Save for Ray of Enfeeblement

Al'Kelhar

Adventurer
It seems to me that ray of enfeeblement has to be the most powerful 1st level spell in the game - a no-save touch attack spell causing 1d6 +1 point/2 levels Strength damage for 1 minute/level. Typical targets (warrior types and large, strong creatures) are unlikely to have high touch AC, and each 2 points of Strength damage imposes a -1 penalty on attack and damage rolls (amongst other things). A 10th level caster will typically inflict a -4 penalty on attacks and damage - which would be fine for a 3rd level spell, for example, but it seems a bit over-the-top for a 1st level spell.

With that in mind, I have proposed a house rule that ray of enfeeblement has a Fortitude partial save. Typical targets will have a good Fortitude save and are likely to make the save, but will nevertheless still suffer half damage. I know this break convention for Fortitude saves (which are usually all-or-nothing affairs), but does this seem reasonable?

Note that this is a serious endeavour to balance the spell, not nerf it. I DM one campaign and play a wizard in another, and needless to say, my wizard PC always carries one or two rays of enfeeblement, so if I nerf the spell IMC, I'm going to shoot myself in the foot when my DM takes the same approach.

Cheers, Al'Kelhar
 

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Note: It's not Strength damage - the spell list says it is, but the main description makes it clear it's a Strength penalty. This means that it doesn't stack with itself.
 

I figure that the ranged touch attack makes it somewhat balanced.. having both a save chance and a miss chance would certainly dilute the spell. It's strong as is, but would be weak if altered in this manner.

In my experience, it is a powerful spell, and it is something of a no brainer... which I suppose makes it a decent challenge to Magic Missile. The fact that it will cap out at 7 Strength for a 1st level Wizard/Sorc, with the necessity of a Chill Touch to bump the total strength penalties/damage (and CT is a up close and personal touch attack) means this spell is a lot less powerful than it seems.

-3 attack and -3 damage is a nice chunk, but then again, a guaranteed 2-5 damage is a nice chunk (or entire chunk) of your average first level opposition.
 

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