Kormydigar said:Darn SkippyThe disintigrate spell doesn't REALLY disintigrate anymore, so it might as well be useful at damaging undead.
KarinsDad said:Quickened True Strike followed by Empowered Disintegrate is single shot deadly against Bards and Rogues as well.
KarinsDad said:It is also a very good follow up spell against any creature (i.e. once a creature is seriously damaged, Disintegrate can polish them off completely, even if they do have a good Fort save).
The spell got its "bone" by getting around "Death Ward", no longer dusting your victims toys[3.5E] and doing untyped damage[3.5E]. Now I would agree that high fort saves are far, far too common and unjustly gimp all fort save based spells.Plane Sailing said:Why, for goodness sake? 3.5 made disintegrate relatively ineffective against everything else already! Give the spell a bone![]()
Grog said:If 5d6 damage is going to polish someone off, you could probably pretty easily do that with a much lower level spell.
Grog said:I'm not generally a fan of save or die effects, but I feel Disintegrate got nerfed too much in 3.5. 2d6 damage per level sounds like a lot, until you realize that at 11th level, that's only 77 points of damage on average. A 6th level spell that only does 77 damage to a single creature, and requires a ranged touch attack, and allows a Fort save (which I'd bet serious money is the highest average save in the Monster Manual).... Really not too effective, except in a handful of situations (like against an enemy wizard - or undead, which is why I don't have any problem with it working well against them).
I'd say it's pretty clear why UD have lousy Fort saves. What, pray tell, is a ghost's "physical stamina"?PH_3.5e said:Will save: A type of saving throw, related to a character’s ability
to withstand damage thanks to his mental toughness.
Fortitude save: A type of saving throw, related to a character’s
ability to withstand damage thanks to his physical stamina.