kreynolds
First Post
Norfleet said:Nah. Even if they're tougher than hell, basic physics...
Nah. It's D&D physics.

Norfleet said:Nah. Even if they're tougher than hell, basic physics...
Technik4 said:Sub-zero Nova: For a 6th level spell, 15d6 seems like a low cap. Disintegrate, while not being a spell to base others off of, has a 20d6 cap.
Technik4 said:The stagger effect is nice which may mitigate the low damage somewhat, but it seems like an awkward spell to use effectively. I mean, even in diablo it could be dicey because you had to get in there to affect the enemy.
Technik4 said:Fireball II: Seems decent. One small thing I'd like to point out is that while you speak of it like it is merely maximized, it is in fact heightened and maximized, plus you added an additional effect.
Technik4 said:Fireball III: This spell will deal 70 points of damage on average, which is only 10 points higher than Fireball II. I would consider enhancing the radius or raising the die type to d8 (if youre into that kind of thing).
Technik4 said:I don't consider myself much of an authority on epic spells, so I won't comment.
Technik4 said:I like these spells but I find Fireball III to be weak and Fireball II and C. Fireball to be on the strong side (according to how metamagic affects spells).
Tywyll said:Shouldn't Greater Subzero Nova be a save DC of 25+mod, being a 15th level spell and all?
Tywyll said:Also, I wouldn't let Subzero or its greater version stagger if they make their save.
Tywyll said:I agree that FB III seems a bit weak... I doubt I would cast it when I could throw another FB2. The avg damage of a max FBIII is 70, so you aren't jumping too much in the power department.
Tywyll said:Concussive FB and Epic FB are both cool, but I think there needs to be some modifier for size as to the range which someone moves. Perhaps every size diff from med is a + or - 10 feet max? Ie a Large creature 10 from the edge of the spell wouldn't move, but if it were centered on him he would move 30'.
Sub-zero Nova: For a 6th level spell, 15d6 seems like a low cap. Disintegrate, while not being a spell to base others off of, has a 20d6 cap.
And the entire POINT of spells is to complicate the game. Considering how limited the ammunition supply of a mage is, they'd BETTER be complicated: Otherwise, it becomes pedestrian and boring. If I wanted attack and do damage in a bland and boring manner, I'd have been a damn fighter.
Norfleet said:Nah. Even if they're tougher than hell, basic physics would send them flying anyway. They'd just end up like those movie characters which are somehow impervious to death from being hurled through windows by fiery explosions, suffering only minor or no injury.
Kerrick said:Fireball II/III are nothing more than fireball cast with a feat from Arcane Strife called Spell Tackle - any damage spell you cast has a chance to knock the target down. Level adjustment: +1.
Kerrick said:By way of comparison, hellball, from the ELH, is a 15th level spell.
Kerrick said:If you extend the table, a 16th-level spell would have a 45d6 cap, not 40.
Kerrick said:Distintegrate has a 40d6 cap.
Kerrick said:And for anyone who wants to see a real 15th-level fireball variant...
That happens to be the Officially Sanctioned Handwave also, as evidenced by the descriptions involving lack of pressure, and soforth.Nifft said:"Jumping". Explosions, train wrecks, planetary detonation: nothing can injure you if you're in the air when it happens.
The traditional handwave IMC is that a Fireball isn't an explosion. It's a spell that causes elemental Fire to briefly visit a tiny portion of the Prime. IMC, it makes a "foosh" sound.
Teleports -- those are loud. Fireballs are soft.
Originally Posted by Kerrick
Fireball II/III are nothing more than fireball cast with a feat from Arcane Strife called Spell Tackle - any damage spell you cast has a chance to knock the target down. Level adjustment: +1.
Not the feat I used as a reference, and it was a higher adjustment than +1 (which I think is too low).
16th, IMO.Originally Posted by Kerrick
By way of comparison, hellball, from the ELH, is a 15th level spell.
No. A 16th-level arcane spell has a 45 dice cap for single creature spells only. Multiple-target 16th-level arcane spells have a cap of 40 dice.
Interesting spell, though the resurrection part isn't my cup of tea for an arcane spell. Other than that, I think it makes a really cool divine spell.
That happens to be the Officially Sanctioned Handwave also, as evidenced by the descriptions involving lack of pressure, and soforth.
Unfortunately, it also doesn't produce the effect I want, so I see an unfilled niche here: Explosions. Spells that create real, honest-to-god EXPLOSIONS, not merely puffs of flame which, on the outset, look like explosions, but are to explosions what decaf is to coffee.
Well, I think the official handwave is that it creates elemental fire rather than brings some from the Elemental planes. That's why it's Evocation and not Conjuration.Norfleet said:That happens to be the Officially Sanctioned Handwave also, as evidenced by the descriptions involving lack of pressure, and soforth.