Spell level adjustment for range?

Kahuna Burger

First Post
If you took a spell which did massive damage to everything in a given spread (maybe excluding caster, maybe up to X creatures per level, etc) how much would it lower the utility (and level) of the spell to eliminate the ability to cast it at range? Like casting horrid wilting but only right on top of yourself? (imagining for a moment that the spell would also be altered to exclude you).

Kahuna Burger
 

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I suppose it would depend on the original range of the spell. However, note that many spells do a set amount of damage based on spell level, so damage caps may have to be reduced.

For instance, if we modify Fireball to be a 2nd level spell, we would change the range to self (but remain a 20-ft spread), allow immunity to the caster, and lower the damage cap to 5d6.

Im not sure it would work as an inverted metamagic as those things have a habit of becoming too powerful.

For Horrid Wilting I would advise setting some sort of base to what the spell can affect. For instance, the "Target" entry could read "Living Creatures, none of which may be more than 60 ft from the caster". This is essentially what the spell is, except the spell allows the first target to be at Long Range. I would allow a max of 20d8 (5 less than the original spell).

I think that would make for a comprable 7th level damage spell (compare to Delayed Fireball).

Technik
 

Technik4 said:
I suppose it would depend on the original range of the spell. However, note that many spells do a set amount of damage based on spell level, so damage caps may have to be reduced.

thanks, limiting the spell in other ways may be a good idea as well. A multiple target save or die spell would be reduced by reducing the level to some extent - save dc reduction and all that...

kahuna burger
 

Kahuna Burger said:
If you took a spell which did massive damage to everything in a given spread (maybe excluding caster, maybe up to X creatures per level, etc) how much would it lower the utility (and level) of the spell to eliminate the ability to cast it at range? Like casting horrid wilting but only right on top of yourself? (imagining for a moment that the spell would also be altered to exclude you).
Nothing whatsoever. You can already point at the ground in front of you and blast a fireball ground zero. Making yourself immune to the fireball sounds like a bonus (level increase).
 

Re: Re: Spell level adjustment for range?

jmucchiello said:
Nothing whatsoever. You can already point at the ground in front of you and blast a fireball ground zero. Making yourself immune to the fireball sounds like a bonus (level increase).

But if you could only ever cast it at your feet, it reduces it's utility. I'd say it balances it out.

A Fireball centered only on yourself but otherwise unchanged would be the same level IMO as the advantage of getting everyone in melee with you on all sides is equal to if not better than nailing the same people 400+ feet away. I'd give the Benefit of the Doubt and leve it the same level.

What about "Excusion Zones"
Instead of making a new spell with a self target like above, what about introducing a new Feat called Exclusion Zone. When you cast the spell, you can designate one person, or a small area inside the area of effect that is "Exluded" from the effect. This way, the fighter runs up and engages the ORCs, you then cast a fireball at them and "Exclude" him from the effect. He makes for a great Forward Observer for your artillery. And if nessecary, you can still cast it on yourself if it became nessecary and you would be the exclusion.

This use would likey be a 1 or 2 point level modifier for the spell it is used on. Maybee even three.
 
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