fixing Wraithstrike

Cabral

First Post
I really like the sound of the spell wraithstrike, but it does sound very open for abuse.
This is my proposed replacement.

Ghost Strike (To distinguish between the two spells)
Level: Sor/Wiz 3
Components: V, F
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: See text

Your attacks gain a temporary, semi-incorporeal nature. Your attack rolls are treated as incorporeal touch attacks until the end of the turn in which you cast this spell. This allows you to ignore armor, natural armor, and shield bonuses to a defender's AC if they do not come from a force effect. In addition, you ignore miss chance of incorporeal creatures but not the miss chance from concealment.

Focus
A small, glass replica of an archery target.
 

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Hmm. Small changes. One level higher, and the duration has been fogged up (even though it looks like it is still one round--just written in the text instead of in the duration field), it now doesn't bypass force armor or shields, and has a material component. From the looks of things, it looks like it effects ranged attacks too.

I don't think that's enough to balance it.

1. The level increase is insufficient. It it exists at all, it should be at least 6th level. (5th level is Quickened true strike which costs a feat and generates an inferior effect in most ways since it only affects the first attack). Since this effect is better than quickened true strike and doesn't require a feat, it should be at least one level higher.

2. Making the duration less clear doesn't serve a lot of purpose. If the goal was to keep persistent spell from working on it, you're better off just banning persistent spell. (AFAIK, there's not really any spells that are balanced when made persistent--they're all either laughably weak or hideously broken). I don't think that extend spell is broken with this and in general I don't like deliberately obfuscating important effects like durations.

3. Incorporeal touch attack--doesn't bypass force armor or ghost touch armor/shields. A good addition, but given the rarity of such effects, it doesn't affect the balance of the spell too much.

4. Material component. I don't see what an archery target has to do with anything; I'd be more inclined to use spectre dust or something like that if a material component has to be added.

5. Allowing it to affect ranged attacks. Probably not too bad balancewise since the big trick is using it to crank the damage with Power Attack and ranged attackers can't do that. However, concept-wise, arrows seem like they pretty much have to be physical objects, so I might keep it melee only.
 

1. 6th level seems high for a spell that benefits hybrid characters. I'll look at 4th or 5th.

2. I did also want to restrict extend spell. I could always say in the description that the duration of this spell cannot be extended.

3. Mage Armor and Shield, as well as bracers of armor. It's not too uncommon versus NPCs. Versus monsters it is fairly rare.

4. I wanted to tie it to True Strike. I thought about making it a crystal target that costs x gold

5. I don't see why they have to be physical.

btw, in my impletation of it, since I'm going for a unification of spell points and psionics, the spell will probably look more like:
Casting time: 1 move action
Augment: +6 spell points, cast as a swift action
 


Malum said:
can you post wraithstrike so I can compare? Or just a brief description of it ( I am not familiar with it)

Malum

A 2nd level wizard/sorceror spell that, cast as a swift action, makes all your melee attacks this round touch attacks.

As a 2nd level spell, swift action, it's too good.

It's better than a quickened true strike, for instance, which would be a 5th level spell, and only affects one attack. In addition, the +20 bonus to-hit from true strike is often somewhat wasted unless you roll really low, so a touch attack is pretty much the equivalent of a +20 bonus against most monsters or melee types. Though true strike does work with ranged attacks.

I would say make it a 2nd level spell that's a standard action and affects the following round of attacks. Then somebody can quicken it if they want to.
 

other than it working with presistent, I have no problems with wraithstrike. It's a 2nd level spell that lets you hit better for 1 round, the round you cast the spell. So it does about the same damage as scorching ray, unless the caster is a hybrid with a high str and a good weapon, and it has to be in melee. I'm not that overwhelmed.
 

Shard O'Glase said:
other than it working with presistent, I have no problems with wraithstrike. It's a 2nd level spell that lets you hit better for 1 round, the round you cast the spell. So it does about the same damage as scorching ray, unless the caster is a hybrid with a high str and a good weapon, and it has to be in melee. I'm not that overwhelmed.

That's the thing, it was designed thinking of a single-classed mage, but a multiclassed warrior/caster with power attack quickly gets out of hand. For instance, in our last game, I had recently picked up this spell and never had a chance to use it. As a hasted, 13th-level fighter/sorceror/eldritch knight, I was making 3 power-attacking touch attacks a round for 2d6+33 damage each, average 40 apiece. It was pretty rediculous, and if that hadn't been the end of that campaign I would have argued for the spell to be taken down a couple of notches.
 

