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<blockquote data-quote="blaster219" data-source="post: 502360" data-attributes="member: 7034"><p></p><p></p><p>Fire away.</p><p></p><p></p><p></p><p>Good catch. See this is what editors are for. I think originally, I had AC improvement on a 2 mana for each +1. Somewhere along the line it got changed. I think it would be more balanced if it was a 2 for 1. As 11 mana and DC 16 sound more appropriate.</p><p></p><p></p><p></p><p>CLW does positive energy damage, which like normal HP damage reduces the dice rolled by one. So to roll one dice healing, you have to purchase two.</p><p></p><p><em>Positive Energy Damage</em>: Spell causes positive energy damage which heals the living a damages the undead. Mana cost is +4. This effect also reduces the number of damage dice by 1.</p><p></p><p></p><p></p><p>I've got at the moment:</p><p></p><p>Stun Bolt (14/19)</p><p>Mage Armour (11/16)</p><p>Cure Light Wounds (15/20)</p><p>Team Cloak (18/23)</p><p>Fire Bolt (12/17)</p><p>Mage Bolt (14/19)</p></blockquote><p></p>
[QUOTE="blaster219, post: 502360, member: 7034"] [B][/B] Fire away. [B][/B] Good catch. See this is what editors are for. I think originally, I had AC improvement on a 2 mana for each +1. Somewhere along the line it got changed. I think it would be more balanced if it was a 2 for 1. As 11 mana and DC 16 sound more appropriate. [B][/B] CLW does positive energy damage, which like normal HP damage reduces the dice rolled by one. So to roll one dice healing, you have to purchase two. [I]Positive Energy Damage[/I]: Spell causes positive energy damage which heals the living a damages the undead. Mana cost is +4. This effect also reduces the number of damage dice by 1. [B][/B] I've got at the moment: Stun Bolt (14/19) Mage Armour (11/16) Cure Light Wounds (15/20) Team Cloak (18/23) Fire Bolt (12/17) Mage Bolt (14/19) [/QUOTE]
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