| Post/Author/DateTime | Post |
|---|---|
| #1gogocharlieFeb 04, 2010 3:19:42 | 3.5e |
| #2jgumbyrxFeb 04, 2010 7:13:23 | this may be sketchy, but see if you can get this by your DM -- get a Greater MM Rod - Heighten; as long as it is in-hand, has at least one charge left, and you have a lower level acid spell available, it should work. otherwise, I think feats are the only way to go. BTW, what all feats do you have? there might be something to work with. you could also get a custom item that mimics "energy substitution - acid", and then just get DBF on your spells known. |
| #3MrCustomerFeb 05, 2010 1:54:12 |
When you choose the spells that a caster gets when you level, you get 2 new spells, it is assumed that you spent the time between levels researching these spells. Or when you choose your starting spells you choose what spells you wish to have. If you want an Acid Spell for a particular level, or cold effect etc, then what you should do is refer to the DMG, page 35, Creating New Spells. Use this information to convert existing spell of a different energy type to an acid type spell For instance, Take a spell such as FireBall, and turn it into Blast of Ice, or in your case, Acid Pool or whatever name you wish for it and instead of Fire, have the energy type be Acid. Or just create a spell which does acid damage based upon the chart in page 36, Maximum Damage For Arcane Spells. Compare the ranges and area effects to existing spells and get the DM's approval. Spells done in the manner of the DMG like this are perfectly balanced, and make the game unique and interesting. It also allows a greater degree of customizability to class design for cases where a character wants a themed Caster. Think of a Mage who wants to specialize in a particular ellement rather then a school, like an Ice Mage or in your case an Acidist. Some examples, from the Wizard List of spells that you can quickly and easily change to Acid based spells instead are: Level 1: Acid Grasp: 1d6/level Acid Damage (replaces Shocking Grasp) Acid Touch: As per chill touch, but effects Undead/living alike Acid Spray: replaces Burning Hands Level 2: Well you have Melf's Acid Arrow already here, Level 3: Acid Blast, replaces Fireball Bolt of Acid, replaces Lightning Bolt Acid Arrow, replaces Flame Arrow Level 4: Acid Trap replaces Fire Trap Acid Shield: replaces Fire Shield Acid Moat: Replaces Firewall, instead a trench, 20 feet wide, filled with Acid. Level 5: Cone of Acid: replaces Cone of Cold Transmute Rock to Acid: Turns rock into acid, which burns those who touch it. Level 6: Acid Fog, same as before Acid Sphere: Does acid Damage 1d6/level, max 15d6 or turns water into acid (that does 1d6 damage per 3 levels, max 6d6, duration 1 rnd/level) Othewise same as Otiluke's Freezing Sphere |
| #4deviknyteFeb 08, 2010 18:21:29 | Create a spell outta DMG. Take Delay Blast ACIDball. |