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Michael's MtG Spell thread (last update: Blockbuster 3/7/7)
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<blockquote data-quote="Technik4" data-source="post: 2159286" data-attributes="member: 7211"><p>Greetings Morris! I haven't posted in quite some time, but at one point I was in a (short) pbp Dusk game and I also remembering going through spells with you for a time.</p><p></p><p>At any rate, here's some feedback for Meteor Storm:</p><p></p><p>Pretty neat, but potentially expensive (too expensive?). First, I guess does 2) count as a spell? 1) Says it specifically does not, which makes it ambiguous as to wheter or not the second function does. Secondly, you can expect to blow through a lot of spell slots to get decent mileage from this spell. Here's some numerical analysis:</p><p></p><p>Quickened Fireball (7th level slot) 35 damage, half-save, large area (20' radius) + Maximized Cone of Cold (8th level slot) 90 damage, half-save, large area (60' constricted by cone template) = 125 damage in pretty managable areas</p><p></p><p>Meteor Shower (8th level slot) + Expending a 7th level slot to activate a meteor (which you cannot do until the next round) 49 damage, half-save, med area (10' radius), quite restrictive (must be outside).</p><p></p><p>Assuming you can call down 2 meteors in a turn (as it only requires a move-equivalent) you could blow 2 more 8th level slots for 108 damage on the initial round (but, now you've used 3 of your 8th level slots).</p><p></p><p>Basically, there is power there, but it isn't efficient at all. Its also, imo, rather restrictive (although I like the flavor, it does weaken the spell).</p><p></p><p>Suggestions: </p><p>Change duration to 1 round/ 2 caster levels.</p><p></p><p>Make the free fireballs equal to 1/4 caster level (rounded down), but make it count as using a quickened spell. This is a slight buff (max 5d6 at 20th level) because for the next few minutes you can rain down "free" mini-fireballs. 2d6 is just too low to bother with (considering you've used an 8th level slot).</p><p></p><p>Make the second part not count as using a spell for the turn (but make it count against 'quickened spells per turn'). Since you can't use both modes together, add the 'free' fireball to the one you pay for with a slot. So you get spell slot x 2d6 + 1/4 Caster level d6. Thus a 15th level spellcaster (who is eagerly waiting to exercise her new power) spends one turn casting Meteor Shower, then on the next expends another 8th level slot and gets a 20d6 meteor (in a 10' radius) (70 damage, save for half, restrictions on when/where). For the next 5 rounds she can call down free 4d6 fireballs or spend more slots for meteors (a 3rd level slot would be 10d6 (6d6 +4d6) which is equivalent to a fireball she could have used in that slot (although the radius is a bit smaller).</p><p></p><p>Just my thoughts,</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 2159286, member: 7211"] Greetings Morris! I haven't posted in quite some time, but at one point I was in a (short) pbp Dusk game and I also remembering going through spells with you for a time. At any rate, here's some feedback for Meteor Storm: Pretty neat, but potentially expensive (too expensive?). First, I guess does 2) count as a spell? 1) Says it specifically does not, which makes it ambiguous as to wheter or not the second function does. Secondly, you can expect to blow through a lot of spell slots to get decent mileage from this spell. Here's some numerical analysis: Quickened Fireball (7th level slot) 35 damage, half-save, large area (20' radius) + Maximized Cone of Cold (8th level slot) 90 damage, half-save, large area (60' constricted by cone template) = 125 damage in pretty managable areas Meteor Shower (8th level slot) + Expending a 7th level slot to activate a meteor (which you cannot do until the next round) 49 damage, half-save, med area (10' radius), quite restrictive (must be outside). Assuming you can call down 2 meteors in a turn (as it only requires a move-equivalent) you could blow 2 more 8th level slots for 108 damage on the initial round (but, now you've used 3 of your 8th level slots). Basically, there is power there, but it isn't efficient at all. Its also, imo, rather restrictive (although I like the flavor, it does weaken the spell). Suggestions: Change duration to 1 round/ 2 caster levels. Make the free fireballs equal to 1/4 caster level (rounded down), but make it count as using a quickened spell. This is a slight buff (max 5d6 at 20th level) because for the next few minutes you can rain down "free" mini-fireballs. 2d6 is just too low to bother with (considering you've used an 8th level slot). Make the second part not count as using a spell for the turn (but make it count against 'quickened spells per turn'). Since you can't use both modes together, add the 'free' fireball to the one you pay for with a slot. So you get spell slot x 2d6 + 1/4 Caster level d6. Thus a 15th level spellcaster (who is eagerly waiting to exercise her new power) spends one turn casting Meteor Shower, then on the next expends another 8th level slot and gets a 20d6 meteor (in a 10' radius) (70 damage, save for half, restrictions on when/where). For the next 5 rounds she can call down free 4d6 fireballs or spend more slots for meteors (a 3rd level slot would be 10d6 (6d6 +4d6) which is equivalent to a fireball she could have used in that slot (although the radius is a bit smaller). Just my thoughts, Technik [/QUOTE]
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