Fair 1st level Spell?

I like the first level version daze/stun but now it needs more damage.
damage should increase by level either +1 or 4d per level or d6 per 2 levels capped at 5 dice or +10
 

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That 1st-level version is my new favorite spell for a sorcerer/rogue. If I understand Sneak Attack correctly, this would allow you to add ranged, nonlethal SA dice if you catch somebody flat-footed. Even if you don't catch them by surprise, you can cast it twice. First one does a bit of damage and stuns (if they fail the save) second gets full Sneak Attack dice. Perfect for bagging that noble to hold for ransom. :)
 

Ilium said:
That 1st-level version is my new favorite spell for a sorcerer/rogue. If I understand Sneak Attack correctly, this would allow you to add ranged, nonlethal SA dice if you catch somebody flat-footed. Even if you don't catch them by surprise, you can cast it twice. First one does a bit of damage and stuns (if they fail the save) second gets full Sneak Attack dice. Perfect for bagging that noble to hold for ransom. :)

You are a sneaky man!

But I like it. The reason I want to keep it 1st level is for wands :)
 

I with Maldor even if he cannot create an easy to read post. The fact that there are two chances of failure mitigate a lot of the power of the spell. The only thing I could see doing is changing it from 1d4 stun to 1d4 daze.
 

Hi everyone!

As author of that spell, I'm glad someone is considering using it, or something like it, in one of their games.

To give you the background of it, it's meant to model the effects of the Taser weapon. Which I also rewrote in that issue, since I thought the RAW in d20 Modern for it were problematic.

If I were to write it all over again, I think I might take a page from 4e and make the stun effect something like 1d4 rounds; target may attempt a Fort save every round to end.

Anyway, if someone ends up using it (either as written or in some mutated version), please let me know how it works out for you!


Cheers,
Roger
 

Well if we have Roger's Blessing

I'm glad you found the thread. Thanks Roger!

How about this then as the first level spell:

Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A ray of electrical energy projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. You gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

The ray deals 1d4 points of electrical nonlethal damage and the target may be stunned for up to 4 rounds. The target is released on the first round she succeeds at a fortitude saving throw or after 4 rounds. On a critical hit, the target takes 1d4 points of nonlethal electrical damage and an additional 1d4 lethal damage.

Material Component: A scale from a shocker lizard.
 
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Sigurd said:
I'm glad you found the thread. Thanks Roger!

How about this then as the first level spell:

Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A ray of electrical energy projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. You gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

The ray deals 1d4 points of electrical nonlethal damage and the target may be stunned for up to 4 rounds. The target is released on the first round she succeeds at a fortitude saving throw or after 4 rounds. On a critical hit, the target takes 1d4 points of nonlethal electrical damage and an additional 1d4 lethal damage.

Material Component: A scale from a shocker lizard.

This version looks good to me. Weaker than Hold Person (2nd level) in a number of ways. Requires an attack in addition to a save, has a shorter duration, and its effect is a weaker effect.
 

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