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Evening out the Arcane vs Psionics for damage
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<blockquote data-quote="Destil" data-source="post: 3522407" data-attributes="member: 1980"><p>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...</p><p></p><p>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...</p><p></p><p>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:</p><p></p><p><strong>Polar Ray</strong></p><p>Divination / Evocation [Cold]</p><p>Level: Sor/Wiz 8</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: Long (400 feet + 40 ft. / level)</p><p>Effect: Ray (see text)</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes (see text)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Destil, post: 3522407, member: 1980"] 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: [b]Polar Ray[/b] 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. [/QUOTE]
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Evening out the Arcane vs Psionics for damage
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