Damp Power [Archive] - Wizards Community

Post/Author/DateTimePost
Wildflower

07-31-07, 11:13 AM
AS I read it, it seems likes it is only good for one round. Is this correct?

Thanks
Tempest Stormwind

07-31-07, 11:16 AM
AS I read it, it seems likes it is only good for one round. Is this correct?

Thanks

Worse. It's only good for the one power you damp.

If you want an effect like Damp Power that works over a whole round (or longer), look up Intellect Fortress.
Knight0

07-31-07, 12:51 PM
It is still an awesome power. 7pp and your party gets the minimum possible on the dice. thats a meteor swarm doing a maximum of 32 damage. or an 20th level overchanneled empowered disintergrate instead of doing 69d6 (241.5) damage only doing 69 damage. can save you and your party's life.

p.s. these are assuming you FAIL your saving throw.
AskaniPsion

07-31-07, 05:44 PM
Yes it is still an awesome power as it is Immediate.
sijigs

07-31-07, 06:16 PM
Assuming that you:

1) Know it's coming
2) The spell has variables
3) Still have an immediate action to spend

Yeah, it's quite handy.
kyeudo

07-31-07, 06:55 PM
Assuming that you:

1) Know it's coming
2) The spell has variables
3) Still have an immediate action to spend

Yeah, it's quite handy.

How often do multiple wizards/psions/blaster of your choice successfuly sneak up on you, catch you flat-footed, and then blast you with damage spells?
sijigs

07-31-07, 07:42 PM
How often do multiple wizards/psions/blaster of your choice successfuly sneak up on you, catch you flat-footed, and then blast you with damage spells?

Maybe not in your campaign... so you're lucky.

1. What if your psion doesn't have spellcraft? How do you know if it's a blasting spell? You could just expend it everytime some nutjob waves their arms around.

2. How about an improved invisible caster?

3. Or spell-based traps.

4. Metamagicked spells - either Still or Silent.
Ryuoch

07-31-07, 08:37 PM
Maybe not in your campaign... so you're lucky.

1. What if your psion doesn't have spellcraft? How do you know if it's a blasting spell? You could just expend it everytime some nutjob waves their arms around.

2. How about an improved invisible caster?

3. Or spell-based traps.

4. Metamagicked spells - either Still or Silent.



1. Or when you DM calls for a saving throw, none of my dms have ever said you had to say you were using it before he called for a saving throw. You just have to do it before you roll.

2. Your not flat footed when fighting an invisible caster so you can still use the power if called to make a saving throw.

3. You’re probably flat footed at that point so you’re boned.

4. Again still not flat footed.
sijigs

07-31-07, 09:30 PM
1. Or when you DM calls for a saving throw, none of my dms have ever said you had to say you were using it before he called for a saving throw. You just have to do it before you roll.

2. Your not flat footed when fighting an invisible caster so you can still use the power if called to make a saving throw.

3. You’re probably flat footed at that point so you’re boned.

4. Again still not flat footed.

1. LOL - then you're lucky that you can somehow pre-determine that it's a blasting power.

2. If initiative hasn't started then yeah... but also #1.

3. Yep. :)

4. Sames as #1.
Ryuoch

07-31-07, 09:41 PM
1. LOL - then you're lucky that you can somehow pre-determine that it's a blasting power.

2. If initiative hasn't started then yeah... but also #1.

3. Yep.

4. Sames as #

So the real limitations to this power is, you could be wasting power points (problem if your a psi warrior) and you can’t use it if your flat footed. Even with these limitations it’s still not a bad 2ND lvl power.

Oh and it uses your Immediate Action which is problem the biggest down side at higher lvls so the real limitations to this power is, you could be wasting power points(problem if your a psi warrior) and you cant use it if your flat footed. Even with these limitations it’s still not a bad 2ND lvl power.

Oh and it uses your Immediate Action which is the biggest down side at higher lvls
Ryuoch

07-31-07, 09:41 PM
1. LOL - then you're lucky that you can somehow pre-determine that it's a blasting power.

2. If initiative hasn't started then yeah... but also #1.

3. Yep.

4. Sames as #

So the real limitations to this power is, you could be wasting power points (problem if your a psi warrior) and you can’t use it if your flat footed. Even with these limitations it’s still not a bad 2ND lvl power.

