the spell is cast, but you cannot cast it several times in any way, shape, or form and still have all the effects trigger on each touch attack.


Edit: Per official Main 3.5 FAQ and duskblade:
http://www.wizards.com/dnd/files/Main35FAQv06302008.zip

except that i said:

cast it into your Spell Storing Weapon.... Discharges with successful hit
then cast it into the weapon again as a Smiting Spell ... Discharges with successful hit
then Channel the Spell into the weapon ... Discharges with successful hit

none of those Discharge the spell unless you hit

also i used Duskblade as the caster.... it gets FULL BAB... and is a FULL Caster(with a limited spell list)... thus it will Hit and they will take a lot of damage+ Str damage

:D
#17

muertog

Oct 20, 2008 18:03:15
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.

First, the sword casts it when you attack, which will overwrite what you have active. Second, the spell cannot be higher than 3, but the spell you have described is level 5 (or 6), depending upon how you word it, which also affects the save DC of the spell.
#18

carnivore

Oct 20, 2008 18:18:32
First, the sword casts it when you attack, which will overwrite what you have active. Second, the spell cannot be higher than 3, but the spell you have described is level 5 (or 6), depending upon how you word it, which also affects the save DC of the spell.

it does not overwrite another spell that you can also have affect the target... nor does it overwrite Channeling a Spell


heres the spell level Breakdown:

Arcane Thesis(Chill Touch)... gives +2CL and reduces Metamagic Cost by 1
Practical Metamagic(Twin Spell) makes Twin Spell cost only +3 Spl lvl
Smiteing Spell = +1 Spl lvl
Chill Touch is a 1st lvl spell

like this:

Chill touch(+1) Smiting Spell (+1) Twin Spl(+3) Arcane thesis(-1) = 4th lvl slot

however is is still considered a 1st lvl spell.... notice:
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description. The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

the only exception to this is:
HEIGHTEN SPELL [METAMAGIC]
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

:D
#19

pithica

Oct 20, 2008 23:55:29
You do -not- get free attacks of X amount, you have to use the number of attacks you are allowed per your BAB (and assorted feats).

I am not arguing that your assertion is incorrect, or even illogical, if it were my game, and not a friend's, I'd probably house rule it that way if I couldn't find a rule, I am just not seeing where it actually says that anywhere. The only FAQ entry I could find was on ranged touches, (see the first post) and it says you get all attacks a ranged touch spell in a single round. I see nothing anywhere indicating that melee touch spells work based on BAB in the way you describe.

Any way it goes, if you argue that you hold the charges indefinitely (until you cast another spell or use up the charges touching anything), you only get the X attacks, and all have to be delivered per a melee touch attack (which the archmage does at a range), which depends upon your BAB.

Spell casters have better things to do with their time at CLv20 than melee touch attacks at a pretty bad BAB progression, that have a fortsave that is abysmal, and only does 1d6 negative energy damage. The sneak attack is nice, but I can think of better ways of distributing it.

The way I remember it working was that you could either get one touch attack per round as a standard action, or perform a number of natural attacks based on your BAB as a full attack in which the spell goes off on each attack. Either way, the spell lasted until you ran out of charges.

According to my initial FAQ quote, spells with multiple ranged touch attacks can all be done as part of the initial casting of the spell. With the Sneak Attack build above, that means doing 19 attacks, the first of which is a sneak attack, all in 1 round. 28d6 from a single casting of a first level spell (assuming all hit, but it's ranged touch) is a decent amount of damage from a first level spell with no metamagic.

Assuming it ALTERNATIVELY works like a touch spell, which it still is (technically), you could alternatively spread the attacks over a number of rounds equal to your CL by holding the charge, in which case all attacks (assuming they qualify) are Sneak Attacks. It's not the best expenditure of your time as a Caster, you are correct. But it is still (that way) SA+1d6*CL (190d6 in this case) damage from a first level spell, which is bad-***, mathematically. (You could use this to kill your way into the castle of the king you were trying to assassinate.)

Again, though, I didn't build this character for this spell used in this way, I just noticed this.

Ah, I guess I have to eat a little crow. There -is- a faq on the Chill touch, but it dates back to the Main 3rd Ed faq:

