Mark Seifter wrote: Thanks for noting this. But I'm sure you're already playing something human for the level 1 feat and adaptive cantrip. If you haven't gotten electric arc somehow then it looks much better as the default cantrips for divine and occult are pretty anemic. Hell, you can even split those missiles between two targets and still wind up ahead vs a 1 success and 1 fail (25+12=37 vs 10.5+10.5+12+6=39). 1 fewer actions and way better damage on the whole. Throw in electric arc next turn for 3d4+4 ref half for 12/6. Two turn charge is 6 actions for 10d4 ref half for an average of 25/12.ģ action Magic missile is going to do 6d4+6 for 21 automatic. At least make it 2d6 or 3d4 per level the two round version is almost impossible to hit more than one person with, and at 2d4/4d4 for 2 rounds it's barely better than casting any random damage spell turn 1 and following up with a cantrip turn 2 (for 2 less total actions as well). God, it's getting a bit tiring to have half the fun things in the game pretty much crushed by errata. In this case, there was a doubling error on our end and as you suspected, it should scale at 2d4 for initial, 2d4 for the extra actions. To that end, damage spells will basically always scale at or less than their initial damage divided by their spell level. ![]() As others said, this is what is printed, but also you are correct to suspect that a spell that gets more and more powerful relatively as you heighten it compared to its initial damage might have a mistake, as we intend for the opposite. Especially when comparing with Horizon Thunder Sphere, it's kind of clear to me that this isn't right. None of that seems to follow any of the normal balancing for spells. And I'd be willing to bet it starts out-pacing other level appropriate blasting at higher levels than this. It's a better spell than lightning bolt in every way at this stage. It blinds (no incapacitation) on a crit fail, it's force damage rather than electricity. 39), and that gets progressively worse for lightning bolt. Level 5 inner radiance torrent ] is 16d4(avg. The two turns benefit is getting two spells worth out of the cost of one slot, with the risk that you get interrupted or they otherwise react to you charging up. It scales up way harder than anything on it's own spell lists, even just spending two actions to cast. It's true for this spell at low levels, and for Horizon Thunder Sphere, which despite being an arcane/primal spell only scales at 2d6(7) per level, not 4d4(10). The charging is not really an issue though. ![]() ![]() Tell me how I'm misreading this spell? Or is it actually too powerful when heightened? So 3rd level 2/3-actions is 8d4 so 95% as effective as any AoE, it goes to 12d4 and 107%, then 115%, then 119%, and so on. The above quote reads to me like you add 4d4 to both parts however. If it Heightened in jumps of 2d4 each part, or 4d4 total, it'd scale such that it keeps it's proportional power to other AoE spells. It heightens however much faster than I think it should. You can spend 6 actions to double the damage, but that all seems: good, and cool, and in the bounds of how I expect spells to work. As a second level spell 4d4 is around 70% of the normal damage an AoE spell does. So Inner Radiance Torrent starts out with a good critical failure effect, arguably the best damage type, targets Reflex while on two spell lists that don't do that much. Quote: Heightened (+1) The initial damage, as well as the additional damage for the 2-round casting time, each increase by 4d4, and the damage to adjacent creatures dealt while in your shining state increases by 1.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |