Opinions wanted for 2nd level offensive spells

Note: Spell descriptions have been changed based on comments.


Acid Bolt
Evocation [Acid]
Level: Sor/Wiz 2
Target: One creature or object
Saving Throw: Fortitude half
Same as Lesser Acid Orb: Comp (VS), CT (1 action), Range (Close), Duration (Inst), SR (Yes).
As Lesser Acid Orb except only one missile is created which deals 1d6 points of damage per caster level to a maximum of 10d6.

Cold Bolt, Electric Bolt, Fire Bolt, and Sonic Bolt are all similar relatives to the respective Lesser Orb spells.

Note: Reference changed to Lesser Orbs as they are actually more similar (no secondary effects) and are spells in their own right.


Improved Magic Missile - 3 versions, which is more reasonable?
Evocation [Force]
Level: Sor/Wiz 2
Target: One creature
A. As Magic Missile except that each missile inflicts 2d4 points of damage rather than 1d4+1. (Average damage increased by 43%.)
B. As Magic Missile except that each missile inflicts 1d6+1 points of damage rather than 1d4+1. (Average damage increased by 29%)
C. As Magic Missile except only one missile is gained which inflicts 1d4 points of damage per level to a maximum of 10d4. (Average damage increased by 7%-29% at odd levels and 43% at even levels but can only target one opponent.)


Lesser Enervation
Necromancy
Level: Sor/Wiz 2
Range: Close (25 ft. + 5 ft. /2 levels) *Note Enervation: Medium
Same as Enervation: Comp (VS), CT (1 action), Effect (Ray), Duration (Inst), Save (None), SR (Yes).
As Enervation except only one negative level is gained and that the lost level is regained after 1 round per caster level.

Thoughts: (I don't intend to preach to anyone here, just to explain what I have considered :))
- I want to keep the negative level effect. The idea is not to drain attributes.
- It must be possible to make a reasonable spell that gives one negative level and is below 4th level.
- If the spell above is too good for 2nd level, I'd rather weaken it sufficiently to remain at 2nd level than increase the level to 3rd.
- As described here (1 neg level, brief duration) I think the spell would be too weak if a (Fort) save to negate was allowed.
- If a save to negate had to be allowed, would it be reasonable to either return the duration to hours or increase the effect to 1d2 negative levels? As the spell is low level and good Fort saves quite common, such a save would severely weaken the spell.


GuardianLurker,
- When you say that "The only (admittedly tiresome) way to reliably rate a spell is to postulate its effect, compare to the target, reduce/enhance as appropriate, and repeat until done." I think that is what I am trying to do. Propose a spell, see if it fits at a certain level, and adjust if it doesn't. To try to speed things up, I think of it as finding the spell that matches the level. Am I misunderstanding what you write?
- Not all aspects of a spell are equal: Certainly not. But the best one can do is to guess at what is 'generally' important while also trying to consider unusual situations, isn't it?
- Good point about MM already being strong and reminding about Snilloc's Major Missile. But isn't the spell very weak until high levels when the extra damage becomes significant? I doubt anyone under 'epic' level would use it much. Isn't the (practically) unlimited scaling the main attraction?
 

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Jens said:
Thoughts: (I don't intend to preach to anyone here, just to explain what I have considered :))
- I want to keep the negative level effect. The idea is not to drain attributes.
- It must be possible to make a reasonable spell that gives one negative level and is below 4th level.
- If the spell above is too good for 2nd level, I'd rather weaken it sufficiently to remain at 2nd level than increase the level to 3rd.
- As described here (1 neg level, brief duration) I think the spell would be too weak if a (Fort) save to negate was allowed.
- If a save to negate had to be allowed, would it be reasonable to either return the duration to hours or increase the effect to 1d2 negative levels? As the spell is low level and good Fort saves quite common, such a save would severely weaken the spell.
It may not be possible, unhappily; one thing to keep in mind is that level-draining undead are nasty; the lowest is a CR 4 (I believe; the undead have changed a lot in 3e), not soemthing you're going to throw on a regular basis at a third-level party. Also, like MM, Enervation is in the high end of the 4th level power scale - level drains are nasty. Remember too, that the next increase in level-draining power is Energy Drain a 9th level spell. But trying to build a lesser enervation is still worty a try.

Enervation only deals one negative level. Even given the much reduced duration, lesser enervation can't do more.

I'd advise against increasing the duration, especially to hours, since that's the duration of Enervation itself, and a Fort save isn't worth two levels. Another thing to keep in mind is that during a combat, the biggest immediate danger from a level-drain is the HP loss, especially at the low levels you're intending this for. The remaining penalties (decreased BAB, spell loss, etc.) are still nasty, but it's the immediate HP loss that really hurts. So one way to weaken the enveration effect would be to drop the HP loss, or some other effect (or effects) of the level drain.

Personally, as I already suggested, I'd both drop the duration AND add the save, which doesn't necessarily have to be Fort, though I think it's the best fit. Think of how you'd describe resisting the effects of the spell : [Ref] "A writhing ray of purplish-black energy streaks from the evil necromancers hand, but you successfully dodge it, and it impacts harmlessly against the altar behind you." [Will] "The necromancer captures you in his gaze, and you feel your soul shriveling under it. As the physical battle rages around you, your will struggles against that of the necromancer's in a silent battle. After what seems like an extended duel, you feel the necromancer's will crumble and you break free, soul intact - for now." [Will] "The necromance captures you with his eyes, and you can feel his penetrating gaze seeking to steal your very soul. But your soul is well-armored with the faith of your deity, and the leeching tendrils of the necromancer's attack are unable to find entry." [Fort] "As the necromancer finishes his chanting, a could of roiling purple-black fog envelops you, and you can feel an icy weight penetrate your body to crush your soul. It staggers you, but your hardy body shrugs off the attack, and the cloud vanishes, leaving only the steel of your sword between you and the evil villain."

Another possibility, since you really don't like the save, is to drop the range even more, to "Touch". Now, the caster needs to either risk himself, his familiar, or use two spells to cast the attack (Spectral Hand and Enervation).

GuardianLurker,
- When you say that "The only (admittedly tiresome) way to reliably rate a spell is to postulate its effect, compare to the target, reduce/enhance as appropriate, and repeat until done." I think that is what I am trying to do. Propose a spell, see if it fits at a certain level, and adjust if it doesn't. To try to speed things up, I think of it as finding the spell that matches the level. Am I misunderstanding what you write?
No, that was in response to your earlier plaint (which I quoted previously) where you wondered if you couldn't determine the level first. It is, of course, possible/probable that I misunderstood you then. No matter.


- Not all aspects of a spell are equal: Certainly not. But the best one can do is to guess at what is 'generally' important while also trying to consider unusual situations, isn't it?
Yes.

- Good point about MM already being strong and reminding about Snilloc's Major Missile. But isn't the spell very weak until high levels when the extra damage becomes significant? I doubt anyone under 'epic' level would use it much. Isn't the (practically) unlimited scaling the main attraction?
I must confess I don't remember the spell well enough to say; I've never been a huge FR fan, preferring my own homebrew world. There could easily be other reasons to find Major Missile attractive that I can't recall. Of your various options, the second (B) seems the most reasonable to me.
 


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