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Thoughts on letting spellcasters change elemental damage as a rule...
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<blockquote data-quote="steeldragons" data-source="post: 8756415" data-attributes="member: 92511"><p>I would be inclined to allow it only for specific casters. Want to be an "Elementalist" specialist? Sure. Should a Necromancer? No. I might be inclined to allow it for general Evokers (is this something evokers can already do?) as well. Generating/controlling "energies" is their thing. </p><p></p><p>And, yes, to all conditions applied before/by others.</p><p>1) Has to be prepared with the specific element.</p><p>2) Effects and damage need to be reworked to make story sense and can not exceed the damage/areas of effect/etc... of the original spell.</p><p></p><p>I'll add a #3) I would probably make it that you figure out/learn how to make the appropriate alterations on a sliding scale. Not just 'I can make it any element I want from level 1." But, something like... </p><p>1st level: You learn Burning Hands.</p><p>NEXT LEVEL (or every other, or whatever you think appropriate), you figure out how to make it "Sparking Hands" [lightning damage] or fire. </p><p>3rd level: You figure out how to make it Freezing Hands (or lightning or fire). You also learn/pick up Flaming Sphere. Flaming Sphere's damage is fire. That all you know so far. You can't apply a new element on the same level you gain the spell.</p><p>NEXT LEVEL: Do you come up with "Corrosive Hands" [Burning Hands' 15' cone of acid damage] or do you work out how to do a "Freezing Sphere" [cold damage and creating 5' wide lines of difficult terrain where its passed] instead? </p><p>5th level: You know Burning Hands with the options of fire, lightning or ice. Flaming Sphere with options for fire, ice and we'll add thunder this level. And pick up Lightning Bolt.</p><p></p><p>Ya see how this works? No carte blanche "pick any element on the fly." But you can get there/build up your options.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8756415, member: 92511"] I would be inclined to allow it only for specific casters. Want to be an "Elementalist" specialist? Sure. Should a Necromancer? No. I might be inclined to allow it for general Evokers (is this something evokers can already do?) as well. Generating/controlling "energies" is their thing. And, yes, to all conditions applied before/by others. 1) Has to be prepared with the specific element. 2) Effects and damage need to be reworked to make story sense and can not exceed the damage/areas of effect/etc... of the original spell. I'll add a #3) I would probably make it that you figure out/learn how to make the appropriate alterations on a sliding scale. Not just 'I can make it any element I want from level 1." But, something like... 1st level: You learn Burning Hands. NEXT LEVEL (or every other, or whatever you think appropriate), you figure out how to make it "Sparking Hands" [lightning damage] or fire. 3rd level: You figure out how to make it Freezing Hands (or lightning or fire). You also learn/pick up Flaming Sphere. Flaming Sphere's damage is fire. That all you know so far. You can't apply a new element on the same level you gain the spell. NEXT LEVEL: Do you come up with "Corrosive Hands" [Burning Hands' 15' cone of acid damage] or do you work out how to do a "Freezing Sphere" [cold damage and creating 5' wide lines of difficult terrain where its passed] instead? 5th level: You know Burning Hands with the options of fire, lightning or ice. Flaming Sphere with options for fire, ice and we'll add thunder this level. And pick up Lightning Bolt. Ya see how this works? No carte blanche "pick any element on the fly." But you can get there/build up your options. [/QUOTE]
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