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<blockquote data-quote="ruleslawyer" data-source="post: 585170" data-attributes="member: 1757"><p>Beg pardon, but how many PCs do you know who have damage reduction? It's not exactly a common quality in anything that's not a dragon, construct, elemental, or outsider. "Goobs"? So is a high-level PC-class individual a goob? Most I've seen aren't walking around with DR.</p><p></p><p>IMHO, creeping doom isn't to be used to target armies of mooks; it's for PC parties, each of whose members (except for the barbarian and 20th-level monk) stand to take hundreds of hp in damage in the second round of the spell unless they get out right quick.</p><p></p><p>I'm not saying it's broken, just definitely not underpowered. And try it against something with a 10'x10' face for REAL damage-dealing potential.</p><p></p><p>Pax: Your point is taken. Since they lack the ability to rebuke undead, wizards are stuck with a limited number of servants using animate dead. However, it is worth keeping in mind how blamed <em>useful</em> animate dead is. For a 5th-level caster, having up to ten servants under your absolute control acting as "point men" to set off traps, open doors, and serving as general cannon fodder is much better than having a celestial dire badger or small elemental at your beck and call for 5 rounds (summon monster III), especially considering the fact that AD doesn't take up a spell slot, since you'd already have cast it. AD isn't a combat spell; it's a (very good) utility spell. I certainly can see the argument that the spell is the necromancer's bread and butter, but keep in mind that it's not as sucky as you might think at first glance.</p><p></p><p>Plavi: I'd write harm like this...</p><p>_________________________________</p><p></p><p><strong>Harm</strong></p><p>Necromancy</p><p>Level: Clr 6, Destruction 6, Drd 7</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Will partial</p><p>Spell Resistance: Yes</p><p></p><p>Harm charges a subject with negative energy that causes the loss of all but 1d4 hit points. On a successful save, the subject instead loses half its current hit points. </p><p></p><p>If used on an undead creature, harm acts like heal.</p><p>_________________________________________</p><p></p><p>That's what I meant by "save for half."</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 585170, member: 1757"] Beg pardon, but how many PCs do you know who have damage reduction? It's not exactly a common quality in anything that's not a dragon, construct, elemental, or outsider. "Goobs"? So is a high-level PC-class individual a goob? Most I've seen aren't walking around with DR. IMHO, creeping doom isn't to be used to target armies of mooks; it's for PC parties, each of whose members (except for the barbarian and 20th-level monk) stand to take hundreds of hp in damage in the second round of the spell unless they get out right quick. I'm not saying it's broken, just definitely not underpowered. And try it against something with a 10'x10' face for REAL damage-dealing potential. Pax: Your point is taken. Since they lack the ability to rebuke undead, wizards are stuck with a limited number of servants using animate dead. However, it is worth keeping in mind how blamed [i]useful[/i] animate dead is. For a 5th-level caster, having up to ten servants under your absolute control acting as "point men" to set off traps, open doors, and serving as general cannon fodder is much better than having a celestial dire badger or small elemental at your beck and call for 5 rounds (summon monster III), especially considering the fact that AD doesn't take up a spell slot, since you'd already have cast it. AD isn't a combat spell; it's a (very good) utility spell. I certainly can see the argument that the spell is the necromancer's bread and butter, but keep in mind that it's not as sucky as you might think at first glance. Plavi: I'd write harm like this... _________________________________ [b]Harm[/b] Necromancy Level: Clr 6, Destruction 6, Drd 7 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will partial Spell Resistance: Yes Harm charges a subject with negative energy that causes the loss of all but 1d4 hit points. On a successful save, the subject instead loses half its current hit points. If used on an undead creature, harm acts like heal. _________________________________________ That's what I meant by "save for half." [/QUOTE]
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