Evening out the Arcane vs Psionics for damage

Destil

Explorer
There's a few goals here:
A) I'm of the opinion that a 3.5 Kineticist balanced if you're going for HP attrition (and that in this department wizards & sorcerers are actually slightly underpowered because of 3Es omni-Con monsters). No arguments about that here, if you think that psionics are bro-ken then I'm coming from a very different perspective (though feedback is still encouraged, just not a debate on psi vs magic).

B) Make some meta-magic feats with some panache! Narrow meta-magic feats have way too much opportunity cost, but there's some cool potential there. This is an attempt to fix that.

C) Streamline the various energy meta-magic feats and strengths of each energy type. Again, psionics is pretty cool here because each type is different.

D) Explore minor meta-magic effects. Here's how I think handling a 3 1/2 level spell slot will go. The caster must choose one of the following:
* Round up, using a spell slot one half level higher.
* Use a spell slot of the whole level as well as an additional 0th level spell slot. You can not use this option the first level you gain access to a new spell level (for example a 5th level wizard would not be able to cast a fireball with a 1/2 level increase by using a cantrip as well, because she gained access to 3rd level spells at 5th level).
Remember, no bonus cantrips, so their a more limited resource than 1st level slots at high level. And of course because of this I would allow only cantrip slots to contribute.
 
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The 5 Energy Types

[h4]Fire Mastery [Metamagic][/h4]
This feat provides a variety of fire related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you can make a cone of cold into a cone of fire with fire substitution, thereby making it applicable for smoking spell as well; the final Cone of Smoking Fire would require a 6th level spell slot.

*Fire Substitution: Fire substitution can be applied to any spell that deals energy (cold, electric, sonic or acid) or force damage. The spell instead deals fire damage, all other effects remain unchanged. The spell gains the [Fire] descriptor and looses any other energy or force descriptors. Level adjustment +1/2.

*Intense Flame: Intense Heat can be applied to any spell that deals fire damage. An intense flame spell deals an extra 1 point of damage per die of fire damage and has a save DC 1 point higher than normal. Level adjustment +1/2.

*Radiating Heat: Can be applied to any spell that deals fire damage and allows a reflex save. The spell produces waves of raw heat instead of fire. Instead of a reflex save the spell allows a fortitude save for the same effect. Level adjustment +1/2.

*Steam: This can be applied to any spell that deals fire damage. The fire is replaced with scalding steam, leaving the area or target sopping wet. Steam spells never start fires, can be used to suffocate nonmagical fire and function underwater. Steam can not be combined with the burning or radiating heat enhancements, if combined with smoke it creates a cloud of water vapor instead. Level adjustment +1/2.

*Stifling Air: Stifling air can be applied to any spell that deals fire damage. The fire damage instead becomes nonleathal fire damage. Level adjustment +1/2.

*Smoking: Smoking can be applied to any spell with the [fire] descriptor that has an area and an instantious duration. For 1d4 rounds after the spell is cast the area is filled with heavy smoke, this mimics the effect of an ''obscuring mist'' spell (though the smoke is nonmagical and not subject to dispel magic and similar). Level adjustment +1/2.

*Thermal Expansion: This can be applied to any spell that deals fire damage. It causes uneven heating throughout the area to crack and splinter objects. The spell's fire damage ignores 1/2 of the hardness of objects. Level adjustment +1/2.

*Burning: This can be applied to any spell that deals fire damage. The spell will light any object or creature that is dealt damage on fire unless they succeed at a reflex save, DC equal to the spell original save DC. Creatures or objects burn until some action is taken to extinguish them. Level adjustment +1.

*Ferinan Tide: A Ferinan tide spell draws on the fire of the plane of Ferina. It can be applied to any spell with the [Fire] descriptor.
Any saving throw against the spell becomes a Will save for the same effect, as the spell functions by plunging a tiny bit of Eberron into the hellish Ferinan sea for a brief moment.
The spell also gains the [Evil] descriptor, this replaces the [Good] descriptor if the spell somehow had it. If the spell has any alignment independent effects they always benefit evil creatures or hinder good creatures. Good creatures also have a -1 moral penalty to save against the spell.
If cast in a manifest area of Ferina or while Ferina is coterminous the spell is at +1 caster level. If both are true the caster level is increased by +2. This enhancement can not be used if Ferina is remote.
A spell of the interacts with Ferina itself (such as a summoning a salamander, or opening a ''gate'' to the plane) has its duration doubled as if with the Extend Spell feat.
Level adjustment +2.

