D&D 3E/3.5 [3.5] Reworking Polar Ray

Anabstercorian

First Post
It has come to my attention that a Maximized, Empowered Scorching Ray is more potent, for the most part, than the eighth level spell Polar Ray. Now, you have to spend two feats to pull that off, so I don't think it's broken. But let's make Polar Ray a little more interesting to make up for it... And give it cousins.

Polar Ray
Evocation [Cold]
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and causes the target to become entangled in frost and ice for 1d4 rounds.
Focus: A small, white ceramic cone or prism.

Volcanic Ray
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A bright red ray of searing heat and fire springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of fire damage per caster level (maximum 25d6) and causes the target to become blinded by the flash for 1d2 rounds.
Focus: A small, volcanic glass cone or prism.

Caustic Ray
Evocation [Acid]
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A sickly green ray of bubbling chemicals and acid springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of acid damage per caster level (maximum 25d6) and causes the target to become nauseated by chemical fumes for 1d3 rounds.
Focus: A small, white ceramic cone or prism.

Electric Ray
Evocation [Electricity]
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A blue-white ray of crackling sparks and lightning springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of electrical damage per caster level (maximum 25d6) and causes the target to become stunned by the electric shock for 1d2 rounds.
Focus: A small, white ceramic cone or prism.

Sonic Ray
Evocation [Sonic]
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A translucent white ray of screaming vibration and sound springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of sonic damage per caster level (maximum 25d6) and causes the target to become deafened permanently and dazed for one round.
Focus: A small, white ceramic cone or prism.
 

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Technik4

First Post
Couple Things

First, you didn't specify what "encased in ice and snow" means, so that should be clarified. Second, while I don't think there is as tight a balance on the various resistances and immunities as there could (should) be, Sonic and Acid are very downplayed in the Core Rules. There is no generic +1d6 Sonic or Acid damage weapon enhancement, and there are few spells with those damage types (namely a couple conjurations do acid and a couple bard/wizard spells do sonic).

Here's my breakdown:

-Fire-
1-Burning Hands
2-Flaming Sphere
2-Scorching Ray
3-Fireball
4-Fire Shield
4-Fire Trap
4-Wall of Fire
7-Delayed Blast Fireball
7-Prismatic Spray
9-Meteor Swarm

-Cold-
0-Ray of Frost
4-Ice Storm
4-Wall of Ice
5-Cone of Cold
6-Otiluke's Freezing Sphere
8-Polar Ray

-Electricity-
1-Shocking Grasp
3-Lightning Bolt
6-Chain Lightning
7-Prismatic Spray

-Acid-
0-Acid Splash
2-Melf's Acid Arrow
6-Acid Fog
7-Prismatic Spray

-Sonic-
4-Shout
8-Great Shout

This is just a quick spin through my new phb, but it shows that fire is dominant, with cold and electricity backing it up. Shout is barely represented, and acid is almost a middle ground, but not quite. Personally I would make Acid spells in the theme of what they already are, namely either in a glob (missile) of acid which you throw, or a fog of it. I don't think sonic needs anymore play because its very hard to resist.

As for the big 3, I think fire is well represented enough, and doesnt need anymore spells. I wouldnt mind seeing a low level (1-3) cold spell, its tough waiting for Ice Storm at 7th level to be a cold specialist. Lightning is pretty well represented, but it lacks a high-level punch (besides metamagicking Chain Lightning).

However, again I would keep the spells in the somewhat loose themes they already occupy. I might make a new lightning spell but it would use the Line attack, or perhaps a high-level touch attack. A new cold spell I would stick to either cone or ray formats. I think this keeps the flavor of the elements, which can be an important thing. Unfortunately, fire is all over the place.

Technik
 


Belphanior

First Post
Not bad, I like the general concepts, Anabstercorian.

But I'd do it a bit differently.

Polar Ray:
Damage as normal, plus (if any damage is taken from the cold) Fortitude save or be effectively blinded by snow and ice for 1d3 rounds.

Volcanic Ray:
Damage as normal, plus (if any damage is taken from the fire) Fortitude save or be dazed by the heat for 1 round.

Caustic Ray:
Damage as normal, plus (if any damage is taken from the acid) Fortitude save or be nauseated by noxious fumes for 1d3 rounds.

Electric Ray:
Damage as normal, plus (if any damage is taken from the electricity) Fortitude save or be stunned by the shocks for 1 round.

Sonic Ray:
Damage as normal, plus (if any damage is taken from the sound) Fortitude save or be deafened by the blast for 1d4 rounds.


These effects are the same as the various Orbs from T&B, except for Electric Orb, which magnetizes you and has some sort of weird and awkward mechanic. Stunned seemed better IMO.
 

Anabstercorian

First Post
That is not smoke that you are blowing.

I think that your verdict is true and just, except for the deafening, which the most pansy-ass of all status reductions. A more pain-inducing status dysfunction is being required.
 

Belphanior

First Post
Very true, deafening is 'teh wimpy'.
However, it has the longest duration, and sonic is already very strong because almost nothing is immune to sonic energy damage. If the almighty sonic attack was given a seriously debilitating power (like sickened due to internal vibrations for example), Sonic Ray would render all the other ones obsolete.

My 2 cents.
 

the Jester

Legend
Interesting! I'll wait to see polar ray in play before I mess with it, but I've always been fond of all the take-damage-and-x effects and spells and stuff.
 

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