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New Spell: Vampiric Aura
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<blockquote data-quote="Dausuul" data-source="post: 7823270" data-attributes="member: 58197"><p>This spell is in a weird place. On the one hand, it's a damage output powerhouse and is practically guaranteed to restore you to full hit points every round. On the other hand, it has a wide AoE, is centered on the caster, and doesn't distinguish between friend and foe - in other words, you're going to blast your own party unless they are careful to keep their distance.</p><p></p><p>I wouldn't go with this approach. It's not a matter of tweaking the range and damage - the way the spell is designed sets up bizarre incentives for party tactics and is a recipe for conflict with the other PCs. Instead, I would focus more narrowly on the problems with <em>vampiric touch</em> as it exists:</p><p></p><p>1. Concentration requirement for a melee spell is a major drawback.</p><p>2. The spell does not grant temp hit points. Instead, it restores hit points - which is only useful if you're taking damage - which means your concentration is even more likely to be disrupted.</p><p>3. The spell's damage output is abysmal, lower than a cantrip (!), and the healing is even less.</p><p></p><p>If one removed the concentration requirement, and boosted the damage and/or healing, <em>vampiric touch</em> would work much better. A "gishy" caster could use it as their primary attack, and a regular wizard could use it as an emergency defense against getting beat down in melee - do some damage and keep yourself alive until you can escape or be rescued. And if you want a more ranged-friendly option, you can just give it a range.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7823270, member: 58197"] This spell is in a weird place. On the one hand, it's a damage output powerhouse and is practically guaranteed to restore you to full hit points every round. On the other hand, it has a wide AoE, is centered on the caster, and doesn't distinguish between friend and foe - in other words, you're going to blast your own party unless they are careful to keep their distance. I wouldn't go with this approach. It's not a matter of tweaking the range and damage - the way the spell is designed sets up bizarre incentives for party tactics and is a recipe for conflict with the other PCs. Instead, I would focus more narrowly on the problems with [I]vampiric touch[/I] as it exists: 1. Concentration requirement for a melee spell is a major drawback. 2. The spell does not grant temp hit points. Instead, it restores hit points - which is only useful if you're taking damage - which means your concentration is even more likely to be disrupted. 3. The spell's damage output is abysmal, lower than a cantrip (!), and the healing is even less. If one removed the concentration requirement, and boosted the damage and/or healing, [I]vampiric touch[/I] would work much better. A "gishy" caster could use it as their primary attack, and a regular wizard could use it as an emergency defense against getting beat down in melee - do some damage and keep yourself alive until you can escape or be rescued. And if you want a more ranged-friendly option, you can just give it a range. [/QUOTE]
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