weapons and spells


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i have a new spell:

Energy Attack

Level: sor/wiz 4, cleric 4
components: s,v
casting time:1 action
range: close 25 feet +5 feet per level
effect: 4d4 balls of negative energy shoot from hands dealing 1d2 damage each
duration: instantaneous
saving throw: reflex (negates)
spell resistance: no
target: 1 or more creatures

this spell cannot hurt undead creatures
 

Black Dragon said:
i have a new spell:

Energy Attack

Level: sor/wiz 4, cleric 4
components: s,v
casting time:1 action
range: close 25 feet +5 feet per level
effect: 4d4 balls of negative energy shoot from hands dealing 1d2 damage each
duration: instantaneous
saving throw: reflex (negates)
spell resistance: no
target: 1 or more creatures

this spell cannot hurt undead creatures

what school is this? since it is negative energy it should be necromacy but if that is the case then it MUST be affected by SR (the standards exist for a reason). The only direct damage spells that aren't affected by SR (so far as I remember) are Conjuration and that is because they "conjure" a physical thing that is no longer magical once it hits. No form of energy (even the acid from Melf's Acid Arrow) can avoid SR.

DC
 

Black Dragon said:
weapons

weapon, cost(g.p.) , damage , critical , range , lbs. ,type ,size
heavy sword , 57 , 2d8 , 19-20/x2 , - , 6 , sl , large
*long staff , 24 , 1d10 , x2 , - , 9 , bl , large
heavy dagger , 7 , 1d6 , x2 , 10 ft , 2 , pi , medium
2 bladed dagger , 68 , 1d4/1d4 , x4 , - , 3 , pi , medium
spiked ball 4 , 1d12 , x2 , 15 ft, 7 , bl/pi , small
saber 11 , 1d6 , x4 , - , 3 , sl , medium
*the long staff has a 10 foot reach
all of the weapons are exotic

Making a piercing weapon heavier or weighted differently wouldn't change its damage. I don't think the heavy dagger should be there.

The only weapons that have x4 crit multipliers are the pick and the scythe. Picks have the potential to go in the top of someone's head and out the bottom of their jaw. Or through the entire chest cavity to the shoulderblades. Scythes can lop off limbs like nothing. Those weapons have reasons for being x4. Even x3 is dominated by heavy, end-weighted weapons like axes and hammers. No, with bladed weapons, if you want to make them particularly deadly, increase the threat range, not the multiplier.

This hold for both the 2-bladed dagger and the saber. Though I still can't see a reason a 2 bladed dagger would be anymore effective than a single blade. It would just be a double weapon. I say leeave it as 19-20/x2 and make the saber 18-20/x2. A slashing rapier, basically.

Longstaff probably shouldn't be a d10 either unless I'm missing something. It's got reach, but shouldn't cause more damage than a normal staff (1d6). Making a weapons haft longer doesn't increase the damage (except maybe in head-heavy bludgeoning weapons like the morningstar).
 

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