Cthulhu's Librarian said:Where did the Repose domain first appear? That sounds like something I could really use in my game, but I don't recall seeing it before.
If it's like Scorching Ray, you have to roll a Separate attack roll for Each one. Which makes it less than 30%, more like something like 2.7%, and don't forget there's a lot of things immune to criticals as well.JustKim said:With improved critical at 12th level you have a 30% chance to do 36d6 physical damage with a 2nd level spell. Fill your other slots with empowered, maximized and quickened versions of the spell because you will be hard pressed to find anything crazier.
Quill blast is in there unmodified?
Cthulhu's Librarian said:Where did the Repose domain first appear? That sounds like something I could really use in my game, but I don't recall seeing it before.
I guess that's true, but it still has every advantage over scorching ray. It's physical damage, magical at that (And sometimes even cold iron), which fewer creatures are resistant to than fire damage. The unheard of threat range and multiplier is just the crazy, crazy icing on the cake. I would never allow the spell and I'd feel like some kind of criminal using it.Kobold Avenger said:If it's like Scorching Ray, you have to roll a Separate attack roll for Each one. Which makes it less than 30%, more like something like 2.7%, and don't forget there's a lot of things immune to criticals as well.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.