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<blockquote data-quote="Cheiromancer" data-source="post: 3134166" data-attributes="member: 141"><p>Re: Proposed [Blast]</p><p>You don't get to triple the area; after the +16 you only have +2 SP to work with. You could add "cannot be raised" - say that creatures slain by this spell are incinerated- only a few ashes, teeth or fragments of charred bones remain, not enough for a raise dead. Or add a minor bit of flexibility; choosing between an area and a line at the time of casting, say. Or leave it at a kernel value of 58. (damage 4 +8 enhanced +16 double +10 range +6 spread +14 heighten)</p><p></p><p>There's an order of operations problem with your seed; do you apply the empowering (including the built in empowering) first or last? If first, then logically each +1 SP should give +2d6 off the bat. Last time we went through this, you felt an internally empowered [blast] was too similar to [destroy].</p><p></p><p>Mind you, [destroy] could use a tiny bit of boosting too. </p><p></p><p>[Destroy] (damage 4 +8 enhance +4 skew +10 long +14 heightened +8 typeless +1 no raise dead +2 destroys [force] effects +4 epic benefit) = 57</p><p></p><p>That initial "damage 4" is the kernel of a <em>fireball</em>; 10d6 of damage. This 3rd level base is also where I calculate the heighten effect from; 7 levels to make a 10th level seed. It comes up a lot when I analyze things. I don't remember how I calculated the +2 value of skew, but now I recalculating it based on a measure of damaging spells which takes half the failed-save damage plus the whole successful-save damage. For Reflex: half spells this comes out to the number of dice involved. It makes the change from enhanced <em>fireball</em> to <em>disintegrate</em> the equivalent of +5d6. This is half of an enhance, so +4. </p><p></p><p>Would <em>disintegrate</em> be balanced as a 7th level spell? I know I forgot to include the anti-forcefield effect in previous analyses, so my kernel estimate of 37 is probably low; it should be 39 with the anti-forcefield stuff, +41 with the recalculated skew; it could either be a really high 6th or (with another +2 heighten) a low 7th.</p><p></p><p>****</p><p></p><p>Oh, and it appears that a ray spell that has its USP doubled doesn't allow a saving throw. Which tends to support the result of my harrow analysis of <em>energy drain</em>. It would be nice if the numbers came out a little closer, though:</p><p></p><p>E.g. polar ray: (damage 4 + 12 enhanced + 6 close) * 2 = 44. A 7th level spell. Which indicates that it is underpowered as an 8th level spell.</p><p></p><p>E.g. scorching ray (damage 4 + 6 close) * 2 = 20. A 3rd level spell. Which indicates that it is overpowered as a 2nd level spell. The fact that fire resistance counts against each bolt might be worth a small mitigation, but it also enables a wizard to attack multiple targets, so I don't know.</p><p></p><p>If <em>polar ray</em> is too weak for its level and <em>scorching ray</em> is too strong, then this analysis would seem to give reliable results.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3134166, member: 141"] Re: Proposed [Blast] You don't get to triple the area; after the +16 you only have +2 SP to work with. You could add "cannot be raised" - say that creatures slain by this spell are incinerated- only a few ashes, teeth or fragments of charred bones remain, not enough for a raise dead. Or add a minor bit of flexibility; choosing between an area and a line at the time of casting, say. Or leave it at a kernel value of 58. (damage 4 +8 enhanced +16 double +10 range +6 spread +14 heighten) There's an order of operations problem with your seed; do you apply the empowering (including the built in empowering) first or last? If first, then logically each +1 SP should give +2d6 off the bat. Last time we went through this, you felt an internally empowered [blast] was too similar to [destroy]. Mind you, [destroy] could use a tiny bit of boosting too. [Destroy] (damage 4 +8 enhance +4 skew +10 long +14 heightened +8 typeless +1 no raise dead +2 destroys [force] effects +4 epic benefit) = 57 That initial "damage 4" is the kernel of a [i]fireball[/i]; 10d6 of damage. This 3rd level base is also where I calculate the heighten effect from; 7 levels to make a 10th level seed. It comes up a lot when I analyze things. I don't remember how I calculated the +2 value of skew, but now I recalculating it based on a measure of damaging spells which takes half the failed-save damage plus the whole successful-save damage. For Reflex: half spells this comes out to the number of dice involved. It makes the change from enhanced [i]fireball[/i] to [i]disintegrate[/i] the equivalent of +5d6. This is half of an enhance, so +4. Would [i]disintegrate[/i] be balanced as a 7th level spell? I know I forgot to include the anti-forcefield effect in previous analyses, so my kernel estimate of 37 is probably low; it should be 39 with the anti-forcefield stuff, +41 with the recalculated skew; it could either be a really high 6th or (with another +2 heighten) a low 7th. **** Oh, and it appears that a ray spell that has its USP doubled doesn't allow a saving throw. Which tends to support the result of my harrow analysis of [i]energy drain[/i]. It would be nice if the numbers came out a little closer, though: E.g. polar ray: (damage 4 + 12 enhanced + 6 close) * 2 = 44. A 7th level spell. Which indicates that it is underpowered as an 8th level spell. E.g. scorching ray (damage 4 + 6 close) * 2 = 20. A 3rd level spell. Which indicates that it is overpowered as a 2nd level spell. The fact that fire resistance counts against each bolt might be worth a small mitigation, but it also enables a wizard to attack multiple targets, so I don't know. If [i]polar ray[/i] is too weak for its level and [i]scorching ray[/i] is too strong, then this analysis would seem to give reliable results. [/QUOTE]
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