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General Tabletop Discussion
*Dungeons & Dragons
[MotW] Creeping Cold + Extend Spell = ?
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<blockquote data-quote="Vaeron" data-source="post: 145529" data-attributes="member: 3956"><p>A workable solution might be just to make the dmg 1d6 per round, non cumulative. This makes more sense for a second level spell anyway. Since metamagic feats, even of the same type, are stackable (according to the official FAQ), piling a number of extends to 9th level on Creeping Cold at non-cumulative 1d6 over 24 rounds would result in a total of a 24d6 (average 84) dmg instead of a total of 300d6 (average 1050 dmg) using the cumulative rules. In fact, using the rules as written with 7 extends would require a save against instant death for 50+ damage each round after the 13th or so.</p><p></p><p>My solution: 1d6 a round. Makes it less desireable at later levels where you get instant kill type spells, but compared to magic missile or even fireball, which have definite caps, this sounds about right.</p><p></p><p>V</p></blockquote><p></p>
[QUOTE="Vaeron, post: 145529, member: 3956"] A workable solution might be just to make the dmg 1d6 per round, non cumulative. This makes more sense for a second level spell anyway. Since metamagic feats, even of the same type, are stackable (according to the official FAQ), piling a number of extends to 9th level on Creeping Cold at non-cumulative 1d6 over 24 rounds would result in a total of a 24d6 (average 84) dmg instead of a total of 300d6 (average 1050 dmg) using the cumulative rules. In fact, using the rules as written with 7 extends would require a save against instant death for 50+ damage each round after the 13th or so. My solution: 1d6 a round. Makes it less desireable at later levels where you get instant kill type spells, but compared to magic missile or even fireball, which have definite caps, this sounds about right. V [/QUOTE]
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[MotW] Creeping Cold + Extend Spell = ?
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