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*Pathfinder & Starfinder
"Metadesign Principles of D&D"
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<blockquote data-quote="kerbarian" data-source="post: 2939623" data-attributes="member: 40393"><p>Sor/Wiz 1st- and 2nd- level spells generally deal on the order of 1d8 damage per 2 levels, max 5d8, often with limitations on how they can be targeted.</p><p></p><p>Once you hit 3rd level, Sor/Wiz spells can deal 1d6/level elemental damage, up to a max of 10d6 for 3rd level spells or 15d6 for higher-level spells. The damage is generally the same for single target or area spells, though single-target spells often throw in a status effect. You generally don't get above a max of 15d6 until 8th-level spells.</p><p></p><p>Such damage spells either allow a save for half damage or require a touch attack, but not both. If both are required, then the damage can be higher (e.g. Disintegrate, which requires both and deals 2d6/level).</p><p></p><p>Sonic spells generally deal 1d4/level damage instead of 1d6/level and are often weaker in other ways. Correspondingly, few creatures have sonic resistance.</p><p></p><p>Clerics have very limited access to attack spells, and the ones they have deal far less damage than Sor/Wiz spells of the same level. Druids are somewhere in between, with moderate attack spell capability, but still not nearly on the level of Sor/Wiz. At high levels, a number of Spell Compendium spells break this pattern. Starting at 6th-7th level, there are a number of strong Cleric and Druid attack spells (e.g. Radiant Assault), though they still don't quite match Sor/Wiz in raw damage.</p></blockquote><p></p>
[QUOTE="kerbarian, post: 2939623, member: 40393"] Sor/Wiz 1st- and 2nd- level spells generally deal on the order of 1d8 damage per 2 levels, max 5d8, often with limitations on how they can be targeted. Once you hit 3rd level, Sor/Wiz spells can deal 1d6/level elemental damage, up to a max of 10d6 for 3rd level spells or 15d6 for higher-level spells. The damage is generally the same for single target or area spells, though single-target spells often throw in a status effect. You generally don't get above a max of 15d6 until 8th-level spells. Such damage spells either allow a save for half damage or require a touch attack, but not both. If both are required, then the damage can be higher (e.g. Disintegrate, which requires both and deals 2d6/level). Sonic spells generally deal 1d4/level damage instead of 1d6/level and are often weaker in other ways. Correspondingly, few creatures have sonic resistance. Clerics have very limited access to attack spells, and the ones they have deal far less damage than Sor/Wiz spells of the same level. Druids are somewhere in between, with moderate attack spell capability, but still not nearly on the level of Sor/Wiz. At high levels, a number of Spell Compendium spells break this pattern. Starting at 6th-7th level, there are a number of strong Cleric and Druid attack spells (e.g. Radiant Assault), though they still don't quite match Sor/Wiz in raw damage. [/QUOTE]
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