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[PR] S T Cooley Publishing Presents: Arcane Arsenal - Jet Spells
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<blockquote data-quote="The Sigil" data-source="post: 2386177" data-attributes="member: 2013"><p>It was, in my view, the weakest of the spells included (in terms of effect versus spell level). I wanted to err on the side of weakness, however. On further review, I think you're right - the 15 dice may be a good cap to use. My concern was not so much with the damage dealt (even at 15d4 per round, that's only an average of about 37 points of damage per round for a 5th-level spell) but the "healing" aspect of it (allowing the caster to gain, on average, 37 points per round) as well as the "no save" aspect (common for ray spells). </p><p></p><p>When comparing to Vampiric touch (a third-level spell), I felt the range upgrade (from touch to close) was worth about one spell level. The dropping of damage dice to d4 and adding the fatigue effect, I felt, offset each other. So I was looking at roughly a 4th-level spell. The difference is that vampiric touch is "one-and-done" while this one essentially lets you do it over and over and over (e.g., with a 9th-level caster, you're getting "9 shots" instead of the one afforded by vampiric touch). I felt that was worth bumping the spell up another level, though in retrospect, I think I the cap should have been bumped up with the actual spell level (instead of forgetting to adjust it and leaving it at third level's 5 dice). I guess it should be capped at 15 instead of 5 (since 5th-level arcane spells have a 15-die cap whether they are single-target or area-effect).</p><p></p><p>Anyway, my favorite spell (flavor-wise) in this work was actually the "visionslur" spell. I'd love to hear what you think about that one, Wulf! <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></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 2386177, member: 2013"] It was, in my view, the weakest of the spells included (in terms of effect versus spell level). I wanted to err on the side of weakness, however. On further review, I think you're right - the 15 dice may be a good cap to use. My concern was not so much with the damage dealt (even at 15d4 per round, that's only an average of about 37 points of damage per round for a 5th-level spell) but the "healing" aspect of it (allowing the caster to gain, on average, 37 points per round) as well as the "no save" aspect (common for ray spells). When comparing to Vampiric touch (a third-level spell), I felt the range upgrade (from touch to close) was worth about one spell level. The dropping of damage dice to d4 and adding the fatigue effect, I felt, offset each other. So I was looking at roughly a 4th-level spell. The difference is that vampiric touch is "one-and-done" while this one essentially lets you do it over and over and over (e.g., with a 9th-level caster, you're getting "9 shots" instead of the one afforded by vampiric touch). I felt that was worth bumping the spell up another level, though in retrospect, I think I the cap should have been bumped up with the actual spell level (instead of forgetting to adjust it and leaving it at third level's 5 dice). I guess it should be capped at 15 instead of 5 (since 5th-level arcane spells have a 15-die cap whether they are single-target or area-effect). Anyway, my favorite spell (flavor-wise) in this work was actually the "visionslur" spell. I'd love to hear what you think about that one, Wulf! :) --The Sigil [/QUOTE]
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