| Post/Author/DateTime | Post |
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| law10-29-04, 03:33 PM | Ok this is the first one of at least 5 spells I want to make. Yes the first one is just a fireball varent but I hope I got it right. How does it look ill try and make the other 4 and add them when I can. Algeen’s Prismatic Ball Evocation [Acid, Cold, Electricity, Fire, Force, or Sonic] Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 40 ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half; see text Spell Resistance: Yes A scintillating sphere of color flies from your finger to detonate at the target point. The spell is identical in effect to fireball, except where noted above and as follows. The explosion deals 1d6 points of damage per caster level (maximum 15d6) of a certain type. The type of damage dealt is determined randomly at the time of casting, and all damage dealt is of that type. Each damage type also changes some of the spell's effects as noted below: d6 Type Effect ------------------------------------------------------------------------------- 1 Acid 1 point of Constitution damage/5 levels (Fortitude negates) 2 Cold +1 damage/level; fatigued for 1 round/level (Fortitude negates) 3 Electricity +1 spell DC/5 levels 4 Fire +2 damage/level; ignites combustibles as fireball 5 Sonic -1 damage/level 6 Force -1 damage/level; fall prone (Reflex negates) |
| Steelwill10-29-04, 03:49 PM | OK well it seems balanced enough, its sort of a random enrgy type fireball with an extra 5d6 potential damage at 15th level. Questions: 1. Why do sonic and force do -1 per damge die of their chosen enrgy type if this is a typo...ok, but if not I don't understand? 2. Woudn't the Energy Substitution Feat from Tome and Blood combined with delayed blast fireball essentially do the same things with the exception of the special effects of the enrgy types of this spell? Beyond that it looks good. My 2 cents. |
| kSquared10-29-04, 04:07 PM | A little wordy. I suggest clarification, along the lines of: >>>>>>>> Prismatic Ball Evocation [Acid, Cold, Electricity, Fire, Force, or Sonic] [...] Level: Sor/Wiz {?} Area: 40-ft.-radius spread Saving Throw: Reflex half; see text A scintillating sphere of color flies from your finger to detonate at the target point. The spell is identical in effect to fireball, except where noted above and as follows. The explosion deals 1d6 points of damage per caster level (maximum 15d6) of a certain type. The type of damage dealt is determined randomly at the time of casting, and all damage dealt is of that type. Each damage type also changes some of the spell's effects as noted below: d6 Type Effect ------------------------------------------------------------------------------- 1 Acid 1 point of Constitution damage/5 levels (Fortitude negates) 2 Cold +1 damage/level; fatigued for 1 round/level (Fortitude negates) 3 Electricity +1 spell DC/5 levels 4 Fire +2 damage/level; ignites combustibles as fireball 5 Sonic -1 damage/level 6 Force -1 damage/level; fall prone (Reflex negates) <<<<<<<< That makes it a bit easier on the eyes and it's less to read. In any case, I think 6th level is about right. |
| law10-29-04, 04:44 PM | Thanks im still going to keep Algeen name in front (since he made it and theres a legendary class that needs it named that way). Other wise I will most likely change to more of the way you have it kSquared thanks. Steelwill they do less damage since they are harder to resist. Thats all. |
| tarkin10-29-04, 05:05 PM | Do not add any damage above 1d6 without lowering the max # of dice, or changing the save from reflex for 1/2 15d6 is the max for an area effect type spell at 5th/6th level spell No way should it do 15d6 + 30. Note, when combined with metamagics, things greater than the limits tend to be very abusive. Even with the randomness and being a 6th level spell, the most I would let you get away with is +1 pt per level, not +1 pt and other effect and certainly not +2. Examples of abuse. 15th caster level. Casting an 8th level spell (empowered version ), gets fire. Damage is (15d6 +30)*1.5: Average Damage is 123.75, Save for 1/2 = 61.875 Compared with Maximized Cone of Cold (8th level) = 90 pts, save for 1/2 = 45 points, saving throw is one less. Now look at an 15th level wizard with a 12 constition. 5 hitpoints (first level) + 3.5 x 14 = 54 hitpoints. It takes a Con of 14 for a wizard to survive his own spell, even if he makes his saving throw. That is a big red warning sign of a spell that is too powerfull. For a saving throw based spell, any wizard with a Constition of 12 should be able to survive one casting of his own most powerfull spell if they make the save. Death even if you make your save is just wrong. |
| law10-29-04, 05:11 PM | The spell needs to be balanced before you add metamagic. Many times metamagi thoughs a spells balance off. This spell is stronger then cone of cold (it onyl does 15d6 points of cold damage max). So I could either up another level or two (and the cap or some such) or lower the damage down to 10d6 max. Im ok with either one. Im thinking on droping the damage max to 10d6. As it realt weekens the spell. With out any feats it would do 65 points of fire damage on average. Which is slitely better then the 52 the a cone of cold would deal at that level. |
| kSquared10-29-04, 05:11 PM | For a saving throw based spell, any wizard with a Constition of 12 should be able to survive one casting of his own most powerfull spell if they make the save.I've never heard of any wizard surviving his own meteor swarm. ;) |
