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View Full Version : [3.5] Game elements that reward doing typed energy damage



Zaq
2020-09-12, 01:57 PM
I make no secret about loving 3.5 and 4e. One thing I find kind of fascinating is that 4e has an absolute ton of game elements that reward you if your attacks do a certain type of damage (fire, cold, lightning/electricity, radiant, etc.). Like, it's really easy to optimize around a specific damage type, and there's just a wealth of cool toys (feats, paragon path features, items, etc.) that give you benefits if you do so. Whether just flat bonuses to damage, inflicting vulnerability (which does static extra damage every time the target takes damage of the type it's vulnerable to), rider effects (like 4e's Mark of Storm, which lets you inflict forced movement every time you hit someone with a lightning or thunder attack--3.5 would call that electric or sonic), bonuses to range/area, or whatever, it's just a big part of 4e optimization culture to dive into a damage type and roll around in it.

Accordingly, game elements that let you inflict even a minor amount of typed damage as a rider effect tacked onto an ordinary attack are valuable in 4e. The value of a theoretical item that let you do +1 cold damage with every swing isn't that it does +1 damage--it's that suddenly you get to use all of your cold-centric tricks on every affected attack.

Jump back to 3.5. There is... significantly less reward in using typed damage in 3.5 than there is in 4e. In fact, typed damage is usually a liability, since it's easier to resist (or be immune to) typed damage than to untyped damage, generally speaking, and it's also harder to get counters to such resistances. And that's fine. Just different zeitgeists and different system assumptions, after all.

However, because I'm me, I still like thinking about what game elements DO exist in 3.5 that reward you for using a specific type of damage. Feats that trigger when you deal damage of a specific type, or class features that do so, or whatever. (Simply discussing "how do I add a type of damage to an attack or a spell that wouldn't otherwise have it?" is a related but separate topic. Right now I'm more interested in why you'd WANT to add specific damage types.)

So let's brainstorm and just talk about it! Not going in any specific direction with this and not building any particular characters--I just like discussing this stuff. (Big surprise.) Let's start one of my good old stream-of-consciousness lists...

Blistering Spell, PHB2, lets you add extra damage and a penalty to attack rolls and checks to any spell that already has the fire descriptor. (Just gonna say this once: I'm aware of the fact that because of a potential dysfunction in the rules, there is not actually a hard-coded connection between a spell having a given energy descriptor and a spell doing that kind of damage! It's entirely possible to have a spell with the fire descriptor that doesn't deal fire damage and vice versa.)
Flash Frost Spell, also PHB2, deals extra damage with a spell with the cold descriptor and it also turns it into a crowd-control zone.
The Energy aura, Dragon Magic, increases the save DC of your acid, cold, electricity, or fire effects, chosen when you gain the aura.
(Greater) Cold Focus, Frostburn, increases the save DCs of your spells with the cold descriptor.
Frozen Magic, Frostburn, makes spells with the cold descriptor cast at higher CL when the ambient temperature is very low.
Piercing Cold, Frostburn, is kind of an honorable mention because it makes cold spells better, but it actually only removes a weakness of the spell rather than adding a new separate benefit (unless the target is specifically vulnerable to cold).
Snowcasting, Frostburn, can apply the cold descriptor to a spell but can also increase the CL of a spell that already has the cold descriptor (before you use Snowcasting).
Searing Spell, Sandstorm, is the fire version of Piercing Cold (it's technically a little different, but it's the same for the purposes of what we're talking about here).
Fiery Spell, Sandstorm, straight up increases damage dealt by fire spells.
Creaking cacophony, SpC, inflicts vulnerability to sonic damage, thereby making sonic damage more valuable.
Dazzling Energy, Complete Psionic, tacks the dazzled rider onto any single-target power you use that has a specific energy type.
Privileged Energy, Complete Psionic, increases damage dealt by your powers that deal (your choice of one of) cold, electricity, fire, or sonic.
Envoy Cognizance, Complete Psionic, gives you +1 ML when you manifest an energy power matching that of your chosen elemental envoy.
Argent savant, Complete Arcane, gets bonuses to hit and to damage when casting force spells. The class also gives increased AC from force spells that grant AC and grants increased duration with force spells that have a duration. (Honestly it's about the purest example I can find of rewarding you for using an energy type.)
Elemental savant, Complete Arcane, gets bonuses to spell penetration and to save DCs when using their chosen energy type (electricity, acid, fire, or cold).
Most or all reserve feats (mostly Complete Mage) provide +1 CL when casting spells that have a specific descriptor, many of which are related to energy.
Raging flame, SpC, makes fire in the area do more damage, including both nonmagical fire and magical fire.
Slow burn, SpC, makes fire in the area harder to extinguish, though magical fire (not nonmagical fire) deals less damage.
A favorite weird one for me: the dragon spirit cincture, MIC, increases the save DC of your breath weapon if you're holding a magic weapon that deals the same type of damage as your breath weapon.
Instill vulnerability, Dragon Magic, forces a creature to become vulnerable to your choice of acid, cold, electricity, fire, or sonic. (Shame that it's waaaaay late in the game.)
There's a very small number of printed creatures with vulnerability to a specific energy type (mostly cold for things with the fire subtype and vice versa).

