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Elements of Magic: Questions for the Designer
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<blockquote data-quote="astriemer" data-source="post: 1674611" data-attributes="member: 19771"><p>I figured that's what you had done. I created the list for myself trying to convert some standard spells that weren't using d6 for damage. I was primarily posting the other die types as an FYI though I wanted to make sure that I hadn't missed something that made it not reasonable to do the die conversions. </p><p></p><p>As I am trying to walk the path <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I'll only ask one question today!</p><p></p><p>I'm trying to simulate a spell from the Planar Handbook called Babau Slime. It is a 3rd level druid/wizard/sorcerer spell with a duration of 1 min./level that does the following: coats the target's skin, armor, and equipment with an acidic slimy jelly that does not harm the target. Any weapon (including natural attacks) that touches the target takes 1d8 points of acid damage and the weapon's hardness does not reduce the damage. A magic weapon or a creature's natural attacks gets a Reflex save to avoid the damage. How would I create something like this?</p><p></p><p>My first thought was to use Evoke Acid and just divide the dice out amongst attacks (thus Evoke Acid 5/Gen 1 for 6d6 damage lasting 10 minutes, but that would only allow 6 touches at 1d6 for each time hit). As it needs to be able to affect any number of attacks I then thought perhaps using the enduring damage effect for evoke (thus Evoke Acid 10/Gen 1 for 1d6 damage lasting 10 minutes...the problem with this is that it almost doubles the "level" of the spell). The other thought that I had was that perhaps I could use Create Acid to crete an elemental weapon effect with discerning area of effect and short contingency (Create Acid 2/Gen 4) which is the right "level" but seems like a clunky if not outright incorrect way(particularly for contingency) to do it. Thoughts anyone?</p><p></p><p>In any case, is it reasonable to say that instead of needing to hit the target or giving a save for 1/2 damage (as would be normal for an evoke spell or weapon attacks), that it instead automatically damages things striking the target with non-magical weapons and gives a save for no damage to magical weapons (including creature attacks)?</p></blockquote><p></p>
[QUOTE="astriemer, post: 1674611, member: 19771"] I figured that's what you had done. I created the list for myself trying to convert some standard spells that weren't using d6 for damage. I was primarily posting the other die types as an FYI though I wanted to make sure that I hadn't missed something that made it not reasonable to do the die conversions. As I am trying to walk the path ;) I'll only ask one question today! I'm trying to simulate a spell from the Planar Handbook called Babau Slime. It is a 3rd level druid/wizard/sorcerer spell with a duration of 1 min./level that does the following: coats the target's skin, armor, and equipment with an acidic slimy jelly that does not harm the target. Any weapon (including natural attacks) that touches the target takes 1d8 points of acid damage and the weapon's hardness does not reduce the damage. A magic weapon or a creature's natural attacks gets a Reflex save to avoid the damage. How would I create something like this? My first thought was to use Evoke Acid and just divide the dice out amongst attacks (thus Evoke Acid 5/Gen 1 for 6d6 damage lasting 10 minutes, but that would only allow 6 touches at 1d6 for each time hit). As it needs to be able to affect any number of attacks I then thought perhaps using the enduring damage effect for evoke (thus Evoke Acid 10/Gen 1 for 1d6 damage lasting 10 minutes...the problem with this is that it almost doubles the "level" of the spell). The other thought that I had was that perhaps I could use Create Acid to crete an elemental weapon effect with discerning area of effect and short contingency (Create Acid 2/Gen 4) which is the right "level" but seems like a clunky if not outright incorrect way(particularly for contingency) to do it. Thoughts anyone? In any case, is it reasonable to say that instead of needing to hit the target or giving a save for 1/2 damage (as would be normal for an evoke spell or weapon attacks), that it instead automatically damages things striking the target with non-magical weapons and gives a save for no damage to magical weapons (including creature attacks)? [/QUOTE]
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