A rules twiddy

Piratecat said:
We're in to house rules territory at this point. I'll slide it over!

Cool idea, by the way.

Creation of new ways to increase damage prolly belong in Rules but I let your judgement do the better of it this time :D

And thanks.
 
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Destil said:
Listing the dice scaling rules within the spell would make it far mor compact and usable. From the MM.
Original - Enlarged
1d2 - 1d3
1d3 - 1d4
1d4 - 1d6
1d6 - 1d8
1d8 - 2d6
1d10 - 2d6
1d12 - 2d8

This is extremly rather weak as far as power level for a 2nd level spell, let alone third. A rather small damage increase vs a -2 to hit. With such a limited duration, this praticaly screams cantrip, to me.

In general this isn't typicaly going to be very powerful. The d8-2d6 and d12-2d8 are about the best you can do.

Before that the mean damage only goes up 1 point, with the maximum increasing one or two points, and the minimum remaining the same.

1d8-2d6: +1 min, +2 mean, +4 max
1d10 - 2d6: +1 min, +1 mean, +2 max
1d12 - 2d8: +1 min, +2 mean, +4 max

All in all, I'd have no problems with this as a cantrip, myself. For a 3rd level spell, it needs to out do bull's strength and be compirable to greater magic fang. About the only thing this has going for it is that the to-hit penelity won't be a big factor for most creatures, since they lack itteritiave attacks, so it's slightly better than an equivelent power attack, somtimes... (though PA reaised the minimum damage far more often).

Originally posted by Geoff
These spells seem rather weak. Why don't you cast Magic Fang or Greater Magic Fang instead?

Geoff.

Well I want to introduce a new aspect into spells that deals damage and augments natural weapons. Hmmm if we remove the -2 penalty to attack rolls but still keep the size enlargement of the natural attacks and increase duration to 10 minutes / level could it then qualify for a 1st, 2nd or maybe 3rd level spell?
 

I'd say without the penelity to hit, it's compairable to magic fang as a 1st level spell. The damage increase is a little odd (as in hard to balance, because it's dependent on the original damage), and there's no bonus to hit or ability to overcome DR. So for 10 minuits / level as a 1st level spell it should work fine, or if it affected all natural weapons and keeps it's current duration.

Also, I wouldn't bother using diffrent rules for monks with this (i.e. treating small monks as meidum), I'd simply increase their damage by the chart for monsters. This will produce diffrent results at high levels, but is far more consistant.

You'll need to cover what 1d20 becomes for monks, too. 2d12 would work and be consistant with the other results.
 

OK review time folks, done some changes in the mechanics and included the damage dice size increase table.
________________________________________________
Physique Enlargment
Transmutation
Level: Drd1, Dgn2
Components: V, S, DF or F
Casting Time: 1 action
Range: Touch
Target: Living Creature Touched
Duration: 10 minutes / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Physique Enlargement enlarges one natural weapon of the subject creature so it becomes larger and bulkier but makes it more effiecient and potent when it comes to dealing physical damage. When you're under the effect of the Physique Enlargement spell all your natural attacks counts as if they are one size category larger then normally are, and inflict extra damage. The extra damage you gain through this spell is considered an enlargment bonus. The spell can affect a slam attack, fist, bite or any other natural weapon. (The spell does not chage an unarmed strike's damage from subdual damage to normal damage.)
________________________________________________
Code:
[COLOR=burlywood]
Initial        New
Damage         Damage
-------------------------------
1              1d2
1d2            1d3
1d3            1d4
1d4            1d6
1d6            1d8
1d8            2d6
1d10           2d6
1d12           2d8
1d20           2d12
[/COLOR]
________________________________________________
 
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I like what I see, but would put the -2 modifier back on the attack roll. That way, much like Power Attack, you are trading hit potential for damage potential. It fits an established pattern in the rules.

Also, it helps for logic (which does not have to be there in a fantasy game). You are taking a creature and increasing the size of it's appendages, but not the entire creature itself. This is going to throw that critter off balance and make it more difficult to work with that larget appendage. Factors of weight, size, and familiarity all come in to say that the animal is not used to the now larger attack form and is a bit awkward with it, despite the increased damage.

Imagine doing this on a bear: You cast it on one of the bear's claws and it gets bigger, doing more damage. So far, so good. Now imagine seeing a bear in the wilds with three claws/paws that are normal sized, and one that is enarged. My mental picture is a bit awkward for the bear. Worse yet, do it to the head. Now the neck muscles have to work harder to hold that head up and control it for biting.

Either way, I like the basic idea and think that it is something that is worth the work to balance and use. A bit of color and flavor instead of just twisting something like magic fang.
 

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