That'll teach me not to read the whole thread before replying. I knew there was a FAQ entry. Chill Touch and Touch attacks didn't change from 3rd to 3.5, as far as I know, so I would assume that it'd still work this way, which is as I described: CL+SAd6 in a single round with CL attack rolls and CL saves OR SA+1d6 and 1 attack roll for CL rounds. Or, if you wanted to sanely houserule it (until someone somewhere can find me something that actually has this as a rule) a number of ranged touches per round as full attack actions based on your BAB, all of which may (or may not) be Sneak Attacks.
#20

yamishinobi

Oct 21, 2008 0:00:16
all 1st level arcane spells have a 5 dice limit, (even if the dice are split amongst multiple touches) read the freaking DMG. you would not get 19 touches, only 5, if a dm were smart. shocking grasp doesn't get 19 touches, so why does chill touch. Rays are slightly better in total dice, of you cannot sneak attack 5 times with 5 rays, then 5 touches shouldn't sneak attack 5 times either. if you read the errata, all 1st level arcane spells have a five damage dice limit. (this applies for hp damage) Ray of enfeeblement has a 1 dice limit, and doesn't stack. but it deals abiltiy penalty, which is far worse than hp damage. in my opinion, i beleive ability damage and ability drain should not exist, nor should the bestow curse chain be permanent. polymorph should not grant a new forms abilities. Geas/Quest should only be usable by greater deities, and only for atonement quests. you cannot make a dragon commit suicide directly, but you can put it on a quest to commit the perfect suicide and get away with it. something a god shouldn't let others do. the detect city nuke should only be used by epic characters against epic threats.

this has been a sum of broken spells that shouldn't be.


so only max chill touch at 5.

Char op Boards.

Please do not make another pun-pun rival. do not inform people of campaign smashers. tell the dms the broken things that need be banned in conjunction, but not the players who want to abuse for immature reasons. i personally like high powered campaigns. just not godmode campaigns where the rivals of pun pun meet to slaughter.
#21

pithica

Oct 21, 2008 0:23:51
Thank you for contributing to the confusion and ranting incoherently rather than reading the thread. Nowhere in the DMG or the Errata are all existing 1st level spells defacto limited to 5 damage dice (the relevent text is in 'suggestions for creating new spells. You'll notice that by virtue of the fact that chill touch can effect multiple targets, it already violates the rules for creating new spells. If you continue this assertion, I would ask you to cite your source with a relevant page number or a link to/quote from the SRD.

If you had 'read between the lines' you would have been able to tell that I posted this thread as an attempt to confirm or deny something I saw as a flaw in the rules/FAQ and what it allowed. This wasn't an attempt to optimize for a character to break the game, a la pun-pun, it was something I noticed while building an actual character for another purpose entirely (well, at least, another less-severe damage chain).

Even without said limits, this isn't game-breaking. It's still a first level spell (Minor Globe of Invulnerability stops it, as does a number of other spells, or just stepping more than 30' away). It still only works as described against living targets who also do not happen to be immune/resistent and are elligible to be sneak attacked. It also requires 19 attack rolls to hit, many of which may miss. In most situations, there'd be no way to get the full damage off in a single round, IF it were even possible, which we've already demonstrated is not.
#22

yamishinobi

Oct 21, 2008 0:31:14
Thank you for contributing to the confusion and ranting incoherently rather than reading the thread. Nowhere in the DMG or the Errata are all existing 1st level spells defacto limited to 5 damage dice (the relevent text is in 'suggestions for creating new spells. You'll notice that by virtue of the fact that chill touch can effect multiple targets, it already violates the rules for creating new spells. If you continue this assertion, I would ask you to cite your source with a relevant page number or a link to/quote from the SRD.

If you had 'read between the lines' you would have been able to tell that I posted this thread as an attempt to confirm or deny something I saw as a flaw in the rules/FAQ and what it allowed. This wasn't an attempt to optimize for a character to break the game, a la pun-pun, it was something I noticed while building an actual character for another purpose entirely (well, at least, another less-severe damage chain).

Even without said limits, this isn't game-breaking. It's still a first level spell (Minor Globe of Invulnerability stops it, as does a number of other spells, or just stepping more than 30' away). It still only works as described against living targets who also do not happen to be immune/resistent and are elligible to be sneak attacked. It also requires 19 attack rolls to hit, many of which may miss. In most situations, there'd be no way to get the full damage off in a single round, IF it were even possible, which we've already demonstrated is not.

sorry. 3.5 DMG Page 36. it says single target 1st level spells cap at 5 dice. it's a table at the top.
#23

pithica

Oct 21, 2008 7:15:50
Scroll up to the heading for that section on the previous page, where it says "Creating New Spells". Those are Guidelines for DM's to use when their player comes to them and says, "I want to create this spell." The existing spells all work according to their descriptions, many of whom violate the guidelines in that section.

Chill Touch hasn't had a damage cap since at least 2nd Edition. It isn't supposed to, and it isn't broken, in and of itself, without one.
#24

brainpiercing

Oct 21, 2008 10:04:08
Chill Touch hasn't had a damage cap since at least 2nd Edition. It isn't supposed to, and it isn't broken, in and of itself, without one.

Right, because on average 3-4 points of elemental resistance will leave you with 0 damage, since it's individual 1d6 packets. It's only with SA damage that this becomes a significantly greater amount.
#25

yamishinobi

Oct 21, 2008 15:37:06
Right, because on average 3-4 points of elemental resistance will leave you with 0 damage, since it's individual 1d6 packets. It's only with SA damage that this becomes a significantly greater amount.

sorry, i was unaware.