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Spell Expansion...
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<blockquote data-quote="Kerrick" data-source="post: 1099733" data-attributes="member: 4722"><p>They're overrated, frankly. Not only are they variants on one of the most overused spells in D&D, but most of them are rated too high a level for the effect they produce. Greater subzero nova should be an 8th-level spell at best. Fireball II/III are nothing more than fireball cast with a feat from <em>Arcane Strife</em> called Spell Tackle - any damage spell you cast has a chance to knock the target down. Level adjustment: +1. We have a spell similar to epic fireball; it deals force damage, covers a 50-ft. spread, and is 9th level. </p><p></p><p>By way of comparison, hellball, from the ELH, is a 15th level spell. It deals 10d6 each of fire, acid, electricity, and sonic in a 40-ft. radius. IOW, it's a multi-use spell that will affect just about anything out there to some degree, energy resistance/immunity notwithstanding.</p><p></p><p></p><p></p><p>You're right. If you extend the table, a 16th-level spell would have a 45d6 cap, not 40. Distintegrate has a 40d6 cap.</p><p></p><p></p><p></p><p>Amen, brother. Fireball variants are tired and boring - I want to see something NEW, something that rips the target's skeleton from its still-living body and makes it dance at the caster's command, or raises a cross of infernal iron from the ground and impales the target to it (both of which, incidentally, are spells we've come up with). </p><p></p><p>And for anyone who wants to see a real 15th-level fireball variant...</p><p></p><p>From the Ashes</p><p>Evocation [Fire]</p><p>Spell Level: 15</p><p>Components: V</p><p>Casting Time: 1 free action</p><p>Range: 0 ft.</p><p>Area: 20-ft. radius burst</p><p>Duration: Instantaneous</p><p>Saving Throw: None or Reflex half (see below) </p><p>Spell Resistance: No or Yes (see below)</p><p> This spell is often used as a last-ditch effort, when the caster is surrounded and things look grim; it can only be cast if the caster is at 10 hit points or lower. It creates a 20d6 fireball, centered on the caster; all creatures in the area of effect may make Reflex saves as normal for half damage (but the caster is considered to have voluntarily failed). Immediately afterward, the flames sweep back toward the epicenter and up into a huge flaming phoenix, and the caster is resurrected, as per the spell. If for some reason he is immune to fire or does not take enough damage to reduce him to -10 hp (due to resistance), the second part of the spell does not take effect. </p><p></p><p>Note: This spell was created using a system similar to that in the ELH, but converted to levels, which is why it says "Spell level." I haven't included the mechanics for the creation of the spell, because they're still undergoing testing. While the resurrection effect breaks the rule about arcane casters being able to cast spells like that, it only takes effect if the caster kills himself first, which (IMO) balances it out.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 1099733, member: 4722"] They're overrated, frankly. Not only are they variants on one of the most overused spells in D&D, but most of them are rated too high a level for the effect they produce. Greater subzero nova should be an 8th-level spell at best. Fireball II/III are nothing more than fireball cast with a feat from [i]Arcane Strife[/i] called Spell Tackle - any damage spell you cast has a chance to knock the target down. Level adjustment: +1. We have a spell similar to epic fireball; it deals force damage, covers a 50-ft. spread, and is 9th level. By way of comparison, hellball, from the ELH, is a 15th level spell. It deals 10d6 each of fire, acid, electricity, and sonic in a 40-ft. radius. IOW, it's a multi-use spell that will affect just about anything out there to some degree, energy resistance/immunity notwithstanding. You're right. If you extend the table, a 16th-level spell would have a 45d6 cap, not 40. Distintegrate has a 40d6 cap. Amen, brother. Fireball variants are tired and boring - I want to see something NEW, something that rips the target's skeleton from its still-living body and makes it dance at the caster's command, or raises a cross of infernal iron from the ground and impales the target to it (both of which, incidentally, are spells we've come up with). And for anyone who wants to see a real 15th-level fireball variant... From the Ashes Evocation [Fire] Spell Level: 15 Components: V Casting Time: 1 free action Range: 0 ft. Area: 20-ft. radius burst Duration: Instantaneous Saving Throw: None or Reflex half (see below) Spell Resistance: No or Yes (see below) This spell is often used as a last-ditch effort, when the caster is surrounded and things look grim; it can only be cast if the caster is at 10 hit points or lower. It creates a 20d6 fireball, centered on the caster; all creatures in the area of effect may make Reflex saves as normal for half damage (but the caster is considered to have voluntarily failed). Immediately afterward, the flames sweep back toward the epicenter and up into a huge flaming phoenix, and the caster is resurrected, as per the spell. If for some reason he is immune to fire or does not take enough damage to reduce him to -10 hp (due to resistance), the second part of the spell does not take effect. Note: This spell was created using a system similar to that in the ELH, but converted to levels, which is why it says "Spell level." I haven't included the mechanics for the creation of the spell, because they're still undergoing testing. While the resurrection effect breaks the rule about arcane casters being able to cast spells like that, it only takes effect if the caster kills himself first, which (IMO) balances it out. [/QUOTE]
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