FireLance
Legend
I like caster level stacking like BAB.
My own suggestion for making 4e more elegant: have a small spell list, and allow schools to modify the effect, perhaps as follows:
Basic spell: Magic Attack (Level 1), raw magical energy deals 1d4 points of damage/level (+1d4/2 levels, max 5d4) to a single opponent. Ranged touch attack, opponent may resist with spell resistance.
As a Conjuration (acid) spell: deals acid damage, opponent is not allowed spell resistance.
As a Conjuration (earth) spell: deals bludgeoning damage, damage resistance applies, base damage increases to d8, requires normal ranged attack roll, opponent is not allowed spell resistance.
As a Conjuration (metal) spell: deals piercing damage, damage resistance applies, base damage increases to d8, requires normal ranged attack roll, opponent is not allowed spell resistance.
As a Conjuration (water) spell: deals bludgeoning damage, damage resistance applies, base damage increases to d6, opponent is not allowed spell resistance.
As a Divination spell: gain a +5 insight bonus on ranged attack roll.
As an Enchantment spell: automatically hits, opponent may make a Will save for half damage.
As an Evocation (cold) spell: deals cold damage, base die increases to d6, automatically hits, opponent may make a Fortitude save for half damage.
As an Evocation (electricity) spell: deals electricity damage, base damage increases to d8, automatically hits, opponent may make a Reflex save to negate damage.
As an Evocation (fire) spell: deals fire damage, base damage increases to d6.
As an Evocation (force) spell: deals force damage.
As an Evocation (sound) spell: deals sonic damage, automatically hits, opponent may make a Reflex save for half damage.
As an Illusion spell: automatically hits, base damage increases to d8, opponent may make a Will save to negate damage
As a Necromancy spell: automatically hits, base damage increases to d8, opponent may make a Fortitude save to negate damage
As a Transmutation spell: base damage increases to d8, requires touch attack.
My own suggestion for making 4e more elegant: have a small spell list, and allow schools to modify the effect, perhaps as follows:
Basic spell: Magic Attack (Level 1), raw magical energy deals 1d4 points of damage/level (+1d4/2 levels, max 5d4) to a single opponent. Ranged touch attack, opponent may resist with spell resistance.
As a Conjuration (acid) spell: deals acid damage, opponent is not allowed spell resistance.
As a Conjuration (earth) spell: deals bludgeoning damage, damage resistance applies, base damage increases to d8, requires normal ranged attack roll, opponent is not allowed spell resistance.
As a Conjuration (metal) spell: deals piercing damage, damage resistance applies, base damage increases to d8, requires normal ranged attack roll, opponent is not allowed spell resistance.
As a Conjuration (water) spell: deals bludgeoning damage, damage resistance applies, base damage increases to d6, opponent is not allowed spell resistance.
As a Divination spell: gain a +5 insight bonus on ranged attack roll.
As an Enchantment spell: automatically hits, opponent may make a Will save for half damage.
As an Evocation (cold) spell: deals cold damage, base die increases to d6, automatically hits, opponent may make a Fortitude save for half damage.
As an Evocation (electricity) spell: deals electricity damage, base damage increases to d8, automatically hits, opponent may make a Reflex save to negate damage.
As an Evocation (fire) spell: deals fire damage, base damage increases to d6.
As an Evocation (force) spell: deals force damage.
As an Evocation (sound) spell: deals sonic damage, automatically hits, opponent may make a Reflex save for half damage.
As an Illusion spell: automatically hits, base damage increases to d8, opponent may make a Will save to negate damage
As a Necromancy spell: automatically hits, base damage increases to d8, opponent may make a Fortitude save to negate damage
As a Transmutation spell: base damage increases to d8, requires touch attack.