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<blockquote data-quote="Pax" data-source="post: 583808" data-attributes="member: 6875"><p>It does 1d10 points per round to anything over 6HD, or anything 4-6HD which makes the (fortitude) saving throw. It's a 5thlevel spell; compare that to Feeblemind, Dominate Person, Cone of Cold, Greater Shadow Conjuration, Shadow Evocation, Teleport, Animal Growth (on the druid's or ranger's friends, ofc).</p><p></p><p>IMO, it should auto-kill up to 3 HD, save-or die, take 1d10+1/level for 4-to-6 HD, and 2d10+2/level save-for-half over 6 HD. What that means is, assuming all saves are made, the +1/level net boost makes it comparable as a combat spell. And at least 7HD+ creatures have to bother making a saving throw.</p><p></p><p>Consider that by the time you can cast this, you're a 9th level wizard or a 10th level sorceror. How frequently will you run into even 4HD to 6HD opponents? IME, very rarely.</p><p></p><p>As for <em>Circle of Death</em>, again: it won't do -anything- of note to opponents of comparable HD to the spellcaster (sure, outrightkilling 1d4HD/caster level sounds great ... but there's (of course) a save, AND, there is a 9HD cap on what it can affect; I'd've rather seen "of no more HD than the caster's level" ...</p><p></p><p>...</p><p></p><p>We won't even go into the idiocy that is "expensive material components"; Circle of Death, fixed as I propose just above, is a fair effect for a -sixth- level spell. <strong>Without</strong> the 200gp-per-casting black pearl.</p><p></p><p>IMO, especially expensive, rare, or otherwise hard-to-obtain material components should LOWER the spell's effective level. That, or be an optional way to BOOST the spell in some way (similar perhaps to the material components for evil spells, in the Book of Vile Darkness). Even just a DC boost (or turning those 1d4's into 1d6's, for C.o.Death), for example.</p></blockquote><p></p>
[QUOTE="Pax, post: 583808, member: 6875"] It does 1d10 points per round to anything over 6HD, or anything 4-6HD which makes the (fortitude) saving throw. It's a 5thlevel spell; compare that to Feeblemind, Dominate Person, Cone of Cold, Greater Shadow Conjuration, Shadow Evocation, Teleport, Animal Growth (on the druid's or ranger's friends, ofc). IMO, it should auto-kill up to 3 HD, save-or die, take 1d10+1/level for 4-to-6 HD, and 2d10+2/level save-for-half over 6 HD. What that means is, assuming all saves are made, the +1/level net boost makes it comparable as a combat spell. And at least 7HD+ creatures have to bother making a saving throw. Consider that by the time you can cast this, you're a 9th level wizard or a 10th level sorceror. How frequently will you run into even 4HD to 6HD opponents? IME, very rarely. As for [i]Circle of Death[/i], again: it won't do -anything- of note to opponents of comparable HD to the spellcaster (sure, outrightkilling 1d4HD/caster level sounds great ... but there's (of course) a save, AND, there is a 9HD cap on what it can affect; I'd've rather seen "of no more HD than the caster's level" ... ... We won't even go into the idiocy that is "expensive material components"; Circle of Death, fixed as I propose just above, is a fair effect for a -sixth- level spell. [b]Without[/b] the 200gp-per-casting black pearl. IMO, especially expensive, rare, or otherwise hard-to-obtain material components should LOWER the spell's effective level. That, or be an optional way to BOOST the spell in some way (similar perhaps to the material components for evil spells, in the Book of Vile Darkness). Even just a DC boost (or turning those 1d4's into 1d6's, for C.o.Death), for example. [/QUOTE]
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