Overchanneling Cantrips

Post/Author/DateTimePost
#1

yrtalien

Aug 13, 2014 12:44:24

I'm sorry if this has been asked and answered already, I did a search assuming it would have been but found nothing, so... When an Evocer overchannels a Cantrip more than once does he pay a cost?  Or is it a freebie for Evocers.  Thinking about it, I don't think it's overpowering... Your muscle spells would still be your standard damaging aoe and control spells but you could nicely fall back to your cantrips...  Since the damage from overchanneling is listed as a multplier of the spell level my player thinks there should be no damage... of couse he'd have to keep track of how many times he did it because if he overchanneled a Cantrip 5x then needed to overchannel a 1st level spell he would take 6d12 necrotic damage...

 

Do I have any of this right?
 

 

Anyone?

#2

Ashrym

Aug 13, 2014 13:15:31

 

I would look at spells harder but I go with cantrips don't have an actual level so technically cannot be overchannelled.  EDIT: NM, just doublehecked the rules and cantrips state they are level 0 for clarification.  Looks like RAW it could be free of necrotic damage.  It's plus d12 per spell level for addition uses so no matter how many uses times 0 is still 0.

#3

mellored

Aug 13, 2014 13:24:03

It's not working as intended.

 

Merls suggested dealing 1d12 damage for cantrips.

#4

silentdante

Aug 13, 2014 13:24:30

i think at 14th level you could probly overchannel cantrips without adverse effects, so i dont see how this is a big deal, most cantrips can be semi-powerful, but i would think casting a fireball is still going ot be worse then using a cantrip with max damage. even without overchanneling the fireball. i say dont worry about it until he raches lvl 12, unless you guys are starting at lvl 14...

(Reply to #3)

yrtalien

mellored wrote:
#6

silentdante

Aug 13, 2014 13:49:42

yrtalien wrote:
#7

silentdante

Aug 13, 2014 15:28:20

lets take a look

 

LVL 14

 

cantrips:

(just going to look at dice here no other bonus damage since all spells would get that anyway because of evoker)

acid spray is 3d6 overcharge to 18 or half of saving throw

chill touch is 3d8 overcharge to 24

fire bolt is 3d10 overcharge to 30

poison spray is 3d12 overcharge to 36 or half with saving throw

ray of frost is 3d8 overcharged to 24

shocking grasp is 3d8 overcharge to 24

 

so i think not taking damage to get this little bit of damage is fine, it still add;s to the number of times the power is used. so cast fireball or a better spell to overcharge the first free time, then only use it on cantrips, because the damage gets insane otherwise. it's kind of the same as a fighter with his extra attacks.

 

as comparrison, fire is 8d6, taking the worse average of 3 each on the roll would be 24 damage half on save. with potential to be much more then a cantrip at full or less of course. also it hits multiple enemies, where fire bolt etc do not.

 

so basically if you chose to use overcharge on a bunch of cantrips you would be smart to not use it on a regular spell before the long rest, and doing about the same amount of damage a non overcharged spell does like fireball etc. that seems like balance to me. also doing 30 damage at lvl 14 is right in line i think with average damage rolls form a few other classes.

 

#8

Psikerlord

Aug 13, 2014 15:35:30

yrtalien wrote: