Is the spell balanced?

Shallown

First Post
Luck of Heroes
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart or one creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell grants a luck bonus to Armor class, to hit and damage. The bonus depends on whether a single target or multiple targets are chosen. Multiple targets gain a +1 per 4 caster levels to a maximum bonus of +3. A single target gains 2 + 1 per 4 caster levels bonus to a maximum of +5. The bonus to damage applies to spells as well but only once per chance to hit or save. So a fireball from a 85th caster does 8d6 + this bonus. 2 scorching rays from the same caster does 4d6 + this bonus for each ray as long as each attack is rolled separately. A magic missile attack would do 4d4+4 plus this bonus. The additional damage is of the same type as the original or base damage.

Simple and straight forward. In loop holes I missed or misunderstandings on how it works?

Thanks
Later
 

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I don't think the spell is overpowered, luck bonuses are good, though, and the spell does not top off. I would hesistate about the bonus to spell damage (especially per target). Most spells only give bonuses to other types of damage, such as weapon or melee damage. It might seem balanced, but will suddenly break in combination with a spell than can hit a lot of targets, high levels, or metamagic feats like chain spell.

(Edit: removed type comment)
 
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I don't think the spell is overpowered, luck bonuses are good, though, and the spell does not top off.

Does not top off?

I set a max of +3 for multpile targets and + 5 for a single target. Mainly becuase it is a luck bonus so stacks with mostother things available since luck bonuses are not that common.

With chain spell it might geta little nasty but only adds a few points of damage so I am still not seeing a "too Nasty" combo. Can you think of any chained spells that would do this. At most as a single taregt spell it would add +5 damage to each chained target. And only if they do damage. Maybe I should add that blanket statement in is it only adds to damage dealing spells. Since the damage is the same type as the base damage I think it would already be assumed but it is always better to spell it out (no pun intended) :)

Thanks

Later
 

Actually, for a 4th level spell, this seems rather...underpowered. I know no mage in my group would use it, which isnt to say others wouldnt, just fyi.
and this line has me confused:
The bonus to damage applies to spells as well but only once per chance to hit or save.
care to elaborate?
 

I am not sure under powered it is compared to some cleric spells that have similiar effects. Its not a super 4th spell but for a support minded caster it works. Or at least I hope it does :)

I was thinking of making it the same bonus but to be applied to any of the following three chosen by the target. To hit, Armor class, To damage, To saves and to skill checks/ability checks. This gives it some more versatility without upping its power to much. I also thought to change the bonus to +1 per 5 levels maxing at 15th instead of 12th.

The Bonus to damage for most spells ususally only applies to melee weapons. I wanted to make it clear this also affects spels. Once per spell if it has no to hit or save such as magic missile the bonus would apply to one missile only. In the case of scorching ray each ray gets the bonus, in the case of a fireball everyone effected suffers the extra damage.

I may have to go into more detail on this in the speel description.

later
 

I think it might be a little too good compared to Prayer. Sure, it's a level higher, and a wizard spell instead of a cleric spell, but the open-ended nature seems a bit much. Mass buffs of this nature seem much more cleric-like than wizard-like to me.
 

I also agree this typically looks a cleric spell. In addition, I don't see it "transmutation", especially if it's called "luck".
 

I know it seems clerical but only becuase it is a bonus granting spell. I wanted something like heroism and greater heroism (which oddly clerics don't get?) I mid level buff to help out my party. It compares to A bard's inspire fairly well in duration and effect. And I think it compares to Prayer fairly well since the area effect part caps at +3 and has the limitations of the haste spell in targetting a party and doesn't affect the enemy.

I just don't see why the clerics get the mass buffs only. I know they should maintain some area that the arcane doesn't cross and I think healing is it the arcane already crosses into the buff with heroism and haste and other buffs.

Transmutation only becuase nothing else applies and it does change the target's luck. Does something else fit better perhaps enchanment? I could make it divination and call it an insight bonus and change the name to something else like Insight of the hero or Combat Mind.

Staffan what opened ended nature? I'm not understanding your point. Sorry.
 

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