*Fire Admixture: Fire admixture can be applied to any spell that deals non-fire damage (cold, electric, acid, sonic or force damage). The spell deals an equal amount of fire damage in addition to the normal effects and gains the [Fire] descriptor. Level adjustment +4.
[h4]Acid Mastery [Metamagic][/h4]
This feat provides a variety of acid related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you could make a fireball into a conjured acidball with acid conjuration, thereby making it applicable for a toxic fumes as well; the final Toxic Fuming Conjured Acidball would require an 8th level spell slot.

*Acid Substitution: Acid substitution can be applied to any spell that deals energy (cold, electric, sonic or fire) or force damage. The spell instead deals acid damage, all other effects remain unchanged. The spell gains the [Acid] descriptor and looses any other energy or force descriptors. Level adjustment + 1/2.

*Dissolving: Dissolving can be applied to any spell that deals acid damage. Acid produced by a dissolving spell is horridly caustic and continues to react until nothing is left, any object destroyed by the damage is totally destroyed by the acid and not repairable by non-magical means or any magic short of ''limited wish''. Creatures killed by the spell are likewise reduced to a few ounces of semi-organic goo, they can not be restored to life by magical effect unless the effect could restore a ''disintegrated'' creature. Level adjustment +1.

*Highly Caustic: Highly caustic can be applied to any spell that deals acid damage. The damage is increased by 1 point per die of acid damage. Level adjustment +1.

*Toxic Fumes: Toxic fumes can be applied to any spell that deals acid damage. The spell also produces highly toxic fumes: any creature that takes acid damage from the spell must also make a fortitude save (DC equal to the original save DC) or become nauseated for 2d4 rounds. Level adjustment +2.

*Acid Admixture: Acid admixture can be applied to any spell that deals non-acid damage (cold, electric, fire, sonic or force damage). The spell deals an equal amount of acid damage in addition to the normal effects and gains the [Acid] descriptor. Level adjustment +4.

*Acid Conjuration: An Acid Conjuration creates non-magical acid. Unlike most metamagic this effect can actually change the school of the spell, and therefore can not be used by spellcasters bared from conjuration. This can be applied to any evocation that deals acid damage. The school becomes Conjuration (creation) and spell resistance is no longer effective against the spell. Level adjustment +3.
[h4]Sonic Mastery[Metamagic][/h4]
This feat provides a variety of sonic related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you could use sonic substation to make a scorching ray applicable for resonating as well; the final resonating vibrational ray would require a 3rd & 1/2 level spell slot (a 4th level slot or a 3rd and a 0th).

*Sonic Substitution: Sonic substitution can be applied to any spell that deals energy (cold, electric, fire or acid) or force damage. The spell instead deals sonic damage, all other effects remain unchanged. The spell gains the [Sonic] descriptor and looses any other energy or force descriptors. Level adjustment +1/2.

*Out of Phase: Out of phase can be applied to any spell with the Sonic descriptor. The spell becomes completely undetectable to the ear, a slight sense of pressure on the back of your eyes is typically all that is noticed outside the area of effect of an attack that deals sonic damage (those within the effect, of course, feel horrid internal hemorrhaging as normal). Language dependent effects do not function for an out of phase spell. Level adjustment +1/2.

*Blaring Noise: Blaring noise can be applied to any spell with the [Sonic] descriptor. A cacophony of noise accompanies the spell effect, affecting a 100 foot raidus burst from the epicenter of the spell: conversation is all but impossible and listen checks are at a -20 penalty. This lasts for 1d4 rounds. Level adjustment +1/2.

*Subsonic: Subsonic can be applied to any spell with the [Language Dependent] descriptor. The spell gains the sonic descriptor if it did not already have it. Your voice when casting the spell is carried over any noise or magical silence to creatures of your choice. Level adjustment +1/2 per target creature.

