iwatt
First Post
Maybe we just all feel that the whole Enworld community needs to hear the gospel of Iron Heroes?
Praise the Mearls and his lord Monte....

Maybe we just all feel that the whole Enworld community needs to hear the gospel of Iron Heroes?
JohnSnow said:First, the way to get that thread going again is to post in it.
I check it on a regular basis, but nobody ever raises anything for discussion over there. Maybe we just all feel that the whole Enworld community needs to hear the gospel of Iron Heroes? Or maybe not... :\
I see. So the page-long discussion on arcanists in IH campaigns right above me is "general RPG usage" as opposed to the piece of errata for the document itself that I requested?ValhallaGH said:Go back to the IH board, it's been covered in some detail. Plus, this thread is supposed to be for more general RPG usage.![]()
ValhallaGH said:Slay is very powerful. Probably too powerful, since it's a better option than your other major combat spells.
ValhallaGH said:*shoves thread back to general use*
Slay is very powerful. Probably too powerful, since it's a better option than your other major combat spells.
Pretend you're trying to slay a Battle Titan (basically a 28 HD T-Rex trained as a war mount from MM III) then you'll need to have a powerful enough slay spell to affect 28 HD of creature. For a meaningful amount of damage (say, 15d6) that's a DC 149 spell that you have to deliver from 10 feet away (AoO!). If you'd rather not get eaten while casting it, then you'll need some extra range too; another 40 feet should suffice for a final DC of 153 to either kill the BT or deal 15d6 of damage.
On the other hand, you can get a 30d6 Create Energy spell from 50 feet away (changed from burst to target, so the same ranged touch attack) for a DC of 165.
That's just too good. Not only does it have the same effect on a successful save but it has better effect on a failed save, is not mitigated by energy resistances and is 60% easier to cast.
+2 per hit die seems too low to me. If someone can explain how this isn't an issue then I will be very impressed.
ValhallaGH said:Both of those spell builds are single target spells that require ranged touch attacks and allow saving throws. Both can be augmented to include large areas and affect multiple targets.
Which one is better?
Not only does it have the same effect on a successful save but it has better effect on a failed save, is not mitigated by energy resistances and is 60% easier to cast.
iwatt said:Well, the power words always were better than a fireball, and it's those spells it's trying to emulate. For an IH game I agree that it's too powerful. In any case, it really isn't too consistent with 3.5 which replaced save or die with save or massive damage (double dice per level). Check out desintegrate.