
A lovely piece by
darkpatu because he's just awesome and was offering D&D pictures of people's characters. This is absolutely fitting.
Oh and keep in mind, I kill fire elementals with /fire spells/. Yes. I know they are immune to fire. But not to MY fire.

Oh and keep in mind, I kill fire elementals with /fire spells/. Yes. I know they are immune to fire. But not to MY fire.
Category All / General Furry Art
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Actually, no, not energy admixture. Way worse, since I can apply energy admixture to it on top of what I'm already doing.
Feats: I'll go 17th level, since your guy is too.
Energy Substitution (fire), Snowcasting*, Piercing Cold*, Fiery Spell*, Searing Spell*, Blistering Spell, Flash Frost spell, Arcane Thesis (Delayed Blast Fireball), Shape Spell
So the Cone of Cold I can cast can be sculped into 5 different areas, takes up a /normal/ spell slot (5th level), and deals 19d6 fire + 14 fire + 7 cold, has both the fire and cold descriptor, ignores all resistance to fire and resistance to cold, deals 100% full damage to creatures immune to fire, 100% damage to creatures immune to cold, and 150% damage to creatures with the cold subtype. If my character could take flaws, she would take the feats Energy Admixture (For fire and cold, obviously) and Arcane Thesis on some other damaging spell so she has more variety and doesn't have to use her 7th+ level spell slots only.
Other feats would include Spell Focus (Evo), Greater Spell Focus, Cold Focus, Greater Cold Focus (So +4 DC when casting cold evocation spells), Explosive Spell, Lord of the Uttercold, Still Spell, Empower Spell, Maximize Spell, etc etc etc etc.
*SNOWCASTING [GENERAL]
You add ice or snow to your spell’s components to make
them more powerful.
Prerequisite: Con 13.
Benefit: If you add a handful of snow or ice as an additional
material component to a spell when you cast it, the
spell gains the cold descriptor. This does not actually change
the nature of the spell you cast; a fireball cast with this feat
still deals fire damage, but since it also carries the cold
descriptor, it can be augmented by a number of feats listed
in this chapter, such as Cold Focus and Frozen Magic.
If you add a handful of snow or ice as an additional material
component to a spell when you cast it and that spell
already has the cold descriptor, you increase the effective
level of the spell being cast by +1.
Adding this additional material component requires
you to spend a move action immediately before the spell
is cast to gather fresh snow or ice from the surrounding
environment. This snow or ice can be magically created by
a conjuration spell, but no other ice manifested by a spell
will do. You may take no other action between gathering the
snow or ice and casting the spell. This is counteracted by a Snowpouch, which is a pouch that continuously generates snow inside of itself
PIERCING COLD [METAMAGIC]
Your cold spells are so cold that they can damage creatures
normally resistant or immune to cold.
Benefi t: You can only apply this metamagic feat to spells
with the cold descriptor. Piercing cold spells are so horribly
cold that they are capable of damaging creatures normally
unharmed by or resistant to cold. Piercing cold spells completely
ignore any resistance to cold a creature possesses,
bypassing this resistance and dealing damage to the target
as if it did not possess any resistance to cold at all. They are
still entitled to whatever other defenses the attack allows
(such as saving throws and spell resistance).
Creatures normally immune to cold can be damaged by
piercing cold spells as well. Piercing cold spells deal half
damage to these creatures (or one-quarter on a successful
saving throw).
FIERY SPELL [METAMAGIC]
Your fire magic is bolstered, further scorching your
enemies.
Benefit: A fiery spell deals an extra 1 point of fire
damage for each die of damage the spell deals. This feat
can be applied only to spells with the fi re descriptor.
SEARING SPELL [METAMAGIC]
Your fi re spells are so hot that they can damage creatures
that normally have resistance or immunity to fi re.