See the post just before yours, Shard. It's WAY better than true strike, which is already IMHO a must-have 1st-level spell. It's not a spell for primary casters, but rather one for fighter/caster types. For those, it's a bit too good.
 

Cabral said:
2. I did also want to restrict extend spell. I could always say in the description that the duration of this spell cannot be extended.

Why restrict extend spell? If it's balanced at one round at whatever level you pin it at, it should be balanced at two rounds one level higher. If you leave it at third level, that's the difference between giving up a fireball and giving up a dimension door. If you put it at 6th level, it's the difference between giving up a chain lightning or giving up an empowered cone of cold/delayed blast fireball. Two rounds is good, but if one round doesn't break the game, two rounds won't either--not even if it lets you get off three whirling blades (one quickened) or two full attacks and a quickened whirling blade.

Extend spell would screw with balancing it via a move action casting time, but that's a hurdle that is created by the move action casting time and is not unique to this spell. (You might add a text into Extend Spell that says it's +2 caster levels for move action spells instead of +1 caster level).

3. Mage Armor and Shield, as well as bracers of armor. It's not too uncommon versus NPCs. Versus monsters it is fairly rare.

I don't know. Mages and monks will often have mage armor or bracers of armor. For most everyone else, it's a waste. (I know my fighter/mage would regularly cast mage armor on all of his companions at the end of each day using pearls of power, but that is different in two ways: first, the pearls' daily uses were going to waste anyway, and second, I only started doing that at level 15-18. Before that, even first level slots were too scarce to waste on the odd chance that we might face incorporeal touch attacks. NPCs who don't regularly travel in a small and balanced party probably won't have the same priorities.

So, I guess it would depend on how many mages and monks you fight. IME, that's not a whole lot.

4. I wanted to tie it to True Strike. I thought about making it a crystal target that costs x gold

Other than the functionality though, I don't see any tie to true strike. It's a bit like lightning bolt and fireball--they're both third level evocations that blow stuff up, but that doesn't mean you'll want to make sulphur a component for lightning bolt.

btw, in my impletation of it, since I'm going for a unification of spell points and psionics, the spell will probably look more like:
Casting time: 1 move action
Augment: +6 spell points, cast as a swift action

Not too bad. There's a world of difference between a swift action spell and a move action spell (in this case, that difference is spelled "full round attack with Power Attack"). So, converting it to a normal D&D magic system, that would be a 3rd level spell as written for the move action version and a 6th level spell for the swift action version. (It would also be a "don't bother with Quicken Spell; find another feat to use" sign).

It would still be a little low level in some applications and creating the "move action" casting time would raise a few questions of its own (for instance, does it count as a normal spell, a swift spell, or neither for the purpose of whether you can cast spells--can I cast the move action ghost strike, a standard action whirling blade, and a quickened whirling blade? Can I cast the move action ghost strike, attack, and cast a quickened whirling blade? (if it counts as the standard action spell) Or can I cast the move action ghost strike and then cast a standard action spell but not follow that up with a swift spell? (if it counts as a swift spell).
 

Elder-Basilisk said:
Why restrict extend spell? If it's balanced at one round at whatever level you pin it at, it should be balanced at two rounds one level higher. If you leave it at third level, that's the difference between giving up a fireball and giving up a dimension door. If you put it at 6th level, it's the difference between giving up a chain lightning or giving up an empowered cone of cold/delayed blast fireball. Two rounds is good, but if one round doesn't break the game, two rounds won't either--not even if it lets you get off three whirling blades (one quickened) or two full attacks and a quickened whirling blade.

Extend spell would screw with balancing it via a move action casting time, but that's a hurdle that is created by the move action casting time and is not unique to this spell. (You might add a text into Extend Spell that says it's +2 caster levels for move action spells instead of +1 caster level).

I don't want to allow Persistant Wraithstrike but I don't want to disallow peristant spells. Banning extend at the spell level seemed like the best solution. From there, for the unified spell/psionics version, I can always add in: +1 (or 2) power points, the spell lasts for 1 more round.

I don't remember what the Psionics handbook says about powers manifested as move actions (d20srd doesn't seem to have it), but the same would be true
 
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