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Opinions wanted for 2nd level offensive spells
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<blockquote data-quote="GuardianLurker" data-source="post: 77622" data-attributes="member: 786"><p>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, <em>Enervation</em> 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 <em>Energy Drain</em> a 9th level spell. But trying to build a <em>lesser enervation</em> is still worty a try.</p><p></p><p>Enervation only deals one negative level. Even given the much reduced duration, lesser enervation can't do more. </p><p></p><p>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.</p><p></p><p>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."</p><p></p><p>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 (<em>Spectral Hand</em> and <em>Enervation</em>). </p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Yes.</p><p></p><p></p><p>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 <em>Major Missile</em> attractive that I can't recall. Of your various options, the second (B) seems the most reasonable to me.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 77622, member: 786"] 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, [i]Enervation[/i] 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 [i]Energy Drain[/i] a 9th level spell. But trying to build a [i]lesser enervation[/i] 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 ([i]Spectral Hand[/i] and [i]Enervation[/i]). 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. Yes. 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 [i]Major Missile[/i] attractive that I can't recall. Of your various options, the second (B) seems the most reasonable to me. [/QUOTE]
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