*Deafening: Deafening can be applied to any spell that deals sonic damage. Any creature that takes sonic damage from th4e spell must make a Fortitude save (DC equal to the save DC of the original spell) or be deafened for 1d4 hours. Level adjustment +1.

*Resonating: Resonating can be applied to any spell that deals sonic damage. You choose one type of material, such as wood or iron. You must have a piece of this material on hand (it becomes an added material component of the spell). Against this type of material the spell ignores hardness and deals one and a half damage unless the object makes a Fortitude Save (DC equal to the spell's normal save DC. Note that unattended nonmagical objects always fail saving throws). In addition if the spell requires an attack roll you can deal critical damage on a confirmed critical hit against objects made of this material, even though objects are normally immune to critical hits. Level adjustment +1.

*Echoing: Echoing can be applied to any spell with the [Language Dependent] descriptor that allows a saving throw and has a duration of instantaneous. On the following round after the spell is cast the effect repeats itself at reduced potency causing a -5 penalty to save DC. Spells that target a creature affect the same creature again, spells that function over an area affect the same area. Level adjustment +2.

*Sonic Admixture: Sonic admixture can be applied to any spell that deals non-sonic damage (cold, electric, acid, sonic or force damage). The spell deals an equal amount of sonic damage in addition to the normal effects and gains the [Sonic] descriptor. Level adjustment +4.

[h4]Cold Mastery [Metamagic][/h4]
This feat provides a variety of sonic related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you could use cold substution to make acid fog applicable for frost and frigid air. The final frosty frigid fog of cold would require an 8th level spell slot (9th for a cleric of the Water domain).

*Cold Substitution: Cold substitution can be applied to any spell that deals energy (fire, electric, fire or acid) or force damage. The spell instead deals cold damage, all other effects remain unchanged. The spell gains the [Cold] descriptor and looses any other energy or force descriptors. Level adjustment +1/2.

*Radiating Cold: Radiating cold can be applied to any spell that deals cold damage or has the [Cold] descriptor and allows a reflex save. Instead the spell allows a fortitude save for the same effects. Level adjustment +0.

*Freezing Ice: Freezing frost can be applied to any spell that deals cold damage. The spell deals +1 damage per die of cold damage and has a saving throw 1 point higher than normal. Level adjustment +1/2

*Brittle Chill: Brittle chill can be applied to any spell with an area and the [Cold] descriptor, or any spell that deals cold damage. All objects within the area or damaged by the spell have their hardness halved for 1 min unless they succeed at a fortitude save (DC equal to the spell's normal save DC. Note that unattended nonmagical objects always fail saving throws), this halving happens before damage for the spell is applied. Level adjustment +1/2.

*Frigid Air: Frigid air can be applied to any spell that deals cold damage. The cold damage instead becomes nonleathal cold damage. Level adjustment +1/2.

*Numbing Freeze: Numbing freeze can be applied to any spell that deals cold damage with [cold] descriptor that affects a target, area or deals damage. All creatures affected by the spell must make a fortitude save (DC equal to the spell's normal save CD) or take additional Dexterity damage. Level adjustment: +1 level per 1d4 added Dex damage.

*Frost: Frost can be applied to any spell that deals cold damage and has an area. The area of effect is entirely coated in a slick frost by the spell, requiring balance checks to move across, increasing climb check DCs et cetera. The frost melts depending on the conditions at the time of casting, typically after 1 min. at average temperatures. Level adjustment +1.

*Glacial Wind: Glacial wind can be applied to any spell that emanates outward from you and deals cold damage (rays and energy missiles count, so this could be applied to both polar ray and cone of cold). The spell is born on a horridly cold blast of air. The area of effect (treat spells with an effect of ray or energy missiles as a line to determine the area) of the spell includes windstorm strength winds blowing away from you for 1 round. These icy winds cause creatures of Huge size or less (and fliers of Gargantuan size or less) within the area to take a -2 penalty to any reflex saving throws or Armor Class against your attack roll in addition to the normal effects. Level adjustment +2.

*Polar Snap: Polar Snap can be applied to any spell that deals cold damage and has an area. Any part of the area that is in water is flash-frozen, the ice will float to the surface at a speed of 60 feet per round. Creatures in the area that fail a reflex save (DC equal to the normal save DC for the spell) are entrapped in the ice and can suffocate, an entrapped creature can break free with a Strength or Escape Artist check (DC 25) as a full round action, otherwise the ice typically cracks apart after 2d6 min. Level adjustment +3.

