Jack Simth
First Post
Yep. And generally, the Psion wants an Empowered Energy Ball over Energy Current. The two classes have similar issues in that regard.Nifft said: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
But an Empowered Fireball is an excellent example.
The Wizard-10's Empowered Fireball has a save DC of 13+Int Mod + Relevant Feats, and does 10d6*1.5 for a 5th level spell slot at 10th level.
The Psion-10's Empowered Energy Ball has a save DC of 14+Int Mod + Relevant Feats, and does 8d6*1.5 for 10 power points and a Psionic Focus.
Guess which will usually do more damage.
The Wizard-10's regular Fireball has a save DC of 13+Int Mod + Relevant feats and deals 10d6 damage for a 3rd level spell slot.
The Psion-10's Energy Ball has a save DC of 15+Int Mod + Relevant feats and does 10d6 damage for 10 power points (same cost as the empowered energy ball - but does less damage).
The Wizard can throw out more of them.
The Psion can go nova better by using both Quicken Power and Schism, and the Psion's per-round potential doesn't drop until the Psion is basically out of power points (Wizard's does, as does the Sorcerer's). Psion pays for the increased damage above the minimum for the effect, Wizard doesn't. Yes, as a Wizard, you'll usually prefer an Empowered Fireball over a Cone of Cold (at least until about 13th or so where the save DC difference "makes up" for the extra damage from Empowering the Fireball).
Granted, high-level Evocations aren't exactly all that grand - but direct damage isn't optimal in 3.5 anyway. You want more variety in your Evocations? Fine. You're better off researching what amounts to permanently metamagiced versions of lower level spells with higher damage caps.