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<blockquote data-quote="Kalendraf" data-source="post: 1663764" data-attributes="member: 3433"><p>I spent a few minutes last night re-reading some of the spells mentioned by Elder-Basilisk. The one that really seems overpowered to me is the Quillblast spell. The main problem I see is that it doesn't scale at all with caster level. In the right situation, it can do up to 24d6 of damage to multiple targets. They do get a reflex save to avoid half the quills, but that seems way too powerful for a 5th level druid spell. The number of quills that strike the target is based on size (tiny or smaller = 1, small = 1d4, medium = 2d6, large = 3d6, huge = 4d6). Each quill not only dishes out 1d6 damage, but it also imposes a -1 on attacks, saves and checks. Creatures trying to remove the quills suffer another 1d6 unless they make a heal check. I really think this spell should scale with character level. As written, it also requires a lot of dice rolling. For area spells, I much prefer a single mass roll for damage along with saves. Otherwise it begins to take too much time to resolve a single spell.</p><p></p><p>One option could be to reduce the size & damage of the quills, but that doesn't necessarily fix the problem. My proposed method of fixing Quillblast is to make the number of quills become a static number based on the druid level. For example:</p><p></p><p>Tiny - 1 quill</p><p>Small - 1 quill per 5 druid levels</p><p>Medium - 1 quill per 2 druid levels</p><p>Large - 3 quills per 4 druid levels [(3 x CL) / 4, round down]</p><p>Huge - 1 quill per druid level</p><p></p><p>This way, a lower level druid isn't getting the maximum spell effect, while higher level druids begin to approach it. The reflex save for half would still be in effect, dropping the number of quills by half & rounding down.</p><p></p><p></p><p>For Nature's Favor, I propose changing the bonus to +1 per 3 druid levels, essentially making it become a Druid version of divine favor.</p><p></p><p></p><p>The cometfall spell doesn't seem too strong, but maybe I'm missing something. It basically scales as 1d6 per caster level by gaining 2d6 every even level, and only hits a 10x10 area. In areas with a lower ceiling, it will be less effective. It does have the added advantage of being able to knock characters prone and filling the squares with rubble, causing movement reduction and possible adding cover. It has a reflex save for half. None of that seems too far-fetched for a 6th level cleric spell.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1663764, member: 3433"] I spent a few minutes last night re-reading some of the spells mentioned by Elder-Basilisk. The one that really seems overpowered to me is the Quillblast spell. The main problem I see is that it doesn't scale at all with caster level. In the right situation, it can do up to 24d6 of damage to multiple targets. They do get a reflex save to avoid half the quills, but that seems way too powerful for a 5th level druid spell. The number of quills that strike the target is based on size (tiny or smaller = 1, small = 1d4, medium = 2d6, large = 3d6, huge = 4d6). Each quill not only dishes out 1d6 damage, but it also imposes a -1 on attacks, saves and checks. Creatures trying to remove the quills suffer another 1d6 unless they make a heal check. I really think this spell should scale with character level. As written, it also requires a lot of dice rolling. For area spells, I much prefer a single mass roll for damage along with saves. Otherwise it begins to take too much time to resolve a single spell. One option could be to reduce the size & damage of the quills, but that doesn't necessarily fix the problem. My proposed method of fixing Quillblast is to make the number of quills become a static number based on the druid level. For example: Tiny - 1 quill Small - 1 quill per 5 druid levels Medium - 1 quill per 2 druid levels Large - 3 quills per 4 druid levels [(3 x CL) / 4, round down] Huge - 1 quill per druid level This way, a lower level druid isn't getting the maximum spell effect, while higher level druids begin to approach it. The reflex save for half would still be in effect, dropping the number of quills by half & rounding down. For Nature's Favor, I propose changing the bonus to +1 per 3 druid levels, essentially making it become a Druid version of divine favor. The cometfall spell doesn't seem too strong, but maybe I'm missing something. It basically scales as 1d6 per caster level by gaining 2d6 every even level, and only hits a 10x10 area. In areas with a lower ceiling, it will be less effective. It does have the added advantage of being able to knock characters prone and filling the squares with rubble, causing movement reduction and possible adding cover. It has a reflex save for half. None of that seems too far-fetched for a 6th level cleric spell. [/QUOTE]
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