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Goodbye Haste! Hello New Mandatory Spell!
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<blockquote data-quote="Darkness" data-source="post: 1052537" data-attributes="member: 13"><p>Hm. <em>Disintegrate</em> has a Fortitude save.</p><p></p><p>And an 11th-level Fighter, assuming Con 16 (14 + 2 item) and a +1 cloak of resistance, has a Fortitude save of +11. (Or +13 if he has Con 18 and a +2 cloak.)</p><p></p><p>The save DC for <em>disintegrate</em> is 16 + IntMod (and Spell Focus: Transmutation, if any).</p><p>Assuming a Wizard with Int 21 and without the Spell Focus feat, this equals a DC of 21. (Or DC 23 for a wizard with Int 23 who has the feat.)</p><p></p><p>If both characters have stats and gear of roughly equal power, the Fighter will make his save on a 10 or more - i.e., 55% of the time.</p><p>Assuming the Fighter is a human, half-elf, elf or orc, anyway.</p><p>If dwarf: 7+ or 70%; if gnome or halfling: 9+ or 60%; if elf: 11+ or 50%.</p><p></p><p>In case the Fighter saves, he takes only <strong>5</strong>d6 damage.</p><p>If we go with the aforementioned 55% save chance, this means that the Fighter takes 5d6 55% of the time and 22d6 45% of the time. So on the average, the Fighter will take a bit less than 13d6, or 44 points on the average.</p><p>Average hp for a Ftr11: 98 (@ Con 16) or 109 (@ Con 18).</p><p>44 hp equals 45% (or 27% @ Con 18) of the Fighter's hp.</p><p></p><p>Hm. I'd say that the <em>scorching ray</em> is the more damaging spell, assuming the target is a tough one (good Fort save, high Con, big HD).</p><p>For mopping up Rogues (and Bards) or Wizards/Sorcerers, though, <em>disintegrate</em> is deadlier.</p><p></p><p><em>Disintegrate</em> also has the advantage of being a higher-level spell. A <em>scorching ray</em> is still 2nd level even if Quickened - so even a <em>minor globe of invulnerability</em> defeats it. Also, fire damage is easier to protect against than <em>disintegrate</em> effects and <em>disintegrate</em> requires only a single attack roll while <em>scorching ray</em> requires one per ray.</p><p>And it kills everything it reduces to 0 (not -10) hp - and reduces them to dust (not a good thing if you wanna be <em>raised</em>).</p><p></p><p>But on the other tentacle, the <em>scorching ray</em> we're talking about here has the distinct advantage of being <strong>Quickened</strong>! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>So what's the more powerful spell - a plain old <em>disintegrate</em> or a Quickened <em>scorching ray</em>? Heh. That, y'all have to decide for yourself. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p>edit - One more thing... I have to say I'm glad that <em>disintegrate</em> was nerfed (from instakill to huge damage) in 3.5. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="Darkness, post: 1052537, member: 13"] Hm. [i]Disintegrate[/i] has a Fortitude save. And an 11th-level Fighter, assuming Con 16 (14 + 2 item) and a +1 cloak of resistance, has a Fortitude save of +11. (Or +13 if he has Con 18 and a +2 cloak.) The save DC for [i]disintegrate[/i] is 16 + IntMod (and Spell Focus: Transmutation, if any). Assuming a Wizard with Int 21 and without the Spell Focus feat, this equals a DC of 21. (Or DC 23 for a wizard with Int 23 who has the feat.) If both characters have stats and gear of roughly equal power, the Fighter will make his save on a 10 or more - i.e., 55% of the time. Assuming the Fighter is a human, half-elf, elf or orc, anyway. If dwarf: 7+ or 70%; if gnome or halfling: 9+ or 60%; if elf: 11+ or 50%. In case the Fighter saves, he takes only [b]5[/b]d6 damage. If we go with the aforementioned 55% save chance, this means that the Fighter takes 5d6 55% of the time and 22d6 45% of the time. So on the average, the Fighter will take a bit less than 13d6, or 44 points on the average. Average hp for a Ftr11: 98 (@ Con 16) or 109 (@ Con 18). 44 hp equals 45% (or 27% @ Con 18) of the Fighter's hp. Hm. I'd say that the [i]scorching ray[/i] is the more damaging spell, assuming the target is a tough one (good Fort save, high Con, big HD). For mopping up Rogues (and Bards) or Wizards/Sorcerers, though, [i]disintegrate[/i] is deadlier. [i]Disintegrate[/i] also has the advantage of being a higher-level spell. A [i]scorching ray[/i] is still 2nd level even if Quickened - so even a [i]minor globe of invulnerability[/i] defeats it. Also, fire damage is easier to protect against than [i]disintegrate[/i] effects and [i]disintegrate[/i] requires only a single attack roll while [i]scorching ray[/i] requires one per ray. And it kills everything it reduces to 0 (not -10) hp - and reduces them to dust (not a good thing if you wanna be [i]raised[/i]). But on the other tentacle, the [i]scorching ray[/i] we're talking about here has the distinct advantage of being [b]Quickened[/B]! :D So what's the more powerful spell - a plain old [i]disintegrate[/i] or a Quickened [i]scorching ray[/i]? Heh. That, y'all have to decide for yourself. :p edit - One more thing... I have to say I'm glad that [i]disintegrate[/i] was nerfed (from instakill to huge damage) in 3.5. :eek: [/QUOTE]
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