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<blockquote data-quote="Al" data-source="post: 309414" data-attributes="member: 2486"><p>Against.</p><p></p><p>The thing that gets me is that this very quickly gets *very* nasty. The pain isn't in the damage or the Fort save, but the barrage effect.</p><p></p><p>Consider the scenario: a mage and his familiar (raven or similar) with a Spectral Hand in tow casts this spell. They are all Hasted. The familiar has moved to flank with the hand.</p><p></p><p>Let us take the wizard to be 7th level; his opponent is a fighter of comparable level. We are using standard DMG statted characters.</p><p></p><p>Ok, first calculate the probability of making the touch attack. The mage's to hit is just +3, but the raven's is +7, and the hand's is +5. Add on the flanking bonuses, and they rise to +5/+9/+7 respectively.</p><p></p><p>The fighter's touch AC is 11. Thus, the wizard has a 75% chance of touching, the raven a 95% chance and the hand an 85% chance of touching.</p><p></p><p>Now here's the kicker: the number of attacks they can pull off and hit with. The wizard hits with (2x0.75), the raven with (2x0.95), the hand with (2x0.85). Total hits per round=1.5+1.9+1.7=5.1 attacks to hit. Average damage per hit=4.5 (average of d8) + 7 = 11.5. So that's 5.1 x 11.5 damage per round, or 58.65 PER ROUND with no save, or enough to floor the fighter in a single round in laymen's terms, on average rolls and with no save.</p><p></p><p>But that's not the sting in the tail. The sting is that Fort save or dazing. Because the fighter is going to have to make 5 Fort saves (rounding 5.1 down) or else get dazed. At the moment his Fort save is +8- pretty respectable against the wizard's DC of 16. He only need roll an 8, a 65% chance of saving. But the chances of him making it five times are (0.65^5), or about 11%. </p><p></p><p>So, here's the conclusion (all at 7th level):</p><p></p><p>On average rolls, this spell can do enough damage to floor a fighter of equivalent level (of course, this is worse against say wizards and the like).</p><p></p><p>If not defeated, the chances of not being dazed (by which time the fighter will be easily mopped up by continued barrage of this spell) are just over 11%, making this an almost surefire bet for the wizard.</p><p></p><p>At lower levels, the damage effect will be even worse, as is the disparity between Fort saves and DCs. At higher levels, this spell becomes less broken against high-hit point, good-Fort save characters, but not so against low-hit point weak-Fort saves.</p><p></p><p>At low-levels, this can easily kill even foes with high hit points and good Fort saves without breaking a sweat. At even high levels, it can easily mop up opposing wizards, rogues and the like. For a 3rd level spell to do this seems too powerful. I'm against.</p></blockquote><p></p>
[QUOTE="Al, post: 309414, member: 2486"] Against. The thing that gets me is that this very quickly gets *very* nasty. The pain isn't in the damage or the Fort save, but the barrage effect. Consider the scenario: a mage and his familiar (raven or similar) with a Spectral Hand in tow casts this spell. They are all Hasted. The familiar has moved to flank with the hand. Let us take the wizard to be 7th level; his opponent is a fighter of comparable level. We are using standard DMG statted characters. Ok, first calculate the probability of making the touch attack. The mage's to hit is just +3, but the raven's is +7, and the hand's is +5. Add on the flanking bonuses, and they rise to +5/+9/+7 respectively. The fighter's touch AC is 11. Thus, the wizard has a 75% chance of touching, the raven a 95% chance and the hand an 85% chance of touching. Now here's the kicker: the number of attacks they can pull off and hit with. The wizard hits with (2x0.75), the raven with (2x0.95), the hand with (2x0.85). Total hits per round=1.5+1.9+1.7=5.1 attacks to hit. Average damage per hit=4.5 (average of d8) + 7 = 11.5. So that's 5.1 x 11.5 damage per round, or 58.65 PER ROUND with no save, or enough to floor the fighter in a single round in laymen's terms, on average rolls and with no save. But that's not the sting in the tail. The sting is that Fort save or dazing. Because the fighter is going to have to make 5 Fort saves (rounding 5.1 down) or else get dazed. At the moment his Fort save is +8- pretty respectable against the wizard's DC of 16. He only need roll an 8, a 65% chance of saving. But the chances of him making it five times are (0.65^5), or about 11%. So, here's the conclusion (all at 7th level): On average rolls, this spell can do enough damage to floor a fighter of equivalent level (of course, this is worse against say wizards and the like). If not defeated, the chances of not being dazed (by which time the fighter will be easily mopped up by continued barrage of this spell) are just over 11%, making this an almost surefire bet for the wizard. At lower levels, the damage effect will be even worse, as is the disparity between Fort saves and DCs. At higher levels, this spell becomes less broken against high-hit point, good-Fort save characters, but not so against low-hit point weak-Fort saves. At low-levels, this can easily kill even foes with high hit points and good Fort saves without breaking a sweat. At even high levels, it can easily mop up opposing wizards, rogues and the like. For a 3rd level spell to do this seems too powerful. I'm against. [/QUOTE]
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