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No Longer an Interest Check - 5E Rise of Tiamat + Corebooks PBP - OOC
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<blockquote data-quote="tglassy" data-source="post: 7930636" data-attributes="member: 6855204"><p>There are a few differences in the spells. Erupting Earth is not exactly the same as Fireball, as much as being an Earth Version of fireball. So for example, Fireball is a 20 ft radius sphere, while EE is a 20ft cube, which is technically smaller. Fireball does 8d6 (Max 48) fire damage, while EE does 3d12 (Max 36) Bludgeoning. Fireball ignites flammable objects in the area and goes around corners, while EE makes each 5ft square it hits into Difficult Terrain, each of which take 1 minute to clear by hand. </p><p></p><p>Fireball does more damage initially, as it's fire, but EE will do more when scaled to higher spell slots. So at lvl 5, Fireball does 10d6 (Max 60)fire damage, while EE would do 5d12 (Max 60). After that, EE would technically do more damage, though there are likely better spells to be using at that point. But, while Fireball is all about Moar Damage, EE is a little more tactical.</p><p></p><p>The other spells are a lot like that, mostly having to do with either making someone drop prone, or creating difficult terrain. The cantrip "Mold Earth" lets you move a 5 ft cube of loose earth, which can have a lot of utility uses but can't actually hurt anything by itself. There's one that's a 2nd level spell that creates a hand the size of a medium creature that can reach up out of the ground and grab someone and hold them there, doing damage over time. There's a 5th lvl spell, Transmute Rock, that lets you turn Rock to Mud or visa versa. And there's an 8th level spell that lets you just create a fortress out of the stone, so it's like an Earth version of Mordenkeinan's Mansion. </p><p></p><p>All of the spells are in officially produced materials and have been play tested. And what I would be doing with this is forgoing all the other elements in favor of Earth spells. I'd probably use Plant and Animal based spells, but I'd stick to Earth for the elements. My perfect race for this character would be an Earth Genasi, from the Elemental Player's Companion, but that's not on the board either. </p><p></p><p>I understand wanting to stick to the basics, though. If that's the case, I'll probably have to choose at least two elements, because there are just not many Earth spells in the PHB. In fact, I don't think there are any until 4th level, so I'd have to pick a secondary element. Probably Cold, and do a mountain theme, but I'll think about it. </p><p></p><p>I have no problems with any of the options. I'm fluent in sarcasm. And I like home-brew. And I like FR. So I'm easy. </p><p></p><p>And the Standard Array is in the PHB, as an option, and is 15, 14, 13, 12, 10, 8.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7930636, member: 6855204"] There are a few differences in the spells. Erupting Earth is not exactly the same as Fireball, as much as being an Earth Version of fireball. So for example, Fireball is a 20 ft radius sphere, while EE is a 20ft cube, which is technically smaller. Fireball does 8d6 (Max 48) fire damage, while EE does 3d12 (Max 36) Bludgeoning. Fireball ignites flammable objects in the area and goes around corners, while EE makes each 5ft square it hits into Difficult Terrain, each of which take 1 minute to clear by hand. Fireball does more damage initially, as it's fire, but EE will do more when scaled to higher spell slots. So at lvl 5, Fireball does 10d6 (Max 60)fire damage, while EE would do 5d12 (Max 60). After that, EE would technically do more damage, though there are likely better spells to be using at that point. But, while Fireball is all about Moar Damage, EE is a little more tactical. The other spells are a lot like that, mostly having to do with either making someone drop prone, or creating difficult terrain. The cantrip "Mold Earth" lets you move a 5 ft cube of loose earth, which can have a lot of utility uses but can't actually hurt anything by itself. There's one that's a 2nd level spell that creates a hand the size of a medium creature that can reach up out of the ground and grab someone and hold them there, doing damage over time. There's a 5th lvl spell, Transmute Rock, that lets you turn Rock to Mud or visa versa. And there's an 8th level spell that lets you just create a fortress out of the stone, so it's like an Earth version of Mordenkeinan's Mansion. All of the spells are in officially produced materials and have been play tested. And what I would be doing with this is forgoing all the other elements in favor of Earth spells. I'd probably use Plant and Animal based spells, but I'd stick to Earth for the elements. My perfect race for this character would be an Earth Genasi, from the Elemental Player's Companion, but that's not on the board either. I understand wanting to stick to the basics, though. If that's the case, I'll probably have to choose at least two elements, because there are just not many Earth spells in the PHB. In fact, I don't think there are any until 4th level, so I'd have to pick a secondary element. Probably Cold, and do a mountain theme, but I'll think about it. I have no problems with any of the options. I'm fluent in sarcasm. And I like home-brew. And I like FR. So I'm easy. And the Standard Array is in the PHB, as an option, and is 15, 14, 13, 12, 10, 8. [/QUOTE]
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