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spell damage 1d8/level question


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I don't know about your original question. But I'd like to point out that an attack roll + a reflex save doesn't sit too well with me. Both are methods of determining whether or not someone is hit. It's like giving a ref save to avoid an arrow or sword swing (deflect arrows is a special circumstance which allows this, the only one I know of off-hand).
 

I don't like attack roll + ref save either, thanks for reminding me :-)

let's make it like this then:

1d8 electricity damage per level
target one creature only
ranged touch attack
close range
fortitude save for 1/2 damage

what level would that be, and why?

thanks in advance
 

I'd say third. Although it certainly isn't as damaging as fireball or lightning bolt in the right situations, it is more powerful than Melf's Acid arror. The arrow does an average of 1.5 points of damage per level, whereas your spell does 2.25 / level if a save is made, 4.5 if not.
 

If you lower the damage to a smaller die (and give it a max of 10 dice, that's the limit for 2nd-3rd level spells) I think it could work at 2nd level. d4/level is definitely ok, d6/level probably ok as well.

How about something like...

Acid Bolt
Evocation [Acid]
Level: Sor/Wiz 2
Range: Close
Target: One creature
Saving Throw: Fortitude half
As Acid Orb except only one missile is created which deals 1d6 points of damage per caster level to a maximum of 10d6. There is no nauseating effect and no splash damage.

Cold Bolt, Electric Bolt, Fire Bolt, and Sonic Bolt are all similar lesser cousins to the respective Orb spells. The have no secondary effects, either.
 

The closest existing spell is Flame Arrow. It does roughly 1d6/level damage (on average a little bit less than that), medium range, ranged touch attack roll and allows a reflex save for half damage.

Your Electric Bolt is a little bit better than that: always 1d8/level and electrical instead of fire damage. It's also worse than Flame Arrow, because of close range. Fort save vs Ref save is a tie, IMO.

My conclusion: Sor/Wiz 4. You could modify the range to medium, though.

IMO, I would not allow this spell for two reasons: It is very similar to Lightning Bolt and Electrical Flame Arrow, there are no compelling reasons to add this spell. With metamagic, there are plenty of possibilities to achieve new effects. And every new spell weakens Spell Immunity and similar effects and weakens Counterspelling.
 

So a player in your game can't research a spell if a feat could replicate the effect?

Spell Immunity is already near worthless unless you know what you're going to fight, and counterspelling has always been weak.
 

StealthyMark said:
And every new spell weakens Spell Immunity and similar effects and weakens Counterspelling.

Spell Immunity, I might be able to see that. But you can't honestly tell me that 10,000 wizards are running around Faerun casting the infamous and impossible to defend against Rupert's Pocket Protector Slayer. Custom spells are rare, which is OK. Consider giving your NPCs a couple of custom spells too. It balances out just fine.

However, I gotta flat out disagree on your point of Counterspell. With one simple little feat, Improved Counterspelling, it doesn't even matter what spell you use to counterspell, so long as it is from the same school. So, sure, you could toss that Fredericko's Totally Terrifying Flaming Sphere of Complete Destruction - Evocation at me, but as long as I have an Evocation spell, any Evocation spell, of equal level, I can counter it just fine. :)
 
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