Oh and it uses your Immediate Action which is the biggest down side at higher lvls
sijigs

07-31-07, 10:10 PM
Yeap. Good on low levels but not so great high levels.
Psikerlord

07-31-07, 10:31 PM
I've used it a lot in our campaign, one of the best defensive powers there is. Great anti-spell damage capability for you and the party. True, it's no use if you lose initiative and get blasted while you're not flat footed, but that's pretty rare. The cost of using your immediate action is worth it. The only real drawback I've found with it are when you are hit with non-spell blasting damage, like a breath weapon. Then you need something else to protect you (vigor works ok if you have a spare round). Alternatively, at higher levels, mind over energy (6th) completely negates one type of damage as an immediate action, whatever the source.
TheDarkLord

07-31-07, 11:02 PM
How often do multiple wizards/psions/blaster of your choice successfuly sneak up on you,

All the damn time.

catch you flat-footed,

All the damn time.

and then blast you with damage spells?

You mean if we're lucky? SoL (S out of luck, or Save or lose, your choice) if we're not...

INtellect fortress is still the superior power, damp power may be good if you know you are going to be facing the weaker blaster type casters..
Knight0

08-01-07, 12:54 PM
Word of Chaos/law/etc use variable numeric effects on the time.

Also another question. It says it minimizes all variable numeric effects. Does that include the % miss chance on Plane shift? IE does it mean you teleport 5 miles away as apposed to 5d%
CrimsonDeath

08-01-07, 05:10 PM
Word of Chaos/law/etc use variable numeric effects on the time.

Also another question. It says it minimizes all variable numeric effects. Does that include the % miss chance on Plane shift? IE does it mean you teleport 5 miles away as apposed to 5d%
That's actually really clever. I like it.
DarkPawn

08-01-07, 05:27 PM
Got a question regarding this power. If a wizard is casting on you and you fail spellcraft or don't have it, can you dampen it? Granted you could just guess before it goes off and spend power points but my question is once the spell is cast, the duration is instantaneous for a "fireball" lets say.

Would you be able to throw it up with no clue it was coming? Or by then is it too late?
AskaniPsion

08-01-07, 05:33 PM
INtellect fortress is still the superior power, damp power may be good if you know you are going to be facing the weaker blaster type casters..


Yes it is better - that is why it is a 4th level power.

But from 3rd level Psion until 6th, Damp Power is a great power until you reach 7th. So at 7th level, use the Retraining rules to get rid of Damp Power and choose Fortess as one of your new 4th level powers.
Tempest Stormwind

08-01-07, 05:43 PM
Got a question regarding this power. If a wizard is casting on you and you fail spellcraft or don't have it, can you dampen it? Granted you could just guess before it goes off and spend power points but my question is once the spell is cast, the duration is instantaneous for a "fireball" lets say.

Would you be able to throw it up with no clue it was coming? Or by then is it too late?

You can take an immediate action at any time, and Damp Power actually says that the NEXT power to affect you is minimized, so you can in theory throw it up on the end of your round, get attacked by two swords, then fail the spellcraft check when the mage hucks a fireball at you... only to damp the fireball.

Of course, if the mage makes the check to ID your Damp Power, he could just switch to a nonvariable spell, or he could just not fireball you that round, which is why it's wise to wait until the last possible instant before triggering it.
DarkPawn

08-01-07, 05:53 PM
You can take an immediate action at any time, and Damp Power actually says that the NEXT power to affect you is minimized, so you can in theory throw it up on the end of your round, get attacked by two swords, then fail the spellcraft check when the mage hucks a fireball at you... only to damp the fireball.

Of course, if the mage makes the check to ID your Damp Power, he could just switch to a nonvariable spell, or he could just not fireball you that round, which is why it's wise to wait until the last possible instant before triggering it.

Gotcha, well I guess it would be a good idea for my wizard to take a few cross class skills in psicraft. ;)
Tempest Stormwind

08-01-07, 06:18 PM
Gotcha, well I guess it would be a good idea for my wizard to take a few cross class skills in psicraft. ;)

Or for the DM to realize that his knowledge of arcane theory and metaphysical relationships helps him to understand prayers and ecclesiastic imagery as well as his own spells. That is, Spellcraft works for both divine and arcane magic just fine, and there's no reason to split Psicraft from it.

I do one of three things when I DM.
1) Merge them all to the same skill, same DCs.
2) Merge them all to the same skill, DC+4 when working with another system (default; this is extendable across the board as well, for new systems that come out after the rule, such as pact magic or the like. The only alternate system I don't blanket with this is the Tome of Battle, because knowing how magic works won't help you ID the Thousand Petal Thrust.)
3) Total split: Spellcraft, Hymncraft, Psicraft. (SOMETIMES I allow overlapping as 2 under this scenario.)

My current DMs use something similar to 2 -- they're distinct skills but can be used as each other with a -4.