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Is stoneskin underpowered?
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<blockquote data-quote="Uller" data-source="post: 6715079" data-attributes="member: 413"><p>As do I. The reason I brought this up is in the published adventure I am running there are several casters that have this spell prepared. It is an important part of the flavor of the adventure but since this spell does literally nothing against my party (since all 4 PCs either have a magic weapon or are casters....please dont try to tell me that isnt typical for an 8th level party when all their magic items have come straight from the book) so I have been having to find other interesting spells that can contribute to the flavor of the adventure. </p><p></p><p></p><p>As I mentioned...one side in my game (the PCs) almost never does this sort of damage. It's a 4th level spell that has a high cost to cast. As levels get higher, nonmagical damage becomes less and less common. </p><p></p><p>Which you can choose...how hard can it be to predict that you will take fire damage if you are about to go fight the fire cult in PotA? You are right...they are not equal. PfE is lower level and has no cost and as you go up in levels it becomes more useful because more and more creatures are doing damage that it can affect.</p><p></p><p>Every character can contribute. Do some damage, you've contributed. That's the point of the cap. A typical party of even 5th level PCs can easily do 40 damage in a single round. A 4th level spell to avoid damage for one round sounds like a cool spell...cool enough to warrant that 100gp cost.</p><p></p><p></p><p>I'm just replacing the type with a cap to make the spell more broadly useful but setting the cap low enough that it can be easily overcome (and the cap is certainly adjustable...5hp/slot level?) As is resistance or immunity. A typical character (PC or NPC) in our game can do at least half the cap in damage without breaking a sweat. Please explain why negating damage from one or two characters' attacks (at a cost of 100 gp) makes it hands down the best buff spell evah. </p><p></p><p>Oh...and it's still a concentration spell...so if it is cast on an ally concentration cam still be broken. It would make it the one concentration buff spell that is better to cast on yourself than an ally. Again...justifying that 100 gp cost.</p></blockquote><p></p>
[QUOTE="Uller, post: 6715079, member: 413"] As do I. The reason I brought this up is in the published adventure I am running there are several casters that have this spell prepared. It is an important part of the flavor of the adventure but since this spell does literally nothing against my party (since all 4 PCs either have a magic weapon or are casters....please dont try to tell me that isnt typical for an 8th level party when all their magic items have come straight from the book) so I have been having to find other interesting spells that can contribute to the flavor of the adventure. As I mentioned...one side in my game (the PCs) almost never does this sort of damage. It's a 4th level spell that has a high cost to cast. As levels get higher, nonmagical damage becomes less and less common. Which you can choose...how hard can it be to predict that you will take fire damage if you are about to go fight the fire cult in PotA? You are right...they are not equal. PfE is lower level and has no cost and as you go up in levels it becomes more useful because more and more creatures are doing damage that it can affect. Every character can contribute. Do some damage, you've contributed. That's the point of the cap. A typical party of even 5th level PCs can easily do 40 damage in a single round. A 4th level spell to avoid damage for one round sounds like a cool spell...cool enough to warrant that 100gp cost. I'm just replacing the type with a cap to make the spell more broadly useful but setting the cap low enough that it can be easily overcome (and the cap is certainly adjustable...5hp/slot level?) As is resistance or immunity. A typical character (PC or NPC) in our game can do at least half the cap in damage without breaking a sweat. Please explain why negating damage from one or two characters' attacks (at a cost of 100 gp) makes it hands down the best buff spell evah. Oh...and it's still a concentration spell...so if it is cast on an ally concentration cam still be broken. It would make it the one concentration buff spell that is better to cast on yourself than an ally. Again...justifying that 100 gp cost. [/QUOTE]
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