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Guide to cruddy spells (v1.01)
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<blockquote data-quote="jgsugden" data-source="post: 8237188" data-attributes="member: 2629"><p>I disagree with this valuation. What you're saying here is that <em>at least</em> 8 times in 9 the creature you hit with an acid arrow is still standing a round later ... and the creature may still be standing sometimes, but not 8 times in 9. Even when it is, delaying that damage in some of those situations will allow the creature one more round of combat, and that is a huge cost - a rare occurrence, but when it happens it can be big.</p><p></p><p>Melf's can do 4d4 now and 2d4 at the end of the next turn if you make a spell attack roll with a 90 foot range (half 4d4 on a miss).</p><p></p><p>Scorching Ray does 3 ranges spell attacks for 2d6 each at 120 foot range. Miss is no damage, but unless you're extremely unlikely to hit, you end up with higher expected damage with scorching ray at all points in time. </p><p></p><p>I made a similar spell to Melf's for my game call Acid Javelin. Also second Level. One attack roll. It does 4d6 acid damage on a hit (half on a miss) and the target makes a dexterity saving throw at the end of each of their turns or takes 2d6 more acid damage (save ends). I consider that much stronger than acid arrow - and people still do not want it.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8237188, member: 2629"] I disagree with this valuation. What you're saying here is that [I]at least[/I] 8 times in 9 the creature you hit with an acid arrow is still standing a round later ... and the creature may still be standing sometimes, but not 8 times in 9. Even when it is, delaying that damage in some of those situations will allow the creature one more round of combat, and that is a huge cost - a rare occurrence, but when it happens it can be big. Melf's can do 4d4 now and 2d4 at the end of the next turn if you make a spell attack roll with a 90 foot range (half 4d4 on a miss). Scorching Ray does 3 ranges spell attacks for 2d6 each at 120 foot range. Miss is no damage, but unless you're extremely unlikely to hit, you end up with higher expected damage with scorching ray at all points in time. I made a similar spell to Melf's for my game call Acid Javelin. Also second Level. One attack roll. It does 4d6 acid damage on a hit (half on a miss) and the target makes a dexterity saving throw at the end of each of their turns or takes 2d6 more acid damage (save ends). I consider that much stronger than acid arrow - and people still do not want it. [/QUOTE]
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