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Spell: Leaf Bombardment

Romotre said:
Aren't divine spells supposed to use d8's as the base? Fire seeds, cure and think it mentions it somewhere in the DMG.

I don't believe that is the case - i mean, yes, some divine spells are d8 but that isn't supposed to be a flat underlying statement.

I went through the DMG to see if I could see what you were referring to.. all I can see is (p95 in my DMG, "Damage Caps for Spells") where it gives the chart for "Max Damage for spells" it has a clause that talks about how damage dice may have a max number but the type of dice (d4, d6, etc) is different for different spells. It goes on in the setence after that to say that for clerics, a d8 counts as two dice for the purposes of figuring max damage dice on the charts.

So, based on that, I would actually tend to say that no, d8 shouldn't be the "assumed" damage dice for a divine spell because if it was, this spell's max damage dice would be 5d8 rather than 10d6.
 

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Suldulin said:


very nice, 2 things, I think the being able to deterimine the damage before dividing is to powerful(plus using the dice to divide it will limit it to affecting a max of ten targets), and shouldn't the school be changed to transmutation :)

I gotta agree that allowing total damage to be determined and then dividing it among the targets does seem a bit above and beyond what any spell seems to allow. They all seem to say something to the effect of: you can divide the damage any way you see fit but at least a d6 must be applied to each target; you declare division of damage dice prior to rolling damage.

Thus, as an example you get 5d6 damage out of this due to level. You could assign 2d6 to one valid target, 2d6 to another, and 1d6 to a third and then roll each's damage.

As another thing I noticed -- just to bring it to your attention, I am in no way implying you need to change anything -- but making the spell applicable to more than one target, max damage dice on the DMG's chart (for divine 3rd level spells) should actually now be capped at 5d6. So, if you want to stick with the recommended chart, either: a) keep it third level and targetting multiple targets but change max damage to 5d6; b) make it fourth level (as you originally had it) and keep it targettig multiple targets and damage dice can stay at 10d6; c) keep it third level, go back to one target only and then you can keep max damage at 10d6...

again, i am not saying you have to change anything. just wanted to call back to the chart since that is supposed to be the "guideline" for reference so you can see how this spell will work in line with the published spells.
 

Good points, fba827 (what the heck does that stand for anyway? :)) I think I will raise it back to 4th level, and change the way damage is divvyed up.
 

You could work it sort of like Magic Missle, in which you gain more projectiles per level.

For example, this spell turn oridinary leaves into deadly razor-sharp spinning projectile, which are capable of shearing through the toughest armor... Each razor leaf deals 1d6 damage with a successful ranged touch attack. The spellcaster gains 1 extra razor leaf per level. Each leaf may be directed at adifferent target, so long as that are all with in 30(?) feet of each other.

Another idea is to treat the spell something like the Wizard's Flaming sphere spell... as a cloud of spinning razor-leaves that deals damage to anyone within it. As a MEA, the druid can direct the cloud to move a certain distance.
 

nay it should be kept at 3rd level it is quite weaker than two 4th level spells

flamestrike(4th level for druid 15d6(max) to multiple targets with no dividing up the damage)

and the 4th level "Waterball" (MotW, 10d6 to _all_ targets up to long range in a 20' sphere, yes it's subdual but once they're knocked out they're pretty much dead anyway, plus waterball serves an extra purpose of (theortically/up to dm) of being able to put out fires)


not to mention leaf bombardment is still weaker then fireball/lightning bolt(so it doesn't intrude on wizard/sorc direct damage firepower)

also druids do not really fit in either cleric or wizard catagory, more inbetween the two (imho)
 

Jack Haggerty said:
Heh... This spell reminds me of one of Megaman's weapons from the old Megaman 2 Nintendo game.

Dude! Where did you find that pic? :eek: Man, I forgot about those games. :)
 
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Hey, posting works again

I like the flavor of the spell, but essentially it is yet another damage spell of the type 1d6 resp. 1d8 (maximum y) per caster level. IMHO there are already too much of that type in D&D.

Why not having something along these lines for the damage:

10 leaves per 2 caster levels (max. 50) drop off the tree and become natural surikans. The caster can mentally direct them towards a target creature. He performs one attack roll for each 10 surikan leaves. Each attack is as a normal proficient attack with thrown surikans, but the applying ability score is wisdom instead of dexterity. All attacks are made at once and are taken at the highest BAB. Casting the spell is a standard action and attacking with the leaves is also a standard action.
 

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