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My Villain's Spells
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<blockquote data-quote="def-mornahan" data-source="post: 1737932" data-attributes="member: 23678"><p>Hellfire: I have to root for the name. Aside from that, I like the idea of the spell, but I almost think it should damage physical abilities (Str and Con) rather than the mental ones. Even better, it could deal 1d4 temporary negative levels, or whatever floats your boat (1d4 is my random candidate). That would make it a pretty sweet lich spell.</p><p></p><p>Immolation: It sounds a tad wimpy to me. I think that in many parties, the victim would willingly bite the 10 damage per round until somebody finds an excuse to cast dispel magic (or quench). The fatigue is a weird addition. I would junk the fatigue, up the damage to 2d6 + L (caster level) per round, run the spell for L/2 rounds, and not give the subject the chance to shake the spell with saves. It is a neat idea for a spell. I think your version as written is probably 4th level material, or even 3rd (compare it to a fireball, which deals one quarter or one half of this spell's total cumulative possible damage to multiple targets up front).</p><p></p><p>Shocking Burst: I love the idea for this spell. I think it stacks up pretty well at 4th level; it's tougher than the unique cleric domain spells like order's wrath. I would leave the level dependence on the rounds of stun, but make it a double save spell like you say--Reflex save to start with, and then a Fortitude save for everyone who took any electrical damage to avoid stun. That way, the rogues (with evasion) still get off scot-free, while the fighters and clerics have a decent chance to at least not be stunned, and the wizards and sorcs are still out of luck. Making it all Reflex tanks three-quarters of your schmuck normal party, which is a little steep for a 4th level spell. If this spell were in general circulation I would expect it would go on most sorcerer's lists right after phantasmal killer, or even right before.</p></blockquote><p></p>
[QUOTE="def-mornahan, post: 1737932, member: 23678"] Hellfire: I have to root for the name. Aside from that, I like the idea of the spell, but I almost think it should damage physical abilities (Str and Con) rather than the mental ones. Even better, it could deal 1d4 temporary negative levels, or whatever floats your boat (1d4 is my random candidate). That would make it a pretty sweet lich spell. Immolation: It sounds a tad wimpy to me. I think that in many parties, the victim would willingly bite the 10 damage per round until somebody finds an excuse to cast dispel magic (or quench). The fatigue is a weird addition. I would junk the fatigue, up the damage to 2d6 + L (caster level) per round, run the spell for L/2 rounds, and not give the subject the chance to shake the spell with saves. It is a neat idea for a spell. I think your version as written is probably 4th level material, or even 3rd (compare it to a fireball, which deals one quarter or one half of this spell's total cumulative possible damage to multiple targets up front). Shocking Burst: I love the idea for this spell. I think it stacks up pretty well at 4th level; it's tougher than the unique cleric domain spells like order's wrath. I would leave the level dependence on the rounds of stun, but make it a double save spell like you say--Reflex save to start with, and then a Fortitude save for everyone who took any electrical damage to avoid stun. That way, the rogues (with evasion) still get off scot-free, while the fighters and clerics have a decent chance to at least not be stunned, and the wizards and sorcs are still out of luck. Making it all Reflex tanks three-quarters of your schmuck normal party, which is a little steep for a 4th level spell. If this spell were in general circulation I would expect it would go on most sorcerer's lists right after phantasmal killer, or even right before. [/QUOTE]
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