Creeping cold is a 2nd level spell from Masters of the Wild that lasts for three rounds and does 1d6 damage the first round, 2d6 the second and 3d6 the third. The Druid player in my campaign is now extending it so that it does 4d6, then 5d6 and finally 6d6 in the sixth round. Is this right? Is it over powered?
My problem with this is for a 3rd level slot, the druid is doing 21d6 of cold damage to a single creature with only 1 save and no way to get rid of it short of a dispel magic.
On a similar note, what is stopping you from extending a Melf's Acid Arrow? By the rule, if you don't have something to neutralize the acid (who carries Vinegar) you continue to take damage for up to 7 rounds.
How do these spells get around the maximum spell damage for a single target?
I have already rule 0ed Miasma as it amounts to an unsaveable death spell that will kill virtually any single character and we are going to us the Epic ready version of Harm and Heal (we'll see what happens with 3.5)
Any opinions would be welcomed.
My problem with this is for a 3rd level slot, the druid is doing 21d6 of cold damage to a single creature with only 1 save and no way to get rid of it short of a dispel magic.
On a similar note, what is stopping you from extending a Melf's Acid Arrow? By the rule, if you don't have something to neutralize the acid (who carries Vinegar) you continue to take damage for up to 7 rounds.
How do these spells get around the maximum spell damage for a single target?
I have already rule 0ed Miasma as it amounts to an unsaveable death spell that will kill virtually any single character and we are going to us the Epic ready version of Harm and Heal (we'll see what happens with 3.5)
Any opinions would be welcomed.