| law10-29-04, 05:17 PM | Good point kSquared. So by the rules my spell looks good. By the meta feat power ups it breacks them all. Also dont forget tarkin that as it stands now it would be doing 37 damage on avarege for the sonic and force. So it evens out in the end. Just the fire part of the spell I could drop to just a +1 extra damage. |
| law10-29-04, 06:21 PM | Heres my secont spell. How does it look. Algeen’s Prismatic Aura Evocation [Acid, Cold, Electricity, Fire, Force, or Sonic] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: 10 ft. Area: 10 ft.-radius-sphere centered on you Duration: 1 round/level (D) Saving Throw: Reflex half [b]Spell Resistance: Yes A bright scintillating aura surrounds you. This spell deals damage to all enemies that come within 10 feet of the caster and each round they stay within the area of the spell. The type of damage and the amount of damage is dealt is determined at random at the time of casting as noted below: d6 Type Damage ------------------------------------------------------------------------------- 1 Acid 1d6 points of damage +1 point per caster level (+10 max) 2 Cold 2d6 points of damage +1 point per caster level (+10 max) 3 Electricity 2d4 points of damage +1 point per caster level (+10 max) 4 Fire 2d6 points of damage +1 point per caster level (+10 max) 5 Sonic 1d4 points of damage +1 point per caster level (+10 max) 6 Force 1d4 points of damage +1 point per caster level (+10 max) |
| Talchar10-29-04, 07:45 PM | On you Algeen’s Prismatic Aura, On personal preference grounds, I would never allow it. I really hate the concept of wizards with roving damage fields. Add in expedious retreat, and you'll mow through the peasants. At least with Fire Shield, your opponent has to do attack you to gain damage and reach weapons can be used. This spell, that cries out, to be made into spell combo's of massive death. Through in a couple of metamagic feats, and you are a diety. Now, if the spell effect did not move with you?? I could live with it. |
| VirgilCaine10-29-04, 10:08 PM | Add in expedious retreat, and you'll mow through the peasants. And Flaming Sphere doesn't "mow through the peasants"? I mean, a 5th level Prot. Arrows, Levitating, Flaming Sphere-ing the peasants... |
| law10-30-04, 02:07 AM | Its a protective offensive spell. Plus if anything gets that close to a wizard the wizard best hope they can kill it before he gets killed. |
| Talchar10-30-04, 06:28 AM | And Flaming Sphere doesn't "mow through the peasants"? I mean, a 5th level Prot. Arrows, Levitating, Flaming Sphere-ing the peasants... Sure, flaming sphere can mow through the peasants, but flaming sphere is not a cast and forget spell. It takes up your move actions. A flaming sphere only can damage critters in one square per round and even then, a save = no damage. Conceptually, I would not consider this an defensive spell. IMO a defensive spell is a spell that: Shields, Restricts, or Diverts an opponents attack. 1] Shields against physical, magical, mental or other directed attacks: Typicallly by increasing armor class, absorbing energy, or by diverting an opponents attacks. 2] Restricts an opponents range of movement: Such as walls, slow spell, repulsion spells. 3] Diverting an opponents attack: Mirror Image, blur, project image Now having said that. Yes, there are mixed use spells. A good example is fire shield. It provides a limited defense vs energy & inflicts damage on an opponent. In general crossover spells, are spells that are underpowered or over leveled when taken apart conceptually. For example :Fireshield a) Energy Defense: 1/2 Damage vs either cold or heat attacks. If the spell allows for a save, then you take no damage. The 2nd level resist energy & 3rd level protection from energy, in most cases would be more effective. b) Offense Mode: 1D6+15 dmg. only vs targets that struck the wizard with a non-reach weapon. This level of damage is comparable to 2nd level spells. (flame Dagger, flame blade or Combust) An arguement could be made that this damage, could be viewed comparable to 1st level spell - (chill touch) Conceptually, an arguement could be made that fire shield should be a 3rd level spell. Long story short, your spell is an offensive spell. It does not due a defensive function, and nor does it function as a crossover spell. Basically, your spell is a continous 360 degree burning hands spell. You are a 10 foot radius bug screen with legs. That fact that your spell is limited to an area 10 feet around you, does not a defensive spell make. In any event, this spell would actually increase the risk to your wizard. Example: How is the fighter going to be able to protect you? The cleric to heal you? If you do drop, no one is going to be able to get to you. Off the top of my head, I cannot think of any other spell, for which the movement rate of the caster, directly relates to the damage potencial of the spell. |
| smrtgmp10-30-04, 06:45 AM | 15d6 is the max for an area effect type spell at 5th/6th level spel.Actually, the max is 15 dice of damage. No where does it limit those dice to d6's |
| law10-30-04, 12:28 PM | Thanks Talchar that a better way of putting how the spell works. Ya after reading that it is an offensive spell. But you also just said one of its weekneses. Who in the party would want to help the wizard within thos 10 feet. The spell is kinda a good and bad thing for the caster. |