Goodbye Haste! Hello New Mandatory Spell!

El_Gringo

First Post
Scorching Ray is a 2nd level spell. Make a ranged touch attack to deal 4d6 fire. Get another ray at 7th and 11th levels. No save.

Since you have to make a ranged touch attack, it's possible to crit with the spell.

Q: How many 3rd level wizards can possibly cause 8d6 fire damage in one round?

A: I don't know, but my next wizard or sorceror will definitely be picking this one up.

Any downsides to the spell? It just seems too good for its level.
 

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I coughed a bit about that one too, it just seems too good compared to many other spells.

Also, you get more rays as you go up in level, effectively making this spell better than Lightning Bolt, Fireball and such in many circumstances:

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

Oh yeah, no saving throw.. The only drawback is range: close.
 
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A friend of mine is playing a sorceror with this spell. He lists it as one of his weapons on the front page and marks it down with ammunition. The range leaves a little to be desired, but it's a small price to pay for such a powerful low-level spell.
 


Caster Scorching Fireball Burning
Level Ray Hands

3 4d6 - 3d4
4 4d6 - 4d4
5 4d6 5d6 5d4
6 4d6 6d6 5d4
7 8d6 7d6 5d4
8 8d6 8d6 ......
9 8d6 9d6
10 8d6 10d6
11 12d6 10d6
12 12d6 10d6
13 12d6 10d6
14 12d6 10d6
15 12d6 10d6
...

SR requires a ranged attack but gives no save, FB hits automatically but gives save for half. FB affects more creatures without splitting the damage, which I'd say it's worth 1 level higher. BH (which is only level 1) has less damage, shorter range, but affects more creatures in the cone...

At level 3rd it looks really good, but from 4th level onward I think it's just a normally balanced spell.

edit: how can you enter more spaces or tab in a post? :rolleyes:
 
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Bagpuss said:
Oh individual attack roles implies all three can Critcal if your very lucky.

...isn't it the same? 3 x 8d6 = 2 x 12d6

Anyway, rolling for each ray separately I think it tends to round the damage to average, so scoring very low or very high damage becomes less probable.
 

I think it might have been a bone thrown to casters since they reduced almost all ways to increase save dc's
Also I always found it vaguely annoying that I had to first hit them (small chance with my clumsy wizard) then they got a save as well.

as for damage it does seem quite nice but I'm sure an 11th level fighter could dish out 12-72 points of damage a round without much dificulty. plus he wouldn't crumple when anybody sneezed on him like the wizard would.
 


Li Shenron said:


...isn't it the same? 3 x 8d6 = 2 x 12d6

Anyway, rolling for each ray separately I think it tends to round the damage to average, so scoring very low or very high damage becomes less probable.

Nope if it was one attack roll for all three rays, then as DM I would apply the standard rule (from stuff like Manyshot) that only the first damage roll gets the critical. So it would be (2 x 4d6) + 4d6 + 4d6 = 16d6. Not 2 x 12d6 = 24d6.
 

Don't forget that you need PBS and Precise Shot to effectively use SR when your friends are engaged in melee combat. Against opposing mages it's a killer though, especially with endure elements being toned down.

~Marimmar
 

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