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Has anyone used the Companion Spirit?
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<blockquote data-quote="KarinsDad" data-source="post: 2962750" data-attributes="member: 2011"><p>You have yet to illustrate it then.</p><p></p><p>31.5 points of damage in a mini-area of effect spell * 4 PCs = 126 points of damage in a round.</p><p></p><p>At 16th level, the party Wizard can do 53 points with any 5th or higher level D6 per level damage spell (assuming a 15D6 damage cap). The party Cleric can do the same. That's 106 points without optimizations like Empower Spell and without the damage that the Rogue (who could either sneak attack or use a Wand of Arc of Lightning with UMD) and the Fighter could do.</p><p></p><p>The reason it works out this way is that the spell in Magical Storage is at minimum caster level, but when you acquire the level when you can cast that level of spell, the PCs are almost at double that minimum caster level and have higher level spells than that. So, 4 PCs * 9/16 level = just a little bit more than 2 PCs * 16/16 level. And as the PCs continue to go higher level, the ratio changes more in favor of the 2 PCs.</p><p></p><p>And remember, one PC gave up a maximum caster level spell in order for all 4 PCs to gain a minimum caster level spell.</p><p></p><p>In order to achieve this "mega-damage" you are talking about, the PCs spent 6000 XP each or almost 40% of a level worth of XP. That means that they will be one level lower than they would have been, about 40% of the time. Sure, that percentage will drop as they get higher levels, but the fact is that the players gave up the enjoyment of playing a PC one level higher for a significant portion of their gaming time, just to acquire this ability. They also spent 13000 GP each or 5% of their wealth to gain this once per day ability (and the abilities of their other benefit category) each.</p><p></p><p></p><p>And, there are downsides to this that we have discovered. Any cohort in the party is 2 levels lower than the associated PC. That means that if the cohort joins the spirit companion, 2/3rds of the time, the cohort cannot gain the advantage of the Magical Storage spell unless the party puts a lower level spell into it. So, the cohort pays the same gold and XP to add the spirit companion, but loses the ability of one of the two benefit categories a significant portion of the time.</p><p></p><p></p><p>This is not overwhelming. And, it is not free. And, with skills like UMD and Craft Wand, the PCs could already achieve similar results. This is just a lot more flexible than doing it the UMD way. And, we are talking about an ability that is once per day per PC. So sure, it may swing the tide of battle in a single combat. But, what about the other combats during the day?</p><p></p><p></p><p>On the other hand, it is fun. A lot of fun. A real lot of fun. Fighters and Rogues normally do not get to cast any spells. So, it is fun for a Fighter to once per day do a Cure Wounds spell. It is fun for the Rogue to once per day do an Arc of Lightning spell. And fun is what the game is all about.</p><p></p><p>Overwhelming? No.</p><p></p><p>Fun? Absolutely. <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></p><p>PS. In our current game of 4 PCs and 2 NPC cohorts, all of the characters except one can cast spells (and even use spell-like abilities) already. An extra spell per day in such a group is not even noticed.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2962750, member: 2011"] You have yet to illustrate it then. 31.5 points of damage in a mini-area of effect spell * 4 PCs = 126 points of damage in a round. At 16th level, the party Wizard can do 53 points with any 5th or higher level D6 per level damage spell (assuming a 15D6 damage cap). The party Cleric can do the same. That's 106 points without optimizations like Empower Spell and without the damage that the Rogue (who could either sneak attack or use a Wand of Arc of Lightning with UMD) and the Fighter could do. The reason it works out this way is that the spell in Magical Storage is at minimum caster level, but when you acquire the level when you can cast that level of spell, the PCs are almost at double that minimum caster level and have higher level spells than that. So, 4 PCs * 9/16 level = just a little bit more than 2 PCs * 16/16 level. And as the PCs continue to go higher level, the ratio changes more in favor of the 2 PCs. And remember, one PC gave up a maximum caster level spell in order for all 4 PCs to gain a minimum caster level spell. In order to achieve this "mega-damage" you are talking about, the PCs spent 6000 XP each or almost 40% of a level worth of XP. That means that they will be one level lower than they would have been, about 40% of the time. Sure, that percentage will drop as they get higher levels, but the fact is that the players gave up the enjoyment of playing a PC one level higher for a significant portion of their gaming time, just to acquire this ability. They also spent 13000 GP each or 5% of their wealth to gain this once per day ability (and the abilities of their other benefit category) each. And, there are downsides to this that we have discovered. Any cohort in the party is 2 levels lower than the associated PC. That means that if the cohort joins the spirit companion, 2/3rds of the time, the cohort cannot gain the advantage of the Magical Storage spell unless the party puts a lower level spell into it. So, the cohort pays the same gold and XP to add the spirit companion, but loses the ability of one of the two benefit categories a significant portion of the time. This is not overwhelming. And, it is not free. And, with skills like UMD and Craft Wand, the PCs could already achieve similar results. This is just a lot more flexible than doing it the UMD way. And, we are talking about an ability that is once per day per PC. So sure, it may swing the tide of battle in a single combat. But, what about the other combats during the day? On the other hand, it is fun. A lot of fun. A real lot of fun. Fighters and Rogues normally do not get to cast any spells. So, it is fun for a Fighter to once per day do a Cure Wounds spell. It is fun for the Rogue to once per day do an Arc of Lightning spell. And fun is what the game is all about. Overwhelming? No. Fun? Absolutely. :D PS. In our current game of 4 PCs and 2 NPC cohorts, all of the characters except one can cast spells (and even use spell-like abilities) already. An extra spell per day in such a group is not even noticed. [/QUOTE]
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Has anyone used the Companion Spirit?
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