Tuesday, May 14, 2013

The Infamous Dr. Blelyj

I've recently been having a fair bit of fun in Pathfinder playing one Dr. Blelyj, a tiefling witch who behaves in an emphatically Good way (usually Lawful, but with enough Chaotic moments that his sheet says just Good), but who is absolutely convinced that he's actually Evil. He calls the rest of the party his "minions", and he gets offended whenever anybody says detect spells say he's not Evil. Also, he laughs maniacally all the time (The fact that they made maniacal laughter a class feature is perhaps the biggest reason I decided I'm okay with Pathfinder). He justifies everything he does on Evil grounds.

Donating to the orphanage is "investing in potential future minions". He helps defeat the goblins who are harassing the townsfolk because nobody gets to harass the townsfolk but him, plus the townsfolk exist to serve him. He declares surrendered foes his "minions" and just lets them go (it helps that the only foes to surrender so far have, with maybe one exception, been the most hapless of mooks).

He always coöperates with the rest of the party as much as possible, often giving up his share of the loot (usually when it involves coppers or silvers, so he doesn't have to carry it) and using most of his wealth to craft potions and wands for the party's use, on the grounds that such trivial matters as wealth are beneath him and that making his "minions" more effective is a more efficient use of his resources.

Killing, too, is beneath Dr. Blelyj: he's never defeated an enemy himself, has only cast maybe two damaging spells in his life, doesn't even carry a weapon, and he usually only debuffs the foes and buffs his "minions".

If there's anything morally questionable -- or just funny -- that I can't think of a specific eeeeeevil reason why he would oppose, I fall back on the catchphrase, "_____ is beneath me." A not remotely exhaustive list of a few other things that Dr. Blelyj has declared to be beneath him: jaywalking, theft, racism (though he did announce himself to be "racist against cops"), alcohol, prostitutes (but not in the literal sense), piracy, and deities.

Sunday, May 12, 2013

Mechanatrixes and Electricity

So, there's the mechanatrix race from Fiend Folio. They're kind of neat, because they're descended from robots constructs.

And also they're described as follows: "They behave with cold rationality and have a no-nonsense attitude toward life." Which is to say, they're wombats.

But the most noteworthy thing about them, from a mechanical perspective, is how electricity damage heals them. Every time a mechanatrix would take electricity damage, they take no damage, and it heals them instead, 1 point of healing for every 3 points of damage they would have taken.

So how do you get at-will electricity damage? Should be easier than at-will healing, right? Right! But, as it turns out, not much easier.

---

The obvious notion is to consult reserve feats, those feats from Complete Mage and Complete Champion that give you supernatural abilities as long as you have a spell of a certain level prepared. And, indeed, there is an electricity damage reserve feat: Storm Bolt (CM).

But wait! Storm Bolt gives you a 20-foot line of electricity. Can you include yourself in a line effect? Let's consult the SRD: "A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect."

So, by RAW, no, not really. It starts in any corner of your square, and shoots away from you. Our mechanatrix could get a mage buddy with Storm Bolt, but he couldn't Storm Bolt himself.

The same problem applies to if you're, say, a Dragonfire Adept or Dragon Shaman with lightning breath (plus you're generally explicitly immune to your own breath weapon).

---

Or, the allegation goes, you could use a persisted or or permanency'd thunderhead (SpC) spell. A little cloud that floats above your head all day, zapping you with tiny lightning bolts for one electricity damage every round, forever.

Except the mechanatrix isn't healed for 1 point every time they accumulate 3 points of electricity damage they would have taken. Every time they take electricity damage, it's divided by 3, they're healed for that much, and the remainder doesn't matter. 1/3 rounds down to 0 -- it's healing, not damage, so the "all attacks deal at least 1 damage" exception to the "always round down" rule doesn't apply. Thunderhead does nothing.

You could persist or permanency a weapon of energy spell, but then wind up with a bunch of your build or a butt-ton of gold invested in metamagic reducers or a single spell, which is hardly worth it for something so trivial as infinite out-of-combat heals.

---

You could shell out 8,301gp for a +1 Shock Whip. As long as you're wearing a bit of armor, you can whip yourself all day and only the electricity damage will go through. Expensive, weird, and a little kinky. ...I shall expend no more words on this notion.

---

You could take a level of electrokineticist. Kind of a lackluster class. It requires a powerpoint reserve but doesn't advance manifesting, so it's a trap for actual manifesters, and you should just use Wild Talent to qualify. But the class features aren't even great for a non-manifester.