Benefit: A searing spell is so hot that it ignores the
resistance to fire of creatures affected by the spell, and
affected creatures with immunity to fire still take half
damage. This feat can be applied only to spells with the
fi re descriptor. Creatures with the cold subtype take double damage
from a searing spell. Creatures affected by a searing spell
are still entitled to whatever saving throw the spell normally
allows. A searing spell uses up a spell slot one level
higher than the spell’s actual level.
Feats: I'll go 17th level, since your guy is too.
Energy Substitution (fire), Snowcasting*, Piercing Cold*, Fiery Spell*, Searing Spell*, Blistering Spell, Flash Frost spell, Arcane Thesis (Delayed Blast Fireball), Shape Spell
So the Cone of Cold I can cast can be sculped into 5 different areas, takes up a /normal/ spell slot (5th level), and deals 19d6 fire + 14 fire + 7 cold, has both the fire and cold descriptor, ignores all resistance to fire and resistance to cold, deals 100% full damage to creatures immune to fire, 100% damage to creatures immune to cold, and 150% damage to creatures with the cold subtype. If my character could take flaws, she would take the feats Energy Admixture (For fire and cold, obviously) and Arcane Thesis on some other damaging spell so she has more variety and doesn't have to use her 7th+ level spell slots only.
Other feats would include Spell Focus (Evo), Greater Spell Focus, Cold Focus, Greater Cold Focus (So +4 DC when casting cold evocation spells), Explosive Spell, Lord of the Uttercold, Still Spell, Empower Spell, Maximize Spell, etc etc etc etc.
*SNOWCASTING [GENERAL]
You add ice or snow to your spell’s components to make
them more powerful.
Prerequisite: Con 13.
Benefit: If you add a handful of snow or ice as an additional
material component to a spell when you cast it, the
spell gains the cold descriptor. This does not actually change
the nature of the spell you cast; a fireball cast with this feat
still deals fire damage, but since it also carries the cold
descriptor, it can be augmented by a number of feats listed
in this chapter, such as Cold Focus and Frozen Magic.
If you add a handful of snow or ice as an additional material
component to a spell when you cast it and that spell
already has the cold descriptor, you increase the effective
level of the spell being cast by +1.
Adding this additional material component requires
you to spend a move action immediately before the spell
is cast to gather fresh snow or ice from the surrounding
environment. This snow or ice can be magically created by
a conjuration spell, but no other ice manifested by a spell
will do. You may take no other action between gathering the
snow or ice and casting the spell. This is counteracted by a Snowpouch, which is a pouch that continuously generates snow inside of itself
PIERCING COLD [METAMAGIC]
Your cold spells are so cold that they can damage creatures
normally resistant or immune to cold.
Benefi t: You can only apply this metamagic feat to spells
with the cold descriptor. Piercing cold spells are so horribly
cold that they are capable of damaging creatures normally
unharmed by or resistant to cold. Piercing cold spells completely
ignore any resistance to cold a creature possesses,
bypassing this resistance and dealing damage to the target
as if it did not possess any resistance to cold at all. They are
still entitled to whatever other defenses the attack allows
(such as saving throws and spell resistance).
Creatures normally immune to cold can be damaged by
piercing cold spells as well. Piercing cold spells deal half
damage to these creatures (or one-quarter on a successful
saving throw).
FIERY SPELL [METAMAGIC]
Your fire magic is bolstered, further scorching your
enemies.
Benefit: A fiery spell deals an extra 1 point of fire
damage for each die of damage the spell deals. This feat
can be applied only to spells with the fi re descriptor.
SEARING SPELL [METAMAGIC]
Your fi re spells are so hot that they can damage creatures
that normally have resistance or immunity to fi re.
Benefit: A searing spell is so hot that it ignores the
resistance to fire of creatures affected by the spell, and
affected creatures with immunity to fire still take half
damage. This feat can be applied only to spells with the
fi re descriptor. Creatures with the cold subtype take double damage
from a searing spell. Creatures affected by a searing spell
are still entitled to whatever saving throw the spell normally
allows. A searing spell uses up a spell slot one level
higher than the spell’s actual level.
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