Merlion
First Post
I have been thinking reccently about several spells in the PH which break the damage-dice cap rules in the DMG
None of these spells seem overpowered to me, either on paper or in my own experience, and I have heard few to no complaints about them.
I am just interested in hearing peoples thoughts on this, and on the idea that it means that the damage dice-cap chart may not be the absolute final rule of spell design that some seem to think
Personaly, I think we need far more detailed and extensive guidlines/advice/rules for spells. We have only the some times-ignore damage dice cap chart...nothing about different die types, secondary effects or unusual energy types (Force, untyped damage), and really nothing at all for defensive stuff...AC and save bonuses etc.
These are the rule-breaking spells
Burning Hands
Produce Flame*
Scorching Ray
Call Lightning*
Call Lightning Storm*
Flame Strike+
Fire Storm( as a 7th level druid spell)
*Produce Flame can eventually deal up to 20d6+100 damage, however it is incremental and cant be done all at once (although I think one could hurl flames in a round up to the limit of your BAB). This is even more true of the Call Lightning spells, so I almost hesitated to mention them
+ Flame Strike actualy breaks the cap for a 4th level Arcane spell, let alone Divine.
Its only a few spells...but it still gets me thinking...
None of these spells seem overpowered to me, either on paper or in my own experience, and I have heard few to no complaints about them.
I am just interested in hearing peoples thoughts on this, and on the idea that it means that the damage dice-cap chart may not be the absolute final rule of spell design that some seem to think
Personaly, I think we need far more detailed and extensive guidlines/advice/rules for spells. We have only the some times-ignore damage dice cap chart...nothing about different die types, secondary effects or unusual energy types (Force, untyped damage), and really nothing at all for defensive stuff...AC and save bonuses etc.
These are the rule-breaking spells
Burning Hands
Produce Flame*
Scorching Ray
Call Lightning*
Call Lightning Storm*
Flame Strike+
Fire Storm( as a 7th level druid spell)
*Produce Flame can eventually deal up to 20d6+100 damage, however it is incremental and cant be done all at once (although I think one could hurl flames in a round up to the limit of your BAB). This is even more true of the Call Lightning spells, so I almost hesitated to mention them
+ Flame Strike actualy breaks the cap for a 4th level Arcane spell, let alone Divine.
Its only a few spells...but it still gets me thinking...