Plus, most of the x-kineticist's class abilities specify things like "she takes no damage from a x lash she creates" or xs "engulf one of the pyrokineticist’s hands (but do her no harm)", so you'd have to work out whether an electrokineticist mechanatrix can deliberately target themselves for the full effect of their powers.

An entire class level, just for this ability? There's gotta be something better.

---

Well, there's something that, by RAW, does work way better: consult Magic of Incarnum, and take the Shape Soulmeld (lightning gauntlets) feat. Can't wear magic gloves, but 1d6 elec damage at will as a touch attack (and it is well known that it is possible to touch oneself).

But... incarnum is (subjectively) kind of lame. It's one of those things, along with Tome of Magic* and Tome of Battle: Book of the Nine Swords, that feels to me too slick and soulless and 4th-edition-y, and which only annoying optimizers ever tend to actually open. There's gotta be something more aesthetically pleasing. More... interesting.

*Binders can allegedly bind Focalor to achieve some form of at-will electricity damage, but honestly just typing this sentence has used up 100% of my ability to give a crap about ToM for the day, and I couldn't possibly find it in my heart to double-check whether this would actually even work.

---

So here's a more interesting idea: shocker lizard.

You could maybe get a domesticated one for money, but you could much more reliably get one by being a 5th level arcane spellcaster and taking Improved Familiar. (You may also consider trading away your regular familiar for an alternate class feature or the Forlorn flaw (Dragon #333), because the Obtain Familiar (CA) feat is better: it makes prestige classes progress your familiar.) Or you could be a ranger or druid and take Monstrous Animal Companion (Dragon #326).

Anyway, shocker lizard. Your eye might be drawn to its Stunning Shock ability, but alas! It won't work. "An electrical shock" sounds promising, but "this attack deals 2d8 points of nonlethal damage". There's no such thing as nonlethal electricity damage. Nonlethal is its own thing. A point of damage cannot be both nonlethal and electricity, it is either one or the other. The shocker lizard is quite clear: it's fluffed as electricity, but it's actually just nonlethal. (A particularly generous DM might rule that the shocker's nonlethal shock will cure any nonlethal damage the mechanatrix may have taken, but we oughtn't rely on the generosity of the DM.)

No, what we need is Lethal Shock, because that's actually electricity damage. But wait! You need two shocker lizards for that!

Are you seeing what I'm getting at yet?

What I'm getting at is this: Mechanatrixes have tamed shocker lizards, and use them in war and daily life. Mechanatrix society is ruled by a cadre of arcane casters, all with shocker lizard familiars. Mechanatrix adventuring and war parties always include at least two shocker lizards, usually more, with at least one usually being the familiar or animal companion of one of the party's casters.

Next time you use mechanatrixes as a DM, team them up with some shocker lizards. The lizards have been trained to use their lethal shock every round, and the mechanatrixes and lizards all stay within 20ft of one another. (Maybe bump the total ECR of the encounter up by one or so, because synergy.)

As for me, because I'm not currently DMing a game: next time I'm making new characters (at ECL6 or more) at the same time as somebody else (either because it's a new campaign, or because two characters died at the same time), I'm going to try to convince them to make a pair of wandering mechanatrix adventurers with shocker lizard familiars/companions. ("Hey, you feel like making a bard, beguiler, dread necromancer, druid, duskblade, hexblade, ranger, sorcerer, spellthief, wizard, warmage, or wu jen?")

EDIT: Alternately, you could just take Extra Familiar (Dragon #280), which negates the requirement that you have a buddy with the same plan, but which makes it a bit less interesting. On the other hand, every extra shocker lizard adds another 2d8 electricity damage each round (that's extra damage to anything not immune to electricity and an extra ≈3 points of healing for each mechanatrix), so you would certainly benefit from everybody involved having Extra Familiar (at most 6 lizards can contribute to any one lethal shock, but even if you have 7 lizards, you can just have one 5-lizard shock and one 2-lizard shock each round, paying only a slight save DC cost, because the save DC is also a function of the number of lizards involved. Or there's the option to just have more than 6 lizards contribute to a single shock: it would still only be 12d8 damage, but there's no cap on the save DC).

