Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Smack the Orc: New spell
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="rkanodia" data-source="post: 1281783" data-attributes="member: 11681"><p>Well, let's look at the spells I can think of which might be most similar: Evard's Black Tentacles, Acid Fog, and Mordenkainen's Sword.</p><p></p><p>First off, I'd say the duration needs to change. 5 minutes + 1 minute/level isn't only a nonstandard duration, it's also ridiculously long for a spell of this type. Tentacles, Fog, and Sword each go for 1 round/level, which seems much more appropriate; how many fights last for more than 11 rounds?</p><p></p><p>Range is fine.</p><p></p><p>Rather than a number of weapons, I think it would be better to give the spell a radius of effect (like Tentacles and Fog); if a creature can be targeted by multiple planks, then a single victim will be ripped to shreds instantly by this spell, but if each creature can only be hit by one plank at a time, you might as well just say each creature in the radius of effect is attacked once per round. Give it a 20-foot radius, like Tentacles and Fog.</p><p></p><p>None of the spells listed allow saving throws.</p><p></p><p>Tentacles and Fog don't allow spell resistance, but Sword does. Spiritual Weapon also allows SR, so I'd say Smack the Orc should allow it.</p><p></p><p>Sword gives attack roll equal to caster level+Int or Cha bonus (whichver applies) + 3; Smack the Orc should be weaker. I'd say remove the +3 enhancement bonus (heck, these are nailed two-by-fours of force, not finely crafted swords), and then you're looking at something still decent, but not overpowering.</p><p></p><p>Let's give Smack the Orc 3d6 of force damage, attacking once per round against each creature matching the noun specified by the caster at the time of casting. The noun could specify targets by race ('smack the orcs'), a quality ('smack the villains'), or just about anything else; 'smack the creatures' is a perfectly valid casting. The whirling two-by-fours attack (or don't attack) based on the perceptions of the caster; an orc in disguise as a human will be hit by 'smack the humans' but not 'smack the orcs' if the caster is unaware of the ruse. The caster cannot voluntarily choose to perceive something differently than he really believes it to be; if he wants to protect his allies, he should choose a word carefully. The first time a particular creature is successfully hit, check spell resistance; if it succeeds, it is unaffected by that casting of Smack the Orc.</p><p></p><p>So let's see how it stacks up.</p><p></p><p>Acid Fog deals 2d6 points of acid damage per round to every creature in the area of effect, with no roll to hit and no spell resistance allowed. It also seriously hampers movement (no moving more than 5'/round), and blocks all vision beyond 5'. However, it can be dispelled by a strong wind. Acid damage is already a relatively strong damage type, so I'd say the upgrade to Force damage is not terribly significant; combine that with allowing SR _and_ requiring a to-hit roll and I think the damage per round just about evens out. Acid Fog's vulnerability to wind is not really a big deal, since the only spell effect which could stop it (and is easier than just using a dispel) is Gust of Wind, which I don't think large numbers of casters memorize just to deal with Acid Fog. I think trading the hindering/concealing portions of Acid Fog for the (relatively) party-friendly damage of Smack the Orc is another fair trade. What does everyone else think?</p></blockquote><p></p>
[QUOTE="rkanodia, post: 1281783, member: 11681"] Well, let's look at the spells I can think of which might be most similar: Evard's Black Tentacles, Acid Fog, and Mordenkainen's Sword. First off, I'd say the duration needs to change. 5 minutes + 1 minute/level isn't only a nonstandard duration, it's also ridiculously long for a spell of this type. Tentacles, Fog, and Sword each go for 1 round/level, which seems much more appropriate; how many fights last for more than 11 rounds? Range is fine. Rather than a number of weapons, I think it would be better to give the spell a radius of effect (like Tentacles and Fog); if a creature can be targeted by multiple planks, then a single victim will be ripped to shreds instantly by this spell, but if each creature can only be hit by one plank at a time, you might as well just say each creature in the radius of effect is attacked once per round. Give it a 20-foot radius, like Tentacles and Fog. None of the spells listed allow saving throws. Tentacles and Fog don't allow spell resistance, but Sword does. Spiritual Weapon also allows SR, so I'd say Smack the Orc should allow it. Sword gives attack roll equal to caster level+Int or Cha bonus (whichver applies) + 3; Smack the Orc should be weaker. I'd say remove the +3 enhancement bonus (heck, these are nailed two-by-fours of force, not finely crafted swords), and then you're looking at something still decent, but not overpowering. Let's give Smack the Orc 3d6 of force damage, attacking once per round against each creature matching the noun specified by the caster at the time of casting. The noun could specify targets by race ('smack the orcs'), a quality ('smack the villains'), or just about anything else; 'smack the creatures' is a perfectly valid casting. The whirling two-by-fours attack (or don't attack) based on the perceptions of the caster; an orc in disguise as a human will be hit by 'smack the humans' but not 'smack the orcs' if the caster is unaware of the ruse. The caster cannot voluntarily choose to perceive something differently than he really believes it to be; if he wants to protect his allies, he should choose a word carefully. The first time a particular creature is successfully hit, check spell resistance; if it succeeds, it is unaffected by that casting of Smack the Orc. So let's see how it stacks up. Acid Fog deals 2d6 points of acid damage per round to every creature in the area of effect, with no roll to hit and no spell resistance allowed. It also seriously hampers movement (no moving more than 5'/round), and blocks all vision beyond 5'. However, it can be dispelled by a strong wind. Acid damage is already a relatively strong damage type, so I'd say the upgrade to Force damage is not terribly significant; combine that with allowing SR _and_ requiring a to-hit roll and I think the damage per round just about evens out. Acid Fog's vulnerability to wind is not really a big deal, since the only spell effect which could stop it (and is easier than just using a dispel) is Gust of Wind, which I don't think large numbers of casters memorize just to deal with Acid Fog. I think trading the hindering/concealing portions of Acid Fog for the (relatively) party-friendly damage of Smack the Orc is another fair trade. What does everyone else think? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Smack the Orc: New spell
Top