How much is the area effect really worth?

Stalker0

Legend
For a project I'm doing, there's an offensive ability I'm working on.

The spell level will be 3rd, range is long, has a fort save for half, and works only on one target (its a ranged touch attack to hit).

I'm looking at fireball in comparison, and I believe that the spell should do more damage. After all, its only effecting one creature vs potential of several. But on the other hand, there's the lack of evasion and elemental resistance.

So how much more damage do you think that spell should do?
 

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Will this ability affect everyone? Only living things (ie no constructs or undead, for example)? What type of damage does it do?

With a little more info (if you don't mind unveiling it) I think we could help you more

Maitre D
 

Flame arrow will be a good spell you'll want to compare to as well being a 3rd level spell.

If your spell is a force effect I assume (no element) that's a bonus, flame arrow allows multiple targets past 8th level (within 30ft), your's doesn't so that's a minus, no evasion but can be soaked a bit (fort save) giving you a min damage of half if you hit so that's another plus, also greater range too. Effectively your spell is a step up from flame arrow and so is better, logically I'd assume the damage would be less.

Flame arrow doesn't do any extra damage until 8th level and again until 12th. (5-7) 4d6, (8-11) 8d6, (12-15) 12d6, etc. but essentially follows the fireball damage progression at 8th and 12th levels.

So to be fair I'd give the spell a 2d6+1d6/2 level progression: (5th) 4d6, (6-7) 5d6, (8-9) 6d6, (10-11) 7d6, (12-13) 8d6, etc. This way the spell damage does not surpass flame arrow in damage (because your spell is effectively better) and even though at 12th it does an effective 4d6 less damage, you also only roll once to-hit while flame arrow you have a chance to miss 3 times.

Hmmm, just my take on it. I know I probably missed something there, but at-a-glance that's my take on it. Cool spell. :)
 

Yeah, I don't see your spell doing more damage than fireball since it's harder to counter.

I'm thinking trading area VS no evasion and element resistance breaks out about even.
 

I agree with Dash, if the spell does Force damage. That is a big bonus against incorporeal foes. If it does unnamed damage, and cannot affect undead, then perhaps the damage could be upped a little more. Maybe d8 instead of d6.
 

The ability is not a force effect I guess unnamed damage would be the best descriptor, and effects everything. In fact as it stands right now, it effects undead, elementals, and constructs even more (right now double damage if they fail their fort save, sort of like a fire subtype would).

This ability is part of a Prc that doesn't gain new spells and his caster level only increases for abilities like this one. This is one of his few offensive abilities.

Right now I'm leaving it at 1d6 per caster level, but wondering what max I should put on it. Since the prc doesn't gain caster levels or other spells, I don't want his offense to be crap as he gain levels (as he won't be getting cone of cold, horrid wilting, stoneskin, polymorph) but I don't want to make this ability too powerful.
 


If you want people to take the prestige class into account when determining the balance of the spell, you need to post it as a part of the prestige class. If you want an evaluation of the spell/ability independant of the prestige class, that's what you're getting.

As for a PrC that doesn't gain new spells and only increases a few abilities as the class level increases (no normal spell progression, etc), it's abilities should be evaluated on the basis of the class primarily and only secondarily compared to spells.

Stalker0 said:
The ability is not a force effect I guess unnamed damage would be the best descriptor, and effects everything. In fact as it stands right now, it effects undead, elementals, and constructs even more (right now double damage if they fail their fort save, sort of like a fire subtype would).

This ability is part of a Prc that doesn't gain new spells and his caster level only increases for abilities like this one. This is one of his few offensive abilities.

Right now I'm leaving it at 1d6 per caster level, but wondering what max I should put on it. Since the prc doesn't gain caster levels or other spells, I don't want his offense to be crap as he gain levels (as he won't be getting cone of cold, horrid wilting, stoneskin, polymorph) but I don't want to make this ability too powerful.
 

There are damage dice caps in either the DMG or Tome and Blood, divided into one target and several targets. Orientate by that table.
 

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