Thursday, March 28, 2013

Ability Score Generation

I like the evenness that a point buy system for ability score generation can bring. You don't wind up with one party member whose highest stat is 14 and another party member whose lowest stat is 15 like you inevitably do when you roll dice. (Especially what with how there's usually one player in every group who can't be trusted to roll dice unsupervised.)

But randomness is fun, is I guess what draws people to the dice-rolling method of generating ability scores. Or maybe people just like it because it's traditional. (Not for nothing do we speak of "rolling up a new character".)

---

A method that I've been mulling for many moons:

Roll 5 times, with whichever rolling scheme you like best: 3d6 or 4d6b3 or 1d20 or whatever thing you want to use (3d6 and 4d6b3 are traditional; 1d20 is for masochists; with this system, it shouldn't matter).

Then you set the sixth value to whatever number would leave you with the desired point buy. (If no such number exists, reroll the fifth one until one does. If rerolling the fifth one can't possibly make it possible to reach the target, roll the fourth and fifth until it's possible.)

Then you assign these six numbers to whichever stats you want.

Example: I just rolled 3d6s and came up with 9, 11, 9, 14, 14. If I'm aiming for 30 point buy (the value used whenever I DM), the last number must be 17, for an array of {9, 11, 9, 14, 14, 17}.

Example: Rolling 4d6b3s: 12, 10, 10, 13, 8. An 18 in the final stat would be a total PB of 29, so we reroll that 8, coming up with... wow, nice, 18. A final value of 9 brings us to 30PB, for {12, 10, 10, 13, 18, 9}.

Just for masochism, let's try 1d20s: 8, 6, 6, 14, 10. 18 would only be PB20, so we must reroll the 10. Except with those numbers it's not possible: if we rolled a 16, 18 would only bring us to PB28; likewise for two 17s; 17 and 18 (or 18 and 17) would overshoot, for PB31. So we must reroll the fourth and fifth numbers (the 14 and the 10), and now we get 15 and 16, which makes it possible to slot 18 in for the last number, for an array of {8, 6, 6, 15, 16, 18}. (Hopefully I don't need to remind you that this is something of an outlier because only crazy people roll 1d20 for ability scores anyway.)

---

This method has all the interesting randomness of rolling, but the party still winds up balanced, stat-wise. You don't need to keep an eye on that one player who always suspiciously rolls really well, because his cheating ways will just net him a 3 in his last ability score or something (assuming you're using one of the expanded methods that permit you to go below the DMG-mandated 8), and all you need to do to keep him honest is double-check his PB math.

One downside: it's probably a little confusing, and probably many players won't be able to wrap their little heads around it. You may need to hold their hands. You may have to tell them to roll five scores by whatever method they desire, and then just do the PB calculation for the final score yourself. (Use a calculator.)

Saturday, January 26, 2013

The Balance of Experience

A few months ago, a friend of mine was starting to put together a Pathfinder campaign, the Rise of the Runelords adventure path. At first, we only had the DM, myself, and one other player. (Two additional players joined later, but for awhile it was just the two.)

After the first session, he decided that, in lieu of doing math, he would just level us up whenever the adventure path said we should be a higher level. Which is entirely reasonable: not everybody DMs from a computer (and it's silly to expect a person to do the relevant math without an XP calculator).

But it got me to thinking about how there were only two of us, and how the XP system would interact with that, were it in use. (It would be a different XP system anyway, being as it was Pathfinder, but 3.5e's system is the one I know.) Now, I'm on the record as thinking the 3.5e experience system is "a work of sublime genius", and I stand by that, but I want to test it.

My thinking was this: if the XP system works (and is applied) properly, then, in an adventure path situation (where you have specific numbers of foes of specific CRs, and the number doesn't vary depending on the level of the PCs), parties containing different numbers of characters should eventually wind up having approximately the same ability to defeat foes (but not the same level). Which is to say: you should be able to run an adventure path as written for a party of any size and the challenges will (after the first few levels) wind up being appropriate to the party.

---

So my test was this: pit three hypothetical parties against a hypothetical adventure path.

The first party consists of two level 1 characters. The second party consists of four level 1 characters. The third party consists of 8 level 1 characters.

The adventure path consists of groups of monsters. You're supposed to be able to beat 13 opponents of CR equal to your level before leveling up, and you're supposed to be able to beat 4 even-level encounters in a day (and you're not necessarily supposed to be able to level up without resting). So I rounded 13 down to 12, and set up this hypothetical adventure path with 76 groups of opponents: 4 groups of 3 at each CR. 4 groups of 3 CR1 monsters, 4 groups of 3 CR2 monsters, 4 groups of 3 CR3 monsters, and so on.