*Risian Rime: A Risian rime spell draws on the endless ice fields of Risia. It can be applied to any spell with the [Cold] descriptor.
Any saving throw against the spell becomes a Will save for the same effect, as the spell functions by plunging a tiny bit of Eberron into the frozen wastes of Risia for a brief moment.
The spell also gains the [Evil] descriptor, this replaces the [Good] descriptor if the spell somehow had it. If the spell has any alignment dependent effects they always benefit evil creatures and hinder good creatures. Good creatures also have a -1 moral penalty to save against the spell.
If cast in a manifest area of Risia or while Risia is coterminous the spell is at +1 caster level. If both are true the caster level is increased by +2. This enhancement can not be used if Risia is remote.
A spell of the interacts with Risia itself (such as a summoning a salamander, or opening a ''gate'' to the plane) has its duration doubled as if with the Extend Spell feat.
Level adjustment +2.

*Cold Admixture: Cold admixture can be applied to any spell that deals non-cold damage (fire, electric, acid, sonic or force damage). The spell deals an equal amount of Cold damage in addition to the normal effects and gains the [Cold] descriptor. Level adjustment +4.

[h4]Electric Mastery [Metamagic][/h4]
This feat provides a variety of electric related enhancements to spells. All of the following effects may be independently applied to spells, the spell slot increase is the total of all increases. You may apply them in any order. For instance you could use electrical substution to make magic missile deal electrical damage so you could apply shocking to it. The final shocking electrical missile would use a 2nd & 1/2 level spell slot (a 3rd level slot or a 2nd and a 0th).

*Electric Substitution: Electrical substitution can be applied to any spell that deals energy (cold, fire, fire or acid) or force damage. The spell instead deals electric damage, all other effects remain unchanged. The spell gains the [Electric] descriptor and looses any other energy or force descriptors. Level adjustment +1/2.

*Intense Power : Intense power can be applied to any spell that deals electrical damage. The spell deals an added +1 damage per die of electrical damage. Level adjustment +1/2.

*Static Discharge: Static discharge can be applied to any spell that deals electrical damage or with the [Electrical] descriptor. The save DC is increased by +2 for any creature made of metal, in metal armor or wielding a metal weapon/shield, as well as metal objects. If the spell requires an attack roll you also gain a +2 bonus to this roll against similar targets. Level adjustment +1/2.

*Ionic Field: Ionic field can be applied to any spell with the [Electrical] descriptor and allows a reflex save. The spell instead allows a Fortitude save for the same effect. Level adjustment +1/2.

*Thunderous: Thunderous can be applied to any spell that deals electrical damage. The spell is accompanied by a booming thunderclap. Any creature that takes electrical damage from the spell must make a Fortitude save (Save DC equal to the original save of the spell) or be deafened for 1d4 rounds. Level adjustment +1/2.

*Strobing: Strobing can be applied to any spell that deals electrical damage. The electrical arcs from the spell flare brightly as they strike a target. Any creature that takes electrical damage from the spell must make a Fortitude save (Save DC equal to the original save of the spell) or be dazzles for 1d4 min. Level adjustment +1/2.

*Jolting: Jolting can be applied to any spell that deals electrical damage. The electrical damage instead becomes nonleathal electrical damage. Level adjustment +1/2.

*Shocking: Shocking can be applied to any spell that deals electrical damage. The spell creates a horrid shock that can stop a bear in its tracks. Any creature that takes electrical damage from the spell must make a Fortitude save (Save DC equal to the original save of the spell) or be stunned for 1 round. Level adjustment +1.

*Arcing Current: Arcing current can be applied to any spell that has a duration of instantiations and an area and deals electrical daamge. The area of the spell becomes charged with leaping arcs of electrical energy for 1 round: on your action on the following round anything in the area takes one half the damage of the original spell, a saving throw (same type and DC as the original spell), negates this damage. Level adjustment +2.

*Electric Admixture: Fire admixture can be applied to any spell that deals non-fire damage (cold, electric, acid, sonic or force damage). The spell deals an equal amount of fire damage in addition to the normal effects and gains the [Electric] descriptor. Level adjustment +4.
 
