Help me balance a spell from Relics and Rituals II

johnsemlak

First Post
I am trying to make sure a spell I'm using from Relics and Rituals II is balanced.

Stone Bolt, page 140.

It is rather similar to Magic Missile, except it's a ranged touche attack, balenced (IMO) by the fact that the recipient must make two saves or be prone for one round. However, the the caster may create one bolt per level, which seems a bit powerfult for a 1st level spell.

It seems best ot me to make it as Magic missle, one additional bolt every two levels.

comments?
 
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I'm not near my RR2 now, but check to see if it has a saving throw. If it has a save, it should be fine. I remember the spell, but not all the details and I don't think I ever thought it was broken, though unbalanced and broken are different.
 

It's clearly broken, but easily fixed. First level spells caps at 5 dice of damage.

This spell is more interesting to cast than magic missile, which is supposed to be slightly overpowered.

In exchange for a ranged touch attack roll, you get limitless number of bolts. Too good! Especially given the progress rate is faster than for magic missile. At level 2, you'll get two stone bolts and one magic missile. At level 6, 6 bolts, and 3 missiles. At level 20, 20 bolts, and 5 missiles.

Bring back cap and slow down progress. One new bolt at each odd level, cap at 5 bolts, and it's fine.

In exchange for the force descriptor (thus the capacity to affect incorporeal foes), and two saving throws, you get a stunning and a knocking effects.

Balance-wise, this part seems OK.

But I still have design issue about ONE spell requiring AT LEAST FOUR rolls. Attack, damage, Fort save, Ref save.

I would change that into a single Fort save that negates both effects.
 



stone bolt is still overpowered even with the errata, and could function quite well as a 1st level spell with a "knocking prone" effect. I used it at high level to knock a dragon out of the sky, very nasty.
 

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