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Your experiences with Creeping Doom
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<blockquote data-quote="frankthedm" data-source="post: 3170506" data-attributes="member: 1164"><p>Reviwing the CD spell, I am going to agree with you that Wotc took too much away from Creeping Doom. Though the fact that the swarms can do dexterity damage raises my eyebrows slightly, chances are it won't happen because the fort save only has a 5% of failing, but I've seen folks aim for that stat when fighting large critters since wotc gave most of them 10 dex at best. Maybe trading the dex poison for an extra 1d6 or 2d6 damage from the swarm would be more in line for a 7th level spell. A free action to control the swarms is giving far too precise control, though the bugs should be able to chase foes without eat up valuable actions. </p><p></p><p>The Creeping doom spell last more than long enough to go through a few battles, some folks like to ignore that because they just want blast spell damage every round from the spell. The spell simply does not do that. it used to be autokill for ground pounders, but thankfully those days are gone.</p><p></p><p>IMHO letting the bug occupy each others spaces would only be fair if the ate each other alive. The damge output would grind the bugs down by the 5th to 6th swarm. Sure it won't work against critters with DR, but one does not firestorm fire immune creatures either. Conjuration has little business with megadamage spells, 12d6, no SR, No save is fine for a one shot Verminball, but not for 1 minute a level.</p><p></p><p>CD Also make creatures. Unlike firestorm, it makes living targets a foe may target rather than the caster or his alies.</p><p></p><p>Would this be better? CD is supposed to clear away mooks. This does so better that firestorm over the duration.</p><p></p><p><span style="font-size: 9px"><em>Hunting Doom</em></span></p><p><span style="font-size: 9px">Conjuration (Summoning)</span></p><p><span style="font-size: 9px">Level: Drd 7 </span></p><p><span style="font-size: 9px">Components: V, S </span></p><p><span style="font-size: 9px">Casting Time: 1 round </span></p><p><span style="font-size: 9px">Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text </span></p><p><span style="font-size: 9px">Effect: One swarm per two levels </span></p><p><span style="font-size: 9px">Duration: 1 min./level </span></p><p><span style="font-size: 9px">Saving Throw: None </span></p><p><span style="font-size: 9px">Spell Resistance: No </span></p><p><span style="font-size: 9px">When you utter the spell of creeping doom, you call forth a mass of centipede, rat, or spider swarms (your choice, one swarm per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">You may summon the swarms so that they share the area of other creatures. The swarms attack any creatures in their area. If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The swarms will ignore your allies, though if they happen to be in the swarms path or facing, they are still affected as normal.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">You can command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms within 100 feet of you to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you unless you choose a single target for all the swarms to pursue.</span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3170506, member: 1164"] Reviwing the CD spell, I am going to agree with you that Wotc took too much away from Creeping Doom. Though the fact that the swarms can do dexterity damage raises my eyebrows slightly, chances are it won't happen because the fort save only has a 5% of failing, but I've seen folks aim for that stat when fighting large critters since wotc gave most of them 10 dex at best. Maybe trading the dex poison for an extra 1d6 or 2d6 damage from the swarm would be more in line for a 7th level spell. A free action to control the swarms is giving far too precise control, though the bugs should be able to chase foes without eat up valuable actions. The Creeping doom spell last more than long enough to go through a few battles, some folks like to ignore that because they just want blast spell damage every round from the spell. The spell simply does not do that. it used to be autokill for ground pounders, but thankfully those days are gone. IMHO letting the bug occupy each others spaces would only be fair if the ate each other alive. The damge output would grind the bugs down by the 5th to 6th swarm. Sure it won't work against critters with DR, but one does not firestorm fire immune creatures either. Conjuration has little business with megadamage spells, 12d6, no SR, No save is fine for a one shot Verminball, but not for 1 minute a level. CD Also make creatures. Unlike firestorm, it makes living targets a foe may target rather than the caster or his alies. Would this be better? CD is supposed to clear away mooks. This does so better that firestorm over the duration. [SIZE=1][I]Hunting Doom[/I] Conjuration (Summoning) Level: Drd 7 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text Effect: One swarm per two levels Duration: 1 min./level Saving Throw: None Spell Resistance: No When you utter the spell of creeping doom, you call forth a mass of centipede, rat, or spider swarms (your choice, one swarm per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another. You may summon the swarms so that they share the area of other creatures. The swarms attack any creatures in their area. If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The swarms will ignore your allies, though if they happen to be in the swarms path or facing, they are still affected as normal. You can command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms within 100 feet of you to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you unless you choose a single target for all the swarms to pursue.[/SIZE] [/QUOTE]
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