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Force & other oddities

[h4]Force Mastery [Metamagic][/h4]
*Force Substitution: Force substitution can be applied to any spell that deals energy (fire, cold, electric, fire or acid) damage. The spell instead deals Force damage, all other effects remain unchanged. The spell gains the [Force] descriptor and looses any energy descriptors. Level adjustment +2.

*Invisible: Invisible can be applied to any spell with the [Force] descriptor. The object or effect created is invisible to the naked eye (visible as a shadowy outline to See Invisibility or True Sight). Level adjustment +1/2.

*Mirrored: Mirrored can be applied to any spell that produces an invisible force effect. One or both sides is mirrored instead, allowing a wall of force to function as a one way window, for example. Level adjustment + 1/2.

*Surestriking: Surestriking can be applied to any spell with the [Force] descriptor that requires a touch attack to hit. The spell instead always strikes the intended target (no attack roll). The range of the spell becomes close and the target/effect becomes target creature. Level adjustment +2.

*Undispelable: Undispelable can be applied to any spell with the [Force] descriptor. The effect spell can not be negated with dispel magic or similar spells, a ''disintegrate'' is required instead. Level adjustment +1.

*Weapon: Weapon can be applied to any spell with the [Force] descriptor that requires a touch attack to hit and has an instantaneous duration. The spell instead produces a shimmering force-weapon: this functions in all ways as a Spiritual Weapon, except on a successful hit the sword deals damage as the original spell (and it draws on your Int or Cha instead of Wis bonus if you cast spells using these ability scores). The duration becomes 1 round / level, the effect becomes a weapon of force (your choice of weapon) and the range becomes close. Level adjustment: +2 for a weapon with a 20x2 crit. modifier, +3 for a weapon with a 19-20 or x3, +4 for a weapon with a 18-20 or x4.

*Strengthened: Strengthened can be applied to any spell with the [Force] descriptor that produces one of the following effects: An Armor Class bonus, an object with a Strength score or an object with hitpoints or Armor Class. Each of these factors can be strengthened. Level adjustment: +1 per point of Armor Class, +1/2 per 2 points of Strength and +1/2 per 5 hit points.

*Force Admixture: Force admixture can be applied to any spell that deals energy damage (cold, electric, acid, sonic or fire damage). The spell deals an equal amount of force damage in addition to the normal effects and gains the [Force] descriptor. Level adjustment +6.

[h4]Prismatic Mastery [Metamagic][/h4]
*Prismatic Stability: Prismatic stabilty can be applied to any multi-layered prismatic spell with a duration. You can, with a standard action, re-activate a single color that has been negated from your existing prismatic spell, you must be within the spell's original range to do this and this does not work once the prismatic spell has been brought down completely. To reinforce a permanent prismatic spell [made thus via with the permanency spell] you must pay 1/7th the original XP cost of permanency. Level adjustment +1.

*Prismatic Finesse: Prismatic finesse can be applied to any prismatic spell that requires dice rolls to determine a color. You roll two dice for random colors, and choose between the two rolls. This apples to rerolls for '8' results, as well. Level adjustment +1/2.

*Prismatic Oscillation: Prismatic oscillation can be applied to any prismatic spell that requires dice rolls to determine a color. Instead of rolling 1d8 to determine the effects of a prismatic spell, roll two dice and apply both rolls. Level adjustment +2.

*Prismatic Irregularity: Prismatic irregularity can be applied to any prismatic spell. When casting a Prismaticly Irregular spell, select one color and replace it with any of the other colors (for spells with d8 rolls you could replace or double the 8: white / reroll result, if you wish). The original color is no longer present, and the new color occurs twice in the effect (or twice as often). For spells with successive layers, the old layer is gone, and the new layer is concurrent with the original color (A prismatic wall with it's red layer shifted to indigo would thus have layers Orange, Yellow, Green, Blue, Indigo, Indigo, Violet). For d8 rolls simply replace the old color with the new on the rolling chart. Level adjustment +1.

