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General Tabletop Discussion
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My Improved Scalable Fireball Spell
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<blockquote data-quote="ren1999" data-source="post: 4980055" data-attributes="member: 85179"><p>I'm looking for suggestions on how to improve this. The spells I was designing did increase damage by 1 dice every 5 levels but the characters were really decimating the monsters. Now one damage dice is added every 10 levels. 1st, 11th, and 21st level. Other suggestions for scalability?</p><p></p><p><strong></strong></p><p><strong></strong></p><p><strong>Fire Ball </strong>| available at 1st level | requires Light Bright, Burning Hand | pryokinetic assault | standard ranged at-will | target +1 foe/10 levels within a cone| +1 square/level | intelligence versus reflex | +1d6 damage/10 levels + ongoing intelligence modifier fire damage | save ends the effect</p><p> <em>Light Torch </em>| non-combat ritual at-will | the caster can light candles, torches, wood, etc. at a distance of +1 square/level</p><p></p><p></p><p>-------------------------------------------</p><p>General scalable aspects I'm working on. Suggestions?</p><p></p><p></p><p>no dropping spells or retraining is required, casters chose daily, encounter and utility spells when they need them but are subject to the same 4th Edition daily and encounter restrictions</p><p></p><p><strong>Amplify Effect:</strong></p><p> At 1st class level, expend an encounter power and add +1d to the damage roll or expend a daily power and add +2d to the damage roll of any attack spell below.</p><p> </p><p> <strong>Control Effect:</strong></p><p> At 5th class level, limit the damage -1d8, -2d8, etc. or the squares, speed, duration -1, -2, etc. of the effect.</p><p> </p><p> <strong>Trigger Effect:</strong></p><p> At 10th class level, delay an effect. For example, mark a square when entered triggers the effect.</p><p> </p><p> <strong>Share Effect: </strong>at 15th level,+1 ally/10 levels may be given a utility such as Feather Fall by line of site or Teleport Portal by touching the caster which grants combat advantage +2 to foes</p><p> </p><p> <strong>Permanent Effect:</strong></p><p> At 20th class level, you can chose to make an effect permanent.</p></blockquote><p></p>
[QUOTE="ren1999, post: 4980055, member: 85179"] I'm looking for suggestions on how to improve this. The spells I was designing did increase damage by 1 dice every 5 levels but the characters were really decimating the monsters. Now one damage dice is added every 10 levels. 1st, 11th, and 21st level. Other suggestions for scalability? [B][/B] [B] [/B] [B]Fire Ball [/B]| available at 1st level | requires Light Bright, Burning Hand | pryokinetic assault | standard ranged at-will | target +1 foe/10 levels within a cone| +1 square/level | intelligence versus reflex | +1d6 damage/10 levels + ongoing intelligence modifier fire damage | save ends the effect [I]Light Torch [/I]| non-combat ritual at-will | the caster can light candles, torches, wood, etc. at a distance of +1 square/level ------------------------------------------- General scalable aspects I'm working on. Suggestions? no dropping spells or retraining is required, casters chose daily, encounter and utility spells when they need them but are subject to the same 4th Edition daily and encounter restrictions [B]Amplify Effect:[/B] At 1st class level, expend an encounter power and add +1d to the damage roll or expend a daily power and add +2d to the damage roll of any attack spell below. [B] [/B] [B]Control Effect:[/B] At 5th class level, limit the damage -1d8, -2d8, etc. or the squares, speed, duration -1, -2, etc. of the effect. [B] [/B] [B]Trigger Effect:[/B] At 10th class level, delay an effect. For example, mark a square when entered triggers the effect. [B]Share Effect: [/B]at 15th level,+1 ally/10 levels may be given a utility such as Feather Fall by line of site or Teleport Portal by touching the caster which grants combat advantage +2 to foes [B]Permanent Effect:[/B] At 20th class level, you can chose to make an effect permanent. [/QUOTE]
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My Improved Scalable Fireball Spell
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