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Trouble with Area of Effect and Range.
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2597417" data-attributes="member: 20805"><p>You have to purchase the manifesting option first..I guess thats not easily distinguishable from the above post <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p> and I would need to check my house rule sheet at home to be sure on the exact MP cost.... but I wont be back for a couple days.</p><p></p><p> I wanted an option to be able to target REF or FORT based on the spell.. and having an Evoke manifest and fill the entire AoO is, IMO, more of a FORT deal than a REF deal.</p><p>Part of this is the desire for an Evasion nerf, after having an 8th level monk that waltzed through magical traps intentionally to save the rest of the party from damage.</p><p></p><p>I see the roleplaying side much more evocative of the type of save as well, a REF based fire spell would be the traditional Burning Hands approach, slinging a wave of fire at you, while a FORT based spell is more in line with drawing the fabric of the planes closer and letting the Elemental plane of Fire leak over into the Prime Material.</p><p></p><p> Crunch wise:</p><p>+0 = Emanation: targets can get cover from spell, REF save..ala Burning Hands</p><p>+1 = Manifestation: No cover, REF Save..ala Fireball</p><p>+2 = Fort based.. no Core example.</p><p></p><p>You still have to pay AoE cost, so a 4 MP spell can be:</p><p> cantrip for 1D6 damage</p><p> 1 for 30' range</p><p> 1 for 5' AoE</p><p> </p><p>then either:</p><p> 2 for damage dice</p><p> or</p><p> 2 for Fort based manifest</p><p></p><p>So, either 3D6 damage, which may be negated/reduce with Cover and high REF saves or 1D6 damage that may be reduced by high FORT saves.</p><p></p><p> Not really that overpowering, but much better at targeting Rogues.</p><p>Current rules a decent level Rogue or Monk can get away with avoiding mass damage from spells most of the time.</p><p></p><p> I have only been able to test this in play as a PC.. and the GM hadn't even read the EoM rules.... so the test was not really that good.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2597417, member: 20805"] You have to purchase the manifesting option first..I guess thats not easily distinguishable from the above post :heh: and I would need to check my house rule sheet at home to be sure on the exact MP cost.... but I wont be back for a couple days. I wanted an option to be able to target REF or FORT based on the spell.. and having an Evoke manifest and fill the entire AoO is, IMO, more of a FORT deal than a REF deal. Part of this is the desire for an Evasion nerf, after having an 8th level monk that waltzed through magical traps intentionally to save the rest of the party from damage. I see the roleplaying side much more evocative of the type of save as well, a REF based fire spell would be the traditional Burning Hands approach, slinging a wave of fire at you, while a FORT based spell is more in line with drawing the fabric of the planes closer and letting the Elemental plane of Fire leak over into the Prime Material. Crunch wise: +0 = Emanation: targets can get cover from spell, REF save..ala Burning Hands +1 = Manifestation: No cover, REF Save..ala Fireball +2 = Fort based.. no Core example. You still have to pay AoE cost, so a 4 MP spell can be: cantrip for 1D6 damage 1 for 30' range 1 for 5' AoE then either: 2 for damage dice or 2 for Fort based manifest So, either 3D6 damage, which may be negated/reduce with Cover and high REF saves or 1D6 damage that may be reduced by high FORT saves. Not really that overpowering, but much better at targeting Rogues. Current rules a decent level Rogue or Monk can get away with avoiding mass damage from spells most of the time. I have only been able to test this in play as a PC.. and the GM hadn't even read the EoM rules.... so the test was not really that good. [/QUOTE]
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