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Spell conversion: Mordenkainen's force missiles?
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<blockquote data-quote="Quickleaf" data-source="post: 9011702" data-attributes="member: 20323"><p>Yeah, the maths need work. It needs to be stronger when just one missile is cast, but probably shouldn't scale as intensely.</p><p></p><p></p><p>Sure, I was hoping other folks more knowledgable than me about PC class builds could chime in about boosts a PC could potentially get to the spell that might make the minor splash damage more potent... I feel like there is something there but I can't recall it atm...</p><p></p><p>Anyhow, the original spell has the bolts explode as part of its flavor & effect, so I do want to retain that. Not sure how much damage the splash should be though?</p><p></p><p>For ex, my first draft had the initial damage as 2d4+spellcasting mod, and then the splash to adjacent creatures = spellcasting mod. However, that ended up kicking the damage closer to the <span style="color: rgb(209, 72, 65)">red zone</span> with upcasting even more than is already happening.</p><p></p><p></p><p>Yes, I kept the utility high and damage low. To rein in the utility, I could stipulate an even shorter window of opportunity, such as: "Each hole closes as soon as another spell effect, attack, or creature passes through it. Otherwise any holes close at the end of your current turn." That's still a little ambiguous (does a missed attack pass through it or not?), but at least that way it's only allowing one thing, like only the follow-up <em>force missiles, </em>or only one of the Ranger's shots, or only one PC to slip through. Unless it's upcast. </p><p></p><p>For ex, <em>wall of force</em> is 5th level. That's part of the reason why I have 4th level <em>force missiles </em>only create one globe/missile. That way the caster PC by themself can't really get much use out of it (barring specific builds) until they upcast it at 5th level (i.e. equal to <em>wall of force</em>), which kinda mirrors how dispel & counterspell work.</p><p></p><p></p><p>Thanks your critique and suggestions, Ancalagon!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9011702, member: 20323"] Yeah, the maths need work. It needs to be stronger when just one missile is cast, but probably shouldn't scale as intensely. Sure, I was hoping other folks more knowledgable than me about PC class builds could chime in about boosts a PC could potentially get to the spell that might make the minor splash damage more potent... I feel like there is something there but I can't recall it atm... Anyhow, the original spell has the bolts explode as part of its flavor & effect, so I do want to retain that. Not sure how much damage the splash should be though? For ex, my first draft had the initial damage as 2d4+spellcasting mod, and then the splash to adjacent creatures = spellcasting mod. However, that ended up kicking the damage closer to the [COLOR=rgb(209, 72, 65)]red zone[/COLOR] with upcasting even more than is already happening. Yes, I kept the utility high and damage low. To rein in the utility, I could stipulate an even shorter window of opportunity, such as: "Each hole closes as soon as another spell effect, attack, or creature passes through it. Otherwise any holes close at the end of your current turn." That's still a little ambiguous (does a missed attack pass through it or not?), but at least that way it's only allowing one thing, like only the follow-up [I]force missiles, [/I]or only one of the Ranger's shots, or only one PC to slip through. Unless it's upcast. For ex, [I]wall of force[/I] is 5th level. That's part of the reason why I have 4th level [I]force missiles [/I]only create one globe/missile. That way the caster PC by themself can't really get much use out of it (barring specific builds) until they upcast it at 5th level (i.e. equal to [I]wall of force[/I]), which kinda mirrors how dispel & counterspell work. Thanks your critique and suggestions, Ancalagon! [/QUOTE]
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