Bolt of Energy: New Spell [Archive] - Wizards Community

Post/Author/DateTimePost
Zeful

11-03-05, 09:12 PM
Okay I have a new spell that you may like.

Bolt of Energy
Evocation
Level: Sor/Wis 1
Components:V,S
Casting time:1 round
Range: Close 25ft+5ft/two caster level
Target: 1 creature
Duration: See text
Saving throw: See text
Spell Resistance: yes

This spell creates a bolt of energy of your choice (force, fire, cold, electricity, sonic) which is projected from your outstreched fingertips. And strikes unerringly. Each type of energy has it's own effect in addtion to the 1d4 damage. Force: Explodes knoking the target back 5ft. A reflex saving throw prevents this. Fire: Immolates, target takes 1 damage per two levels along with normal rules for being on fire. A reflex saving throw halves damage Cold: Slows the target for 1 round. A fortitude saving throw prevents this. Electricity: 1 damage/two levels. A reflex saving throw halves the damage. Sonic: Deafends for 1 round. A fortitude saving throw prevents this.

What do you think? Is it to powerful for a first level spell? Thanks in advance for any help?
smrtgmp

11-03-05, 09:20 PM
so wait, is it first level, or a cantrip? You have it listed as a cantrip in the stat block, but 1st level in the last sentance. Definately too powerful for a cantrip, but seems fine for 1st level.
Radijs

11-03-05, 09:42 PM
The fire part seems very powerful. Rendering a target helpless on a failed save. It allows for a lot of Coup de grace oppertunities.
Zeful

11-03-05, 09:51 PM
smrtgmp sorry about that i got confused. it's a zero level spell.

Radijs if you light your self on fire and roll around on the ground then have a friend take a stick and have him pretend to take your head off. it's easy to kill someone on fire. Hence the oppritunities of attack. If that seems powerful sorry.
KGodwin

11-03-05, 09:54 PM
I agree with the first two posters...

I suggest changing fire type to this...
Immolates the target, causing him to make a fortitude save or suffer 1 damage for every point of AC granted by his/her metal armor and/or shield with a maximum of (Max of Caster Level/2)+1.
Tony111

11-03-05, 10:06 PM
smrtgmp sorry about that i got confused. it's a zero level spell.

Feel free to edit your original post.

Radijs if you light your self on fire and roll around on the ground then have a friend take a stick and have him pretend to take your head off. it's easy to kill someone on fire. Hence the oppritunities of attack. If that seems powerful sorry.

Well of course it is realistic for a person on fire to be considered helpless but the relevant question here is: Is it balanced for a 1st level spell in the game system of D&D to make someone helpless.

And the answer to that, young grasshopper, is NO. First level helplessness should be confined to things like sleep and color spray which have annoying HD caps on the helplessness.

-Tony
Zeful

11-03-05, 10:46 PM
i'm a little reluctant about editing because it breacks up the sequence making other reader very confused. but i did it anyway.
also your point is well taken but the other option was kind of limited (but then again the spell is like the protection/resit elements seris so sorcerers use it to maximum efficency :D )

Thanks for the advise.
smrtgmp

11-03-05, 11:00 PM
i'm a little reluctant about editing because it breacks up the sequence making other reader very confused.If there arent many changes, I like to bold the edits. That makes things easier to follow.

I missed the helpless bit on my first read through. IMO that is too powerful for a cantrip, even if thats all the spell did. This really needs to be a 1st level spell.

At present, there is only one cantrip that does more than 1d3 damage, and that only works on undead. Yours does far more damage, is far more flexible, and has secondary effects. And it cant miss. On the other hand, the one round casting time and the short range make this a dangerous spell to cast. As such, I could possibly see it at first level, but definately not as a cantrip.

I also agree with the above poster who said the helpless effect should be removed or toned down. I would probably just go with the standard rules for being on fire, as that would simplify things quite a bit.
Zeful

11-03-05, 11:41 PM
That makes sense. I'll change it to first level and chang a few things around for balance.
cwslyclgh

11-04-05, 03:41 AM
just thought I would point out that force is not an energy type... so perhaps a name change to something more like "Mage Bolt" or something... other wise I think it would work as a 1st level spell
tarkin

11-04-05, 11:40 AM
I disagree. I think each one of these is fine as a SEPERATE 1st level spell.

But the ability for a Sorceror to learn this single spell and thus get all the elemental attacks makes it too strong for a 1st level spell.

But it does look weak as a 2nd level spell. Maybe make it 1d8 instead of 1d4.
Ellone

11-04-05, 12:40 PM
the maximum added damage should be specified (for fire, electricity).
You should add a ranged touch attack, it's logical for a bolt.
Nephlite

11-04-05, 02:38 PM
Okay I have a new spell that you may like.