And then I ran the numbers. Assuming the PCs always defeat their opponents and always get precisely the correct amount of XP. Assuming the PCs get a chance to rest and level up after each encounter if they have the XP for it.

By the end of the 76 groups of opponents, the 4-person party, being the baseline around which the XP system was designed, should have just about exactly hit level 20. (Or maybe wound up a bit shy, because they faced 20 fewer opponents over the course of their career than they should have if I'd stuck to the 13-opponents-per-level rule of thumb.) But, though that happened just like it should have, that's not the point I'm going to pay attention to.

I'm going to pay attention to the point when the 2-person party dinged level 20: after the first group of CR18 foes.

At the point in the adventure when the 2-person party was dinging 20, the 4-person party was just hitting 18, and the 8-person party was just hitting 16. That's completely out of balance and needs to be fixed, right? WRONG. Absolutely, blitheringly incorrect.

---

Consider this: a party of two level 20 characters has an encounter challenge rating of 22. A party of four level 18 characters has an encounter challenge rating of 22. A party of eight level 16 characters has an encounter challenge rating of 22. The system works!

(Of course, this neglects the fact that level 16 characters are a spell level or two behind level 20 characters, and it neglects the fact that the 8-person party has a massive action economy advantage. I'll assume, for the sake of perfectly spherical cows, that these two factors balance one another out.)

The first point when the encounter level of the three parties equals out is after the last group of CR6 opponents. The 2-person party is at level 8, the 4-person party is at level 6, and the 8-person party is at level 4. The three parties stay roughly on par with one another thereafter. The characters in the 2-person party wind up consistently 2 levels ahead of those in the 4-person party, and those in the 8-person party wind up consistently 2 levels behind.

Trust the XP system. Used properly, it will not lead you astray.

Friday, July 20, 2012

Gelatinous Cube Mini

The gelatinous cube in its natural
environment: graph paper.
So, inspired by this guy, I decided to make a gelatinous cube mini of my own out of hot glue.

I did as he suggests, making a 2" square hole and flooding it with hot glue. It didn't work the way I expected. For one thing, I made the square out of cardboard, covered with wax paper. Fun fact: hot glue sticks to wax paper. Who'd have thought? For another thing, it didn't just run the way he describes; perhaps I was using an insufficiently hot glue gun. It turned out much stringier and lumpier than expected.

The gelatinous cube digests its prey.
So then I just ran with it, and went nuts applying stringly greebles and nurnies. It's hard to see in these images, but it doesn't look like a classic gelatinous cube is supposed to look. But it's a 2" ooze cube, it's slightly translucent, and it's more visually interesting than it's supposed to be, and that's what really matters. Gelatinous cubes in my world will just be greebly, that's all.

I've considered giving up on translucency, painting the interior of the cube green or blue or greenish-blue, and maybe putting it on an actual base (once I acquire some Large bases). But I don't know if I have enough hot glue left to make a second one if I mess this one up too badly.

Wednesday, July 18, 2012

Vampires, Holy Symbols, & Execution

So, as I was watching Interview with the Vampire on Netflix and marvelling at how almost every trope of modern vampire fiction was done first by Anne Rice, something occurred to me when Louis mentioned not being afraid of holy symbols.

Imagine an Earth-like setting (obviously not D&D) where vampires don't care about holy symbols. Star of David, Star and Crescent, Flying Spaghetti Monster, they don't care. Religion has no power over them.

Except the primary Christian holy symbol. Why? Obviously not because Christianity is right about anything. The ichthys has no effect on vampires. No, vampires are bothered by crucifixes because they represent an instrument of execution and torture. The cross reminds the vampire of the death he doles out to everyone else, but can no longer hope for himself. Or something. (It's mythology, it doesn't have to make sense. At least, it doesn't have to make any more sense than the shaky justifications for arithmomania, inability to cross running water, lack of reflection, or distaste for garlic.)

Vampires have exactly the same reaction to nooses, guillotines, electric chairs, and so on. It's not symbols of religion that they care about, it's symbols of execution.

But part of that idea might just be how much I enjoy pointing out how morbid the use of the crucifix as a symbol is. Introducing a religion whose holy symbol is a noose would probably work just as well. In related news, I just had a brilliant idea about a new religion...

