Kenneth
2011-11-17, 05:26 PM
Hey all this is stemming from such fine threads as legomaster's thread (http://www.giantitp.com/forums/showthread.php?t=222623) and you lost me's thread (http://www.giantitp.com/forums/showthread.php?t=219744)
anyways its my attempt to correct some of the negatives in evocation ( and to a lesser degrees DD spells in general) as I feel that from AD&D to 3rd ed D&D, the amount of hit points and energy resistance that just about everything has, has increased exponentially. While damage output from Evocations has stayed very static ( and in the case of polar ray went from being a 6th level spell option to an 8th level spell and IMO is the biggest offender out of all evo spells).
anyways I am just going to be dealing with core spells right now, as well. the amount of splat material i would have to search through would probably overwhelm me.
anyways for me I went with the following in mind
Evo/Invo spells from levels 0 to 3 are good for what they do, as during that time there aren't a whole lot fo enemies with resistance and the HP scale hasn;t went all to high heaven as of yet.
so those I will leave along.. mostly. I noticed that magic missle max damage tops out at 25 while a fireball as soon as you get is has a max dmg of 30.. and that the max damage of fireball (60) is a bit over twice as much as magic missles max dmg. so I got to thinking.. hmm so that would mean, maybe... that a 5th level spell should do a bit above 60 damage as soon as you get it (i.e at 9th level) and deal around 120 dmg at its max, and so on and so forth
so I kept these above thouhts in my mind when going through all of this.
Zero Level
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
First level
Burning Hands: 1d4/level fire damage (max 5d4).
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Second Level
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Third Level
Daylight: 60-ft. radius of bright light.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across and making it 50% likely that a creature trying to move falls prone.
Fireball: 1d6 damage per level, 20-ft. radius.(max 10d6)
Lightning Bolt: Electricity deals 1d6/level damage.(max 10d6)
Stinking Cloud: Nauseating vapors, 1 round/level.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases
Fourth Level
Cone of Cold: 1d6+1/level cold damage. (Max 15d6+15)
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 +1/level sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Fifth Level
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Delayed Blast Fireball: 1d8/level fire damage; you can postpone blast for 5 rounds. (Max 15d8)
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
Sixth Level
Chain Lightning: 1d8+1/level damage; 1 secondary bolt/level each deals half damage. (max 20d8+20)
Contingency F: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals 1d10/level cold damage (max 20d10). a failed save also slows for 1 round a level
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Seventh Level
Forcecage M: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Limited Wish: Alters reality—within spell limits.
Mage’s Sword F: Floating magic blade strikes opponents dealing 6d6+3 force damage.
Prismatic Spray: Rays hit subjects with variety of effects.
Power Word Blind: Blinds creature with 200 hp or less.
Eighth Level
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Incendiary Cloud: Cloud deals 6d6 +1/level fire damage per round
Polar Ray: Ranged touch attack deals 1d10/level cold damage Plus deals 6 Dexterity damage. (Max 25D10)
Power Word Stun: Stuns creature with 150 hp or less.
Prismatic Wall: Wall’s colors have array of effects.
Shout, Greater: Devastating yell deals 1d10 sonic damage/level (max 25d10); stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 1d8+1 damage/level (max 25d8+25). In addition those effected by sunburst have a -4 penalty to AC
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Ninth Level
Astral Projection : Projects you and companions onto Astral Plane.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: here (http://www.giantitp.com/forums/showpost.php?p=12068068&postcount=22)
Power Word Kill: Kills one creature with 100 hp or less.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Wish: As limited wish, but with fewer limits.
anyways that for me is a quick and i guess dirty fix for evocation/invocation
anyways its my attempt to correct some of the negatives in evocation ( and to a lesser degrees DD spells in general) as I feel that from AD&D to 3rd ed D&D, the amount of hit points and energy resistance that just about everything has, has increased exponentially. While damage output from Evocations has stayed very static ( and in the case of polar ray went from being a 6th level spell option to an 8th level spell and IMO is the biggest offender out of all evo spells).
anyways I am just going to be dealing with core spells right now, as well. the amount of splat material i would have to search through would probably overwhelm me.
anyways for me I went with the following in mind
Evo/Invo spells from levels 0 to 3 are good for what they do, as during that time there aren't a whole lot fo enemies with resistance and the HP scale hasn;t went all to high heaven as of yet.
so those I will leave along.. mostly. I noticed that magic missle max damage tops out at 25 while a fireball as soon as you get is has a max dmg of 30.. and that the max damage of fireball (60) is a bit over twice as much as magic missles max dmg. so I got to thinking.. hmm so that would mean, maybe... that a 5th level spell should do a bit above 60 damage as soon as you get it (i.e at 9th level) and deal around 120 dmg at its max, and so on and so forth
so I kept these above thouhts in my mind when going through all of this.
Zero Level
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
First level
Burning Hands: 1d4/level fire damage (max 5d4).
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Second Level
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Third Level
Daylight: 60-ft. radius of bright light.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across and making it 50% likely that a creature trying to move falls prone.
Fireball: 1d6 damage per level, 20-ft. radius.(max 10d6)
Lightning Bolt: Electricity deals 1d6/level damage.(max 10d6)
Stinking Cloud: Nauseating vapors, 1 round/level.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases
Fourth Level
Cone of Cold: 1d6+1/level cold damage. (Max 15d6+15)
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 +1/level sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Fifth Level
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Delayed Blast Fireball: 1d8/level fire damage; you can postpone blast for 5 rounds. (Max 15d8)
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
Sixth Level
Chain Lightning: 1d8+1/level damage; 1 secondary bolt/level each deals half damage. (max 20d8+20)
Contingency F: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals 1d10/level cold damage (max 20d10). a failed save also slows for 1 round a level
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Seventh Level
Forcecage M: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Limited Wish: Alters reality—within spell limits.
Mage’s Sword F: Floating magic blade strikes opponents dealing 6d6+3 force damage.
Prismatic Spray: Rays hit subjects with variety of effects.
Power Word Blind: Blinds creature with 200 hp or less.
Eighth Level
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Incendiary Cloud: Cloud deals 6d6 +1/level fire damage per round
Polar Ray: Ranged touch attack deals 1d10/level cold damage Plus deals 6 Dexterity damage. (Max 25D10)
Power Word Stun: Stuns creature with 150 hp or less.
Prismatic Wall: Wall’s colors have array of effects.
Shout, Greater: Devastating yell deals 1d10 sonic damage/level (max 25d10); stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 1d8+1 damage/level (max 25d8+25). In addition those effected by sunburst have a -4 penalty to AC
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Ninth Level
Astral Projection : Projects you and companions onto Astral Plane.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: here (http://www.giantitp.com/forums/showpost.php?p=12068068&postcount=22)
Power Word Kill: Kills one creature with 100 hp or less.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Wish: As limited wish, but with fewer limits.
anyways that for me is a quick and i guess dirty fix for evocation/invocation