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Goodbye Haste! Hello New Mandatory Spell!
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<blockquote data-quote="Mike Sullivan" data-source="post: 1054143" data-attributes="member: 9824"><p>It's a very, very, very different spell at low levels and high levels, due to the mechanics of a ranged touch attack.</p><p></p><p>A 3rd level Wizard has a BAB of +1, and a 4th level Sorceror has a BAB of +2. The damage potential of the spell at that level is reasonably solid (4d6), but even with a +2 dex modifier, against an opponent with a flat 10 touch AC, you're still only hitting 70-75% of the time. That makes it a very chancy spell, having two notable failure points: fire resistance (the most common kind, of course) and failing your attack roll.</p><p></p><p>At 11th level, a Wizard has a BAB of +5, and with a Dex of +2, has a +7 to hit with this puppy. That means that against a touch AC of 10, he's hitting 90% of the time... And the "behemoth" approach of vanilla D&D (ie, the tendancy to fight large, physically powerful monsters) means that touch AC's don't scale up at anything like the rate that normal AC's do -- in fact, size penalties may mean they actuall scale <em>down</em> in some cases. Failing your attack roll becomes much less of a concern.</p><p></p><p>A dextrous opponent will still ruin the day of a Sorc or Wiz who's relying on Scorching Ray as their primary damage source, though.</p></blockquote><p></p>
[QUOTE="Mike Sullivan, post: 1054143, member: 9824"] It's a very, very, very different spell at low levels and high levels, due to the mechanics of a ranged touch attack. A 3rd level Wizard has a BAB of +1, and a 4th level Sorceror has a BAB of +2. The damage potential of the spell at that level is reasonably solid (4d6), but even with a +2 dex modifier, against an opponent with a flat 10 touch AC, you're still only hitting 70-75% of the time. That makes it a very chancy spell, having two notable failure points: fire resistance (the most common kind, of course) and failing your attack roll. At 11th level, a Wizard has a BAB of +5, and with a Dex of +2, has a +7 to hit with this puppy. That means that against a touch AC of 10, he's hitting 90% of the time... And the "behemoth" approach of vanilla D&D (ie, the tendancy to fight large, physically powerful monsters) means that touch AC's don't scale up at anything like the rate that normal AC's do -- in fact, size penalties may mean they actuall scale [i]down[/i] in some cases. Failing your attack roll becomes much less of a concern. A dextrous opponent will still ruin the day of a Sorc or Wiz who's relying on Scorching Ray as their primary damage source, though. [/QUOTE]
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