Ball Lightning
- Rary
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Ball Lightning
How about 2d4, everything else the same that it does now? Its what I changed it to, so next update you'll see it.
- Lord Mephisto
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- Lord Mephisto
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To repeat what I just spent 30 minutes writing in a clear and orderly fasion:
Please let us not make Ball Lightning like Firebrand with electricity damage. Why not change it into something new? If not, the simplest change might very well be to copy/paste Firebrand and change the damage to electricity. But extremely boring.
Another simple solution would be to change Ball Lightning into a better version of Scintelating Sphere. Easy, but not very exciting. Increase the radius with 25 % and increase the damage to 15d6. Or something like that.
I suggest something else, allthough not so adventerous. At least, a little different. Change the spell into the "Arc of Lightning" spell:
Arc of Lightning
Wizard/Sorcerer level 5
Area of effect: Arc of lightning
Target: 2 enemy creatures
Distance: Long
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Description: This spell conjures an arc of lightning between two random enemies or between the caster and an enemy if there aren't two enemies available within 40 feet. An arc of lightning sparks between the targets and damages all creatures in the path of the line of the arc. The affected creatures take 1d6 electricity damage per caster level (15d6 maximum). Any creature failing their reflex saving throw and taking more than 50 electricity damage is also stunned for 1d2 rounds if they fail a fortitude saving throw.
Please let us not make Ball Lightning like Firebrand with electricity damage. Why not change it into something new? If not, the simplest change might very well be to copy/paste Firebrand and change the damage to electricity. But extremely boring.
Another simple solution would be to change Ball Lightning into a better version of Scintelating Sphere. Easy, but not very exciting. Increase the radius with 25 % and increase the damage to 15d6. Or something like that.
I suggest something else, allthough not so adventerous. At least, a little different. Change the spell into the "Arc of Lightning" spell:
Arc of Lightning
Wizard/Sorcerer level 5
Area of effect: Arc of lightning
Target: 2 enemy creatures
Distance: Long
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Description: This spell conjures an arc of lightning between two random enemies or between the caster and an enemy if there aren't two enemies available within 40 feet. An arc of lightning sparks between the targets and damages all creatures in the path of the line of the arc. The affected creatures take 1d6 electricity damage per caster level (15d6 maximum). Any creature failing their reflex saving throw and taking more than 50 electricity damage is also stunned for 1d2 rounds if they fail a fortitude saving throw.
- T3hRedMage
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- Lord Mephisto
- Initiate of War
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So? Does that really matter?Casas wrote: It's evocation spell, not conjuration.
Why should absolutely everythign come with Spell Resistance checks? D&D has lots of no SR spells. Should we change a lot of the Conjurations spells existing in the game to have no Spell Resistance then?Casas wrote: Second, needs SR save.
I thought the point of this forum was to discuss changes, etc. ? And he did put information about this spell in the "Suggestions" part of the forum.Casas wrote: Third, what? Let's stick to Rary's changes.
If he isn't interested in our opinions, he can ignore whatever he want.
- Lord Mephisto
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- Musekaze
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cant you just remove the save (or make it like 35) so it will always hit, kinda like missile storm. but electric. i think it should be umped enough to not completely make it useless to rubber boots, but not enough to do like 50 dmg each, which would even kill a lv 40 DD with 2k HP.
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- Rary
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It uses same missile script as firebrand and isaac spells, so I'm guessing only 1 save per spell not per ball?T3hRedMage wrote:Ball of lightning will still be overall, weaker to firebrand. It spreads out like missle storm, so if anyone else is around.. that's it. Reflex on every save, so the chance of someone failing every save is unlikely. 5 DR belt will make a full save on the spell.. what? 20?
Yes, boots make it useless, but choose the boots weakness spell then if thats the case.