Bolt of Energy
Evocation
Level: Sor/Wis 1
Components:V,S
Casting time:1 round
Range: Close 25ft+5ft/two caster level
Target: 1 creature
Duration: See text
Saving throw: See text
Spell Resistance: yes

This spell creates a bolt of energy of your choice (force, fire, cold, electricity, sonic) which is projected from your outstreched fingertips. And strikes unerringly. Each type of energy has it's own effect in addtion to the 1d4 damage. Force: Explodes knoking the target back 5ft. A reflex saving throw prevents this. Fire: Immolates, target takes 1 damage per two levels along with normal rules for being on fire. A reflex saving throw halves damage Cold: Slows the target for 1 round. A fortitude saving throw prevents this. Electricity: 1 damage/two levels. A reflex saving throw halves the damage. Sonic: Deafends for 1 round. A fortitude saving throw prevents this.

What do you think? Is it to powerful for a first level spell? Thanks in advance for any help?
I find the auto-hit feature too strong.
This seems like it should be a Ranged Touch attack since it does damage and a effect.

Other than that seems fine for a 1st level spell. I'll try to rewrite it a little clearer.

Bolt of Energy
Evocation
Level: Sor/Wis 1
Components: V,S
Casting time: 1 round
Range: Close 25ft+5ft/two caster level
Target: 1 creature
Duration: Instantanous but (See text)
Saving throw: None but (See text)
Spell Resistance: yes

This spell creates a bolt of energy of your choice (force, fire, cold, electricity, sonic) which is projected from your outstreched fingertips. And strikes unerringly. Each type of energy has it's own effect in addtion to the 1d4 damage.
1. Force: Explodes knoking the target back 5ft. A reflex saving throw prevents this.
2. Fire: Target takes +1 damage per two levels. A reflex saving throw halves damage
3. Cold: Slows the target for 1 round. A fortitude saving throw prevents this.
4. Electricity: extra +1 damage/two levels. A reflex saving throw halves the damage.
5. Sonic: Deafens for 1 round. A fortitude saving throw prevents this.

Comments:
I don't see Sonic has a fort save: more a will save personally but good either way.

Fire is stronger than Electricity looking at it. Fire has an effect and additoonal damage, but Electricity is just extra damage.

I think you should drop the Fire effect of burning and just do the extra damage (Changes shown above).
Kendrick

11-04-05, 04:05 PM
I disagree. I think each one of these is fine as a SEPERATE 1st level spell.

But the ability for a Sorceror to learn this single spell and thus get all the elemental attacks makes it too strong for a 1st level spell.

But it does look weak as a 2nd level spell. Maybe make it 1d8 instead of 1d4.
I wouldn't consider it too powerful - if I read that correctly the damage is 1d4 period, not 1d4 per level or per two levels. I would be fine with a sorcerer trading damage for versatility. The time it would really outshine MM and other damaging spells would be at 1st and 2nd level, which I don't see as a huge problem - at ultra low levels the sorcerer is pretty useless in my experience.
mushraeddur

11-06-05, 12:37 AM
I agree with the above post. This is not too powerful because the dmg does not scale.
Zeful

11-08-05, 09:57 AM
at first the spell was going to be named "Element Bolt" corrisponding with the protecion/ resist elements spell line (I know i'm missing one but i cant remember it's name). the burning thing was kind of rushed and not thought out. all the damage maximums are +10 (knew i forgot something) oh and tarkin, think of it as you learn the spell and are only able to cast on of them
got to go.
Klytus

11-08-05, 10:28 AM
If this spell -like magic missile- stirkes without error, then maybe the shield spell should protect against it, the same way it does against magic missile.
Zeful

11-08-05, 12:11 PM
Okay guys (and girls) here is the new Bolt of energy.

Bolt of Energy
Evocation
Level: Sor/Wis 1
Components:V,S
Casting time:1 round
Range: Close 25ft+5ft/two caster level
Target: 1 creature
Duration: See text
Saving throw: See text
Spell Resistance: yes

This spell creates a bolt of energy of your choice (force, fire, cold, electricity, sonic) which is projected from your outstreched fingertips. Each type of energy has it's own effect in addtion to the 1d4 damage.
Force: Explodes knoking the target back 5ft. A reflex saving throw prevets this.
Fire: Immolates, target takes 1 damage per two levels(max+10). A reflex saving throw halves damage
Cold: Slows the target for 1 round. A fortitude saving throw prevents this. Electricity: 1 damage/two levels(max+10). A reflex saving throw halves the damage.
Sonic: Deafends for 1 round. A fortitude saving throw prevents this.
You need to make a ranged attack roll to hit with this spell.

Is this better?
Kendrick

11-08-05, 04:39 PM
Depends on what you mean by "better".

The only use for that spell would be the force effect, if you were playing with a lot of cliffs/towers and so on and could actually knock someone off with it. It's still pretty crappy even then, but a crappy save-or-die spell might make the cut.

All the other uses are worthless. Save, SR, and ranged touch attack requirements combined with extremely low damage make this spell useless, except in the case that the force version could kill someone. Even then, I'd usually rather have a magic missile.