Monday, July 16, 2012

Adventures In Rebasing 3: Doing It Right This Time

So, as I was getting into mini painting, I did splurge on ordering some actual black plastic circles and plastic-specific glue. So various minis that had broken off of their Lasertron tokens got much better bases. It was definitely worth the expense.


I wound up going with the Litko Game Accessories BaseMaker, buying 50 circular black acrylic 25mm diameter x 3mm tall circles. These are almost precisly the same, albeit less hollow and less bendy, as WotC mini bases. Perfect.

When I got them, they were all glossy and shiny and excellent and I oohed and aahed over them for a little while.

While I was at it, I got some Craftics #33 Acrylic Cement, which doesn't seem to glue the plastic together so much as melt it together. (I may mean that almost entirely metaphorically.)


You see the boxes of text on the front of that tube? That's all warnings. The entire back of the tube is taken up with warnings, too. Don't breathe the fumes, only use it outdoors or in a well-ventilated area, don't set it on fire, don't touch it, don't eat it, causes cancer, decomposes to poison when heated, et cetera. Sticks really well, so I recommend it, if you don't mind dying of it poisoning you in half a dozen ways at once.

I thought superglue was magic, but then minis started falling off their bases. With the plastic bases and the acrylic cement, they're not falling off anymore. Plus, they just feel much more like the correct weight now.

There was this one guy whose stance was way too wide to fit on a Medium base, and who was way too small to plausibly be Large (and anyway I still don't have any Large bases; that'll be my next Litko purchase.) He's pretty bendy, but also pretty elastic; his legs wouldn't stay together long enough to glue them. So I took an X-Acto Knife, sliced a little wedge out of each of his hips, glued his legs back on, glued him to a base, and now he's a good little mini. Should make a good warforged. (Also his eyes weren't painted, so I did them green, the same color as the little crystal of phlebotinum he's holding.)


All in all: I'd say doing it right is worth the expense.

Saturday, July 14, 2012

Extra Spell

Extra Spell. The feat that launched a thousand arguments, once upon a time. To wit: does it allow access to spells that aren't on your class list? Or does it allow access only to spells that you would normally be able to access anyway?

The arguments were (mostly) settled when the official WotC FAQ chimed in:

Can the warmage (Complete Arcane) benefit from the Extra Spell feat?

No. Extra Spell lets you add one spell to your list of spells known, but the spell must be taken from your class spell list. Since the warmage already knows all the spells on his class spell list, this feat has no effect.


But not everybody treats the FAQ as gospel, and rightly so (often, they provide insane and self-contradictory interpretations of the rules).

Prima facie, the line in the feat about "Extra Spell is generally used to learn a specific spell that the character lacks access to and would be unable to research" seems reasonably clear-cut: it allows you to mine other class lists, because if a spell is on another class's list and not yours, you lack access to it. If so, then the FAQ is flatly contradicting the text of the feat, so the FAQ is wrong.

However, I can see how it could have been intended to mean "lacks physical access to a written version to copy into his spellbook". It's ambiguous, but I can see the possibility.

---

That said, though casters don't need nice things, I disagree with the "official" FAQ answer.

There are precedents in the Expanded Knowledge, Shape Soulmeld, and Martial Study/Stance feats, which allow you to access things you would otherwise be unable to access.

There are hardly any circumstances under which Extra Spell would be useful if you adhere to the FAQ's answer. If you're on a class with a desperately limited number of spells known, maybe. Or, as the text of the feat says, if you want a spell but can't find a scroll of it. Or if you're a Chameleon and use your free floating feat every day to temporarily learn a new spell long enough to copy it into your spellbook. So the official interpretation makes it a waste of a precious feat.

Worst of all, the official interpretation is boring.

---

So I'm inclined, in my games, to let Extra Spell take a spell off any list at all.

With the exception of known game-breaker spells (though most of those are level 9, and thus unlearnable with Extra Spell).

And with the caveat that you don't get to pick from the weird lists like Trapsmith or Adept to get a spell early; if it's available to a full caster player base class, you get it as a spell of that level, no lower.

