At 19′ tall, it seems like a fire giant would cover ground much faster than your average PC. Do they just move that slow? The hill giant is 3′ shorter but 10′ faster.
I’m considering a new character for a pirates-themed game of Pathfinder 2e. He was born in an island full of inhabitants with inherent healing magical habilities and in which offensive magic is looked down upon. Naturally, that place became famous for its doctors, and prospered.
My character was, however, gifted with fire magic habilities. So gifted, indeed, that he can’t barely cast anything else without his fire powers manifesting. But he desperately wants to become a doctor… which is a problem, because randomly turning patients on fire is not a very desirable trait.
As a teen, he was going for a walk with his brother when he fell, and broke his leg. Overconfident on his habilities, my character tried to heal it, and the leg exploded. He was deemed unworthy and exiled from the island shortly after.
My character despises offensive magic, despite being really good at it. And desperately wants to redeem himself and return to his island in the future.
How would you implement something like that on pathfinder 2e? My GM is open for any suggestion – including new habilities. I was thinking about a healing hability heavily dependant on the dice and maybe also dependant on wisdom or his level, to mimic him slowly mastering it through the game – lowering (but not nullyfing) the chance of a healing disaster as the game progresses. I would also like if it added a comical factor to the game – a sort of "tension" whenever my character tries to heal somebody, which I think could result in some fun situations for everybody. However, im aware that, if not implemented correctly, it could instead be frustrating.
I’m fairly new to roleplaying games and pathfinder 2e particularly, so I don’t think im able to come with a balanced solution for this. Any ideas?
The text of the Wall of Fire spell is found on page 285 of my printing of the Fifth Edition Player’s Handbook. The following is all the text states regarding how the wall is shaped:
[…] You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
I believe there are two reasonable readings of this text:
- The wall is an arbitrary shape whose length does not exceed 60 feet. As a special case, if the shape is a ring, its length is instead the circumference of a circle whose diameter is 20 feet (in other words, treat pi as 3 for the sake of simplicity).
- The wall has exactly two permitted shapes: a straight line up to 60 feet long, and a circle 20 feet in diameter.
I haven’t been able to find any additional clarification from official sources indicating which reading is intended, but I have found plenty of evidence indicating that different people are using both of these interpretations in play, citing indicative but not conclusive evidence outside the spell text. What is the official intended reading for this spell?
The description of the Ready action states, in part:
When you ready a spell, you cast it as normal but hold its energy
Does this mean you could cast a fire bolt spell, hold its energy indefinitely (as long as it doesn’t break concentration), and light up like in Skyrim?
That doesn’t seem right to me; am I mistaken?
My group is in Waterdeep, and our wizard would love to help train the world-famous griffon cavalry, especially in evading fireballs. That is, he wants to hurl fireballs at them that they need to evade.
I think this kind of live fire exercise is eminently worthwhile. (A nice spectacle for the populace, too.)
However, the griffons involved (and their riders) presumably would prefer some assurance they will not be singed too much.
How can we make this kind of live fire exercise safer for the targets?
- One immediate possibility would be Protection from Energy, which confers resistance from one kind of energy, like fire. Prior to the exercise, someone could cast this spell at the griffon and rider. Unfortunately, even resistance only halves the damage involved, which can still be somewhat painful.
- Enhance Ability (Cat’s Grace) would help with the Dexterity saving throws.
- Something like the Rogue’s or the Monk’s Evasion ability would also be useful, but the griffons don’t have that. The Ring of Evasion requires attunement, and with the griffons’ Intelligence of 2, I don’t quite see how they would attune to the ring (on a claw?).
If burning hands is used to set a bush on fire is the damage caused by the burning bush still considered magical damage? What penalties would apply if so?
I have immunity to non magical fire. Nothing in the Azers description indicates that its ever present flames are magical. Am i therefore immune to its fire damage?
When casting WoF, you can cast it as a ring, and designate the inside of the ring to be the damage side (thus, everyone inside must save or take 5d8 at the time of casting). The spell then says
“A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.”
So, by making a ring-shaped wall, are the creatures inside forced to save again on their turn (because they either ended within 2 squares of the damaging side, or they entered the wall’s space)?
The Pyromancer sorcerous origin from Plane Shift: Kaladesh gains the Fiery Soul feature at 18th level. Part of its description says:
[…] any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
The Elemental Adept (Fire) feat says (PHB, p. 166):
Spells you cast ignore resistance to fire damage.
Would these two stack together to allow the user to completely ignore fire immunity (so Fiery Soul treats the immunity as resistance, and then Elemental Adept further allows you to ignore that)?
Or would Elemental Adept be useless to a pyromancer at 18th level, as they can already ignore resistances?
In my D&D 3.5 campaign, one PC just got a ring of mystic fire, and I’m trying to figure out how the ring works with the spell scorching ray.
The Magical Item Compendium says
A ring of mystic fire provides a boost to your fire-based spells. When casting spells with the fire descriptor, you gain a +1 competence bonus to caster level. This is a continuous effect and requires no activation. The ring has 3 charges, renewed daily at dawn. Spending 1 or more charges grants a bonus to the amount of damage you deal with the next fire spell you cast before the end of your turn. (If the spell doesn’t normally deal fire damage, this expenditure has no effect).
- 1 charge: +2d6 fire damage
- 2 charges: +3d6 fire damage
- 3 charges: +4d6 fire damage
My player intends to use all 3 charges for +4d6 fire damage with the scorching ray spell, which says
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.
My question is this: Does the ring of mystic fire grant the character a +4d6 fire damage per ray? I’m inclined to rule that the ring does add its damage to each ray, but that risks making the spell overpowered, even though it is only once per day. And, even if overpowered, I prefer to rule in favor of what makes sense.