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Opinions wanted for 2nd level offensive spells
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<blockquote data-quote="Jens" data-source="post: 76475" data-attributes="member: 605"><p>Note: Spell descriptions have been changed based on comments.</p><p></p><p></p><p><strong>Acid Bolt</strong></p><p>Evocation [Acid]</p><p>Level: Sor/Wiz 2</p><p>Target: One creature or object</p><p>Saving Throw: Fortitude half</p><p>Same as Lesser Acid Orb: Comp (VS), CT (1 action), Range (Close), Duration (Inst), SR (Yes).</p><p> As Lesser Acid Orb except only one missile is created which deals 1d6 points of damage per caster level to a maximum of 10d6.</p><p></p><p>Cold Bolt, Electric Bolt, Fire Bolt, and Sonic Bolt are all similar relatives to the respective Lesser Orb spells.</p><p></p><p>Note: Reference changed to Lesser Orbs as they are actually more similar (no secondary effects) and are spells in their own right.</p><p></p><p></p><p><strong>Improved Magic Missile</strong> - 3 versions, which is more reasonable?</p><p>Evocation [Force]</p><p>Level: Sor/Wiz 2</p><p>Target: One creature</p><p>A. As Magic Missile except that each missile inflicts 2d4 points of damage rather than 1d4+1. (Average damage increased by 43%.)</p><p>B. As Magic Missile except that each missile inflicts 1d6+1 points of damage rather than 1d4+1. (Average damage increased by 29%)</p><p>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.)</p><p></p><p></p><p><strong>Lesser Enervation</strong></p><p>Necromancy</p><p>Level: Sor/Wiz 2</p><p>Range: Close (25 ft. + 5 ft. /2 levels) *Note Enervation: Medium</p><p>Same as Enervation: Comp (VS), CT (1 action), Effect (Ray), Duration (Inst), Save (None), SR (Yes).</p><p> As Enervation except only one negative level is gained and that the lost level is regained after 1 round per caster level.</p><p></p><p>Thoughts: (I don't intend to preach to anyone here, just to explain what I have considered <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p>- I want to keep the negative level effect. The idea is not to drain attributes.</p><p>- It must be possible to make a reasonable spell that gives one negative level and is below 4th level.</p><p>- 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.</p><p>- As described here (1 neg level, brief duration) I think the spell would be too weak if a (Fort) save to negate was allowed.</p><p>- 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.</p><p></p><p></p><p>GuardianLurker,</p><p>- 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?</p><p>- 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?</p><p>- 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?</p></blockquote><p></p>
[QUOTE="Jens, post: 76475, member: 605"] Note: Spell descriptions have been changed based on comments. [b]Acid Bolt[/b] 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. [b]Improved Magic Missile[/b] - 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.) [b]Lesser Enervation[/b] 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? [/QUOTE]
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