Thursday, July 12, 2012

Paint Your Minis

The first mini I did repainted. Original on the right.
I realized that I was resisting getting into mini painting out of fear of Doing It Wrong, because every "how to paint minis" website lists some gawdawful complex (and often mutually exclusive from site to site) set of steps and specific paints and brushes and glues and paint strippers and so on and if you don't use these exact products your minis will catch fire and explode and your family will catch the plague.
Original on the left. This one turned out... acceptable.
So, earlier this year, I just said "screw that", pulled out the paints I had inherited and bought for art class and the smallest brush I happened to own, and just went to town without regard for Doing It Right. (My family still has yet to catch the plague.)
The one in the middle is completely repainted. The one on
the left only has his quilted padding repainted. The one on
the right is the original.
The paint I happened to have -- mostly Galeria and Americana acrylics -- are apparently adequate to the purpose of mini-painting, and have served my needs just fine so far. When I run out of these, I may buy paints intended specifically for models.
Original grimlock on the right. Original goblin and
gravedigger on the left. Just repainted details, mostly.
Mostly, I've just been repainting the minis I happen to have doubles of. I repainted one of my dark-skinned minis with light skin, purely to make it easier to tell her apart from her dark-skinned doppelgänger, but I felt bad about it, because my mini collection has so few dark-skinned people (who aren't orcs) to begin with. But I repainted the next light-skinned double I got with dark skin, so hopefully it balanced out. I think I'm more concerned about this than is absolutely necessary.
Original on the left. The one on the right is black to make
up for repainting the earlier mini light-skinned.
I never noticed how many of my minis had eyes that are the same colour as their faces. Now they have actual eyes. The worst offender was my Tundra Scout, in part because each eye is as big as most minis' entire heads. Now my woolly mammoth has eyes instead of blank brown spots.
Original snake and beetle on the left. Original runespiral
demon on the right. Repainted the orangutan's rock, and his
Lasertron token to match.
So my advice to you: don't fuss about it, just get out your brushes and your paints and get painting. It's remarkably soothing. (Maybe if you don't happen to have brushes and paints, you can fuss a little bit about which ones to buy, but try not to fuss too much.)
I didn't repaint the Cap'n, but I did repaint his Lasertron
token to match the wave he's riding. I was pleased with
how closely I got it to match.
I also got a whole bunch of Ziploc bags and a Sharpie and organized my minis by Type and Subtype: "Misc Humanoids & Monstr Humanoids", "Animals, Plants, & Vermin" (because I only have a few of each), "Aberrations & Outsiders" (sometimes hard to tell apart, so they just get a shared one), "Oozes, Undead, & Constructs", "Humans & Elves" (again, sometimes hard to tell apart), "Dragons and [Reptilian]s", "Orcs & Goblinoids" (and also a cyclops), "Dwarves & Short Ppl" (including gnomes, halflings, and other human-like Small creatures), "Tokens" (leftover bases and Lasertron tokens), and "PCs" (so I don't have to go rooting through several different bags at the beginning of every session). So I recommend doing something like that, too.

Sunday, July 8, 2012

Pi, Bursts, and Cones

About two Pi Days ago, I celebrated in the most appropriate way I could think of: I actually did some calculations involving pi.

See, at some point I had seen Paizo's Steel Sqwire templates. I judged them unnecessarily expensive, because I knew I could make some that were just as good myself.

So I went and I found some wire...

...and did some calculations.

I decided that all the fiddly little right angles and squarenesses in the RAW templates for cones and bursts were unnecessary, because I was making templates to represent actual cone and burst shapes. I decided my cones would be quarter-circles and my spheres would be circles! So that involved some math.

As everyone should know from elementary school, the circumference of a circle is 2πr. And, obviously, the perimeter of a quarter-circle is 2πr divided by 4, plus 2r, or r(π/2+2). And 1 inch for a mini equals 5 feet in-character, so we divide all our answers by 5.

radius (ft.) cone (in.) burst (in.)
10 7.1 12.6
15 10.7 18.8
20 14.3 25.1
30 21.4 37.7
40 28.6 50.3
50 35.7 62.8
60 42.8 75.4
70 50.0 88.0
(If you do this yourself, you might consider yourself well-advised to double-check my math before cutting.)

I elected to make a 20' burst and a 30' cone, because those are the biggest that would fit in my D&D stuff carrying folder, and anything smaller is easy enough to figure out on the fly.

So I cut my wire to length and affixed it to itself with a connector and...
This dragon's breath weapon is 10' too short for its size. Oops.
This changeling is casting darkness. Or fireball. Or obscuring mist. Or fog cloud. Or stinking cloud. Or cloudkill. Or solid fog. Or dispel magic. Or zone of truth. Or something. This is a useful size template to have, is what I'm saying.

Easy!