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Rebuilding Evocation
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<blockquote data-quote="FireLance" data-source="post: 3337700" data-attributes="member: 3424"><p>One other thing I'd like to do is to make the various effect types more distinct from each other, so that a [Fire] spells really feels different from an [Electricity] spell or a [Sonic] spell. For now, I've got five different types and effects:</p><p></p><p>1. [Fire] spells affect an area and allow a Reflex save for half damage. A 1st-level [Fire] spell would either affect a small area close to the spellcaster (<em>burning hands</em>) or affect a single 5-foot square at range.</p><p></p><p>2. [Electricity] spells affect a target or targets and require a ranged touch attack. <em>Lesser orb of electricity</em> works fine as a 1st-level [Electricity] spell (although I might change the effect to a ray and rename the spell). <em>Scorching ray</em> should be changed to an [Electricity] spell and renamed accordingly (<em>shocking ray</em>?). <em>Lightning bolt</em> could affect up to one target per level in a 120-ft. line.</p><p></p><p>3. [Sonic] spells affect an area, and allow a Fortitude save for half damage, and should generally deal less damage than a [Fire] spell of the same level.</p><p></p><p>4. [Force] spells affect a target and require a normal attack roll ([Force] spells do not ignore armor), but the attack roll modifier is equal to caster level + Charisma (for warmages). [Force] effects continue to ignore the incorporeal miss chance. <em>Magic missile</em> will need to be changed to incorporate the attack roll, but damage can be upgraded (say, to 1d8) to compensate.</p><p></p><p>5. [Light] spells hit automatically and do not allow any saving throws to reduce their effect. A 1st-level [Light] spell would thus work very much like <em>magic missile</em>. A [Light] spell has its maximum effect against undead. It deals less damage (say, 25%) against other types of creatures, and half damage to constructs and inanimate objects.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3337700, member: 3424"] One other thing I'd like to do is to make the various effect types more distinct from each other, so that a [Fire] spells really feels different from an [Electricity] spell or a [Sonic] spell. For now, I've got five different types and effects: 1. [Fire] spells affect an area and allow a Reflex save for half damage. A 1st-level [Fire] spell would either affect a small area close to the spellcaster ([I]burning hands[/I]) or affect a single 5-foot square at range. 2. [Electricity] spells affect a target or targets and require a ranged touch attack. [I]Lesser orb of electricity[/I] works fine as a 1st-level [Electricity] spell (although I might change the effect to a ray and rename the spell). [I]Scorching ray[/I] should be changed to an [Electricity] spell and renamed accordingly ([I]shocking ray[/I]?). [I]Lightning bolt[/I] could affect up to one target per level in a 120-ft. line. 3. [Sonic] spells affect an area, and allow a Fortitude save for half damage, and should generally deal less damage than a [Fire] spell of the same level. 4. [Force] spells affect a target and require a normal attack roll ([Force] spells do not ignore armor), but the attack roll modifier is equal to caster level + Charisma (for warmages). [Force] effects continue to ignore the incorporeal miss chance. [I]Magic missile[/I] will need to be changed to incorporate the attack roll, but damage can be upgraded (say, to 1d8) to compensate. 5. [Light] spells hit automatically and do not allow any saving throws to reduce their effect. A 1st-level [Light] spell would thus work very much like [I]magic missile[/I]. A [Light] spell has its maximum effect against undead. It deals less damage (say, 25%) against other types of creatures, and half damage to constructs and inanimate objects. [/QUOTE]
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