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General Tabletop Discussion
*Pathfinder & Starfinder
Brutal Seething Surge
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<blockquote data-quote="Jeremy" data-source="post: 305460" data-attributes="member: 4036"><p>I think if it was medium range <em>and</em> an area of effect spell, it'd be a 5th level spell. But as it's touch and only a single creature per round and you can't cast spells while it's in effect without losing it, it's 3rd.</p><p></p><p>If it only affects a single target and is a touch spell it has a right to be more powerful than area of effect spell of the same level.</p><p></p><p>Look at some other 3rd level touch spells.</p><p></p><p>Haste. Better than Seething Surge, hands down.</p><p></p><p>Spider Poison. Would be a DC 29 Fort save or take 1d6 strength damage that goes away at one point per day, 10 rounds later another 1d6 at the same save. The fact that you get half your caster level to your DC here makes it a powerful contender though I'd give Seething Surge the edge.</p><p></p><p>Displacement. It depends on the scenario. 50% chance to miss no matter how good your attack bonus can be pretty powerful, especially when added to a high AC you can get from spells. Evenly matched with Seething Surge.</p><p></p><p>Explosive Runes. Given the fact that they are permanent, it depends on how many go off at once and how often you have to defend something. Utility also adds bonus points, difficulty of use in combat negates it. Advantage Surge.</p><p></p><p>Fly. Advantage Fly.</p><p></p><p>Mind Raid. Here's a fun one. Lot's of goodies to be had here. But daze/stun is nice too. Advantage Surge.</p><p></p><p>Shadow Strike. Depending on the application this one can go either way. Evenly matched.</p><p></p><p>Vampiric Touch. 1/2 caster level d6, no save. Heal or gain temporary hp equal to damage. Rawr. Love this one. Evenly matched.</p><p></p><p>Just looking up the list I'd say it's balanced. Core Rules only games might not like it, but it's far from being "broken". Kudos to creative people who use spell combinations.</p></blockquote><p></p>
[QUOTE="Jeremy, post: 305460, member: 4036"] I think if it was medium range [i]and[/i] an area of effect spell, it'd be a 5th level spell. But as it's touch and only a single creature per round and you can't cast spells while it's in effect without losing it, it's 3rd. If it only affects a single target and is a touch spell it has a right to be more powerful than area of effect spell of the same level. Look at some other 3rd level touch spells. Haste. Better than Seething Surge, hands down. Spider Poison. Would be a DC 29 Fort save or take 1d6 strength damage that goes away at one point per day, 10 rounds later another 1d6 at the same save. The fact that you get half your caster level to your DC here makes it a powerful contender though I'd give Seething Surge the edge. Displacement. It depends on the scenario. 50% chance to miss no matter how good your attack bonus can be pretty powerful, especially when added to a high AC you can get from spells. Evenly matched with Seething Surge. Explosive Runes. Given the fact that they are permanent, it depends on how many go off at once and how often you have to defend something. Utility also adds bonus points, difficulty of use in combat negates it. Advantage Surge. Fly. Advantage Fly. Mind Raid. Here's a fun one. Lot's of goodies to be had here. But daze/stun is nice too. Advantage Surge. Shadow Strike. Depending on the application this one can go either way. Evenly matched. Vampiric Touch. 1/2 caster level d6, no save. Heal or gain temporary hp equal to damage. Rawr. Love this one. Evenly matched. Just looking up the list I'd say it's balanced. Core Rules only games might not like it, but it's far from being "broken". Kudos to creative people who use spell combinations. [/QUOTE]
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