| Post/Author/DateTime | Post |
|---|---|
| Harmor03-09-04, 01:55 AM | In the lates article about sneak attack Skip Williams talks about spells and sneak attack. http://www.wizards.com/default.asp?x=dnd/rg/20040309a For example, a 10th-level rogue who makes a successful sneak attack with an enervation spell deals 1d4 negative levels plus an extra 5d6 points of negative energy damage. Err...that's alot of damage. |
| Ehelonna03-09-04, 02:03 AM | Originally posted by Harmor Err...that's alot of damage. Not really... 5D6 is standard sneak attack damage for a 10th level rogue. If it had been 5D6 negative levels, I could see a problem. He could have used a ray of frost (cantrip) and done 1d3+5d6 cold damage instead. Or, assuming he's a 7th level wizard (minimum for enervation) he could have used an empowered scorching ray for 6d6+6d6+5d6 fire damage, but requiring two ranged touch attacks. |
| Sancus03-09-04, 07:14 AM | As above, that's not really very much damage. For the 10th level rogue to even be casting Enervation, he has to have spent a lot of money on an enervation wand or a bunch of scrolls(as well as have good UMD ranks and decent charisma to be able to use them without a serious chance of failure), or he's a level 10 rogue/level 7 wizard in which case this really is pretty minor at level 17... |
| Raging Halfling03-09-04, 04:15 PM | This kind of thing is why the Arcane Trickster PrC is so powerful. It may be the only type of spellcaster for whom cantrips remain useful. A simple Acid Splash can become your trusty backup for the remainder of your adventuring career. Normally, Acid Splash does 1d3 acid damage with a ranged touch attack: not all that powerful. But it's the other properties of the spell that make it awesome for an AT: no save, no spell resistance, requires a touch attack, and best of all it's level 0! Enervation also works well. Keep in mind that in Skip's example that's actually 1d4 negative levels (5-20 hp) + 5d6 negative energy damage. Negative levels temporarily (in this case) reduce hit points also. In addition, your opponent has a reduced ability to strike back (penalty to attack rolls, saves, effective caster level, and loss of high level spell slots), which the 1d4 hp/level AT loves! |
| kreynolds03-09-04, 04:45 PM | Originally posted by Raging Halfling Negative levels temporarily (in this case) reduce hit points also. The -5 hit point loss with negative levels and energy drain applies to the special ability, but neither the energy drain spell nor the enervation spell. |
| Harmor03-10-04, 09:11 AM | 1d4+5d6...that's an average of 20 (2.5+5*3.5) negative energy levels... Each one lowering your attack by 1 and -5 hp. That's -20 to hit, saves, skill check, ability checks and -100 hp. You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so. An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour. So if you hit and do average damage you insta-kill a level 20HD or less mob. ??? |
| d_nychus03-10-04, 09:15 AM | No, that's an average of 2.5 negative LEVELS and 17.5 points of negative ENERGY DAMAGE (hp damage, damage like Inflict Serious Wounds causes, etc.). Not the same thing, AT ALL. |
| d_nychus03-10-04, 09:18 AM | A successful sneak attack with a weaponlike spell inflicts extra damage according to the attacker's sneak attack ability, and the extra damage dealt is the same type as the spell deals. For example, a 10th-level rogue who makes a successful sneak attack with a Melf's acid arrow spell inflicts 2d4 points of acid damage, plus an extra 5d6 points of acid damage from the sneak attack (note that continuing damage from this spell is not part of the sneak attack). Spells that inflict energy drains or ability damage deal extra negative energy damage in a sneak attack, not extra negative levels or ability damage. For example, a 10th-level rogue who makes a successful sneak attack with an enervation spell deals 1d4 negative levels plus an extra 5d6 points of negative energy damage. I think you missed that line. |
| kreynolds03-11-04, 10:40 AM | Originally posted by Harmor ...and -5 hp. Look up. |