Elemental damage fill out
I was considering the damage for the elemental weapon enhancement (Create Element) and was considering filling out the chart for the missing MP values and to provide alternate damage dice. Based on average damages this is what I came up with.
MP Damage Average Damage
1 +1d4 2.5
1 +1d6 3.5
2 +1d8 4.5
2 +2d4 5
2 +1d10 5.5
3 +1d12 6.5
3 +2d6 7
3 +3d4 7.5
4 +2d8 9
4 +4d4 10
5 +3d6 10.5
5 +1d20 10.5
6 +2d10 11
7 +5d4 12.5
7 +2d12 13
7 +3d8 13.5
8 +4d6 14
9 +6d4 15
10 +3d10 16.5
11 +7d4 17.5
11 +5d6 17.5
12 +4d8 18
13 +3d12 19.5
14 +8d4 20
15 +6d6 21
15 +2d20 21
16 +4d10 22
17 +9d4 22.5
17 +5d8 22.5
18 +4d10+1 23
19 +7d6 24.5
20 +10d4 25
21 +4d12 26
22 +6d8 27
23 +11d4 27.5
23 +5d10 27.5
24 +8d6 28
It allows you to have xD4, xD6, xD8, xD10, and xD12 for your added damage as well as gives you a choice of damage at a few MP cost points.
Presumably you could use the chart to substitute damage dice for Evoke spells as well so that your 6 MP fireball does 4d10 damage instead of 7d6 damage (though were I to try that option, I'd probably only allow choosing lesser average damages (or perhaps up by .5 average, allowing the caster to use 10d4 for 6 MP, but no higher).
Are my assumptions reasonable? Or am I missing a loophole?
On a related note, I was considering saying that if you halved the damage the spell causes up front, you could make it a no save (and no need to hit) spell such as magic missile. Thus with Evoke spells 1 MP would get you a 1d6 no save attack, 3 MP would create a 2d6 no save, 5 MP = 3d6, etc.
Is that still balanced? If not, why not?