*Prismatic Mirror: Prismatic mirror can be applied to any prismatic spell that has a discrete order of effects (such as wall or sphere). The spell operates in the reverse order of a normal prismatic spell, going from Violet on the first later / effect to Red on the last. Note that this also reversed the order of spells needed to bring down most prismatic spells (as they must be negated from outermost in). Level Adjustment +1.
 
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I'll start with the constructive stuff.

Prismatic Spray -- sucky damage of a random type. Hmm, why isn't this spell used more often? Fix: raise Fire, Acid and Electricity damage to 100 each (Reflex half).

Polar Ray -- single target, single energy type, close range... sounds like a 1st level Power, but with less damage. Fix: Raise damage to 1d10/level, mad 25d10.

Cone of Cold -- bad range for level. Fix: Change to Fort save, raise damage to 1d8/level (max 15d8).


Cheers, -- N
 

Prismatic Spray - Personally, I'm a huge fan of the prismatics. Spray's 1 or 2 on the d8 is sort of the booby prize, though. But the 20-40-80 is fine for the 5th level prismatic ray (that has a booby prize of a double 8, though). And at 100 you could potentially deal 200 damage on a good roll...

Possibly a good idea to make ray a fixed 40 damage, spray a fixed 80 and just let the energy type be random (and a random 6th level would deal 60), though...

Once you get to 8th level a ray better offer a lot than d6 (or even d8) / level IMHO. Here's my take on polar ray:

Polar Ray
Divination / Evocation [Cold]
Level: Sor/Wiz 8
Components: S
Casting Time: 1 action
Range: Long (400 feet + 40 ft. / level)
Effect: Ray (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (see text)

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6), spell resistance applies to the ray.

After casting this spell but before making your ray attack you gain a hypersensitive inner-sight, allowing you to 'see' creatures by sensing relative heat. You gain supernatural blindsense that covers the entire range of the spell for this fleeting moment, and your mind processes all this information instantly before you make any decisions about targeting the ray. This inner-sight pierces any nonmagical barriers can not be negated, blocked or fooled by any spells of 7th level or less, though an antimagic field registers as a blind spot.

Your blindsense detects all creatures except for constructs and undead, you see their shapes as three-dimensional silhouettes, knowing of their presence and exact location. Against any such creature you can reroll any miss chance and gain a +2 insight bonus to hit with the polar ray. Creatures with the Fire subtype (including undead and constructs) instead register as as blazing bright spots, granting a +6 insight bonus to hit and negating any miss chance with the ray. Creatures with the (cold) subtype are undetectable to your inner sight. Spell resistance does not apply to this effect.
 

Destil said:
Prismatic Spray - Personally, I'm a huge fan of the prismatics. Spray's 1 or 2 on the d8 is sort of the booby prize, though. But the 20-40-80 is fine for the 5th level prismatic ray (that has a booby prize of a double 8, though). And at 100 you could potentially deal 200 damage on a good roll...

Yes. But that's okay, IMHO, because:
1/ You can't choose your opponent's saving throw (!!). Usually you can try to catch his weakness.
2/ Many of the non-damaging effects are ignored or resisted by foes of that level or higher. Poison in particular, but also mind-affecting.
3/ You can't even choose the damage type (!!). This is a big deal.

For the 5th level ray, I'd also flatten the damage -- 50 or 60 points each seems reasonable.

Actually, I kinda like 60 points for the 5th level and 80 points for the 7th level; then 8th level prismatic wall deals 90 points each and prismatic sphere can deal 100 points.

-- N
 

Wait... you're trying to boost the Wizard/Sorcerer up to the Psion's damage potential?

Wha?

Umm....

You've got it a bit off - Psions are better at dumping power points - short-term zappage - Wizards/Sorcerers are better at long-term zappage. The Wizard spending all spell slots on zappy spells actually deals more d6's of damage than does the psion of equivalent level - well, after about 10th or so, anyway.
 

Psions are better at a few things, including damage and energy flexibility. All I want is for a blasty Wizard / Sorcerer to not be actively embarrassed by his high-level spells. :)

Fireball is just fine, IMHO -- the range and availability make up for the lower damage output. But polar ray and cone of cold just aren't keeping their end up. I'd usually rather cast an empowered fireball than a cone of cold.

(Just speaking for me, not the only author here, etc. ;) )

Cheers, -- N
 

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