The DiD Factory

Wednesday, November 15, 2006

Save for half.

Save for half can make sense. It just needn't be the rule. The problem is that at high levels, just about everyone makes that save, which makes you ramp up the top end. That can make a spell wierdly destructive every once and a while. It's not horrible, but I like other creative variabilites as well.

Rob, your 4th blast suggestion was 2d4. That's 5 points. Paul suggested 2d6, or 7 points. I picked the middle. You were on the low end, chummer.

No, like I said. Not all spell effects should scale up. And if so, only modestly. -We agree I think.

I really dig summoning, or conjuring or whatever you want to call it, too.

Here, check out my new spell:

Steam cloud
Circle: 3rd------------Resist: None
Duration: 4 rounds---Casting time: -3
Effect: Special--------Range: 50’
School: Evocation----Damage type: Heat

The steam cloud spell creates a small cloud of hot vapor centered upon a spot of the casters choosing. Once created, the cloud cannot be moved by the caster. However, winds will move, but not dissipate the cloud. All those within the cloud will suffer 2d6 points of damage per round. The steam cloud is approximately spherical, with a diameter of 15’. Note, unless restrained, or impeded, most creatures may escape a steam could within one round.

Note: Armor will absorb damage from the 1st round of exposure to a steam cloud. However, as the heat of a steam cloud does not diminish, armor will not absorb damage from subsequent rounds of exposure.

Man, blogger formatting sucks.

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