Running out of steam here, but I think we've got enough to get started. Some observations:

That's mostly fire and cold. Somewhat disappointing, but not in any way surprising.
That's almost entirely magical and/or psionic. Not a whole hell of a lot to benefit folks who aren't casting. Mostly the Energy Aura in DrM is about as good as it gets, though as I read it, if you're (for example) affected by a cold Energy Aura and using a martial maneuver while wielding a frost weapon, as long as that martial maneuver involves making a normal attack, it would have its save DC increased by Energy Aura, and I'm 100% in favor of that. That's honestly the kind of thing I want.
There are some things that LOOK like they're related, but they're not. Elemental warrior, for example (Planar Handbook), gives you a favored energy type, but it doesn't actually reward you for using it. It makes you resistant to it, lets you add it to your attacks, and so on, but it does NOT give you benefits when you're already doing that type of damage. (Elemental warrior is not the only example; it's just a convenient one.)
While the vulnerability rules exist, they're honestly very hard to invoke in a player-controlled manner. They don't come up frequently and it's very hard to force vulnerability onto someone, mostly requiring high-level magic with very few exceptions.
I left off game elements that trigger when you take damage of a specific type, since that's harder to control unless you're doing a goofy self-harming build.
I'm honestly disappointed by Privileged Energy and Dazzling Energy. They're close to what I like to see, but they're so... underwhelming. Privileged Energy is I guess kind of okay, but Dazzling Energy is just so weaksauce. I was hoping for more like it. It'd be funny if it were part of a package, but standalone, it's one of those "literally no one in history, including the devs when playtesting, has ever spent two feats on this" things.

What else can we dig up? Any cool combos worth pursuing? Any neat tricks or weird interactions out there?

Khedrac
2020-09-12, 02:10 PM
Dragon Spirit Cincture (MiC p95) is a belt for anyone with a breath weapon.
Amongst other things, if you are wielding a wepaon does the same type of energy damge as your breath weapon then you get to add 1 to the DC if your breath weapon.

It's really weak, but it is an example of what you are looking for.

Zaq
2020-09-12, 02:17 PM
Dragon Spirit Cincture (MiC p95) is a belt for anyone with a breath weapon.
Amongst other things, if you are wielding a wepaon does the same type of energy damge as your breath weapon then you get to add 1 to the DC if your breath weapon.

It's really weak, but it is an example of what you are looking for.

Yup, listed that one already! It's one of my favorites. It's a +1, but it's a cheap +1. Especially if you use a least crystal of energy assault, also from MIC, to qualify for the bonus.

Found another one: Energy Gestalt, Complete Mage. It's a tactical feat that gives you benefits (rider effects, mostly) when you cast specific combinations of spells with certain energy descriptors in subsequent rounds (acid -> fire, cold -> sonic, and cold -> electricity).

DeAnno
2020-09-13, 06:04 AM
You're not alone in wishing 3.5e had some of 4e's metagame surrounding elemental damage types, that was one of my favorite parts of the edition.

Silver Pyromancer can eventually ignore Fire Resistance or even Immunity entirely. It was the centerpiece of a build (https://www.enworld.org/threads/weekly-optimization-showcase-holy-fire-tempest_stormwind.471372/) I saw by Tempest Stormwind on the old boards that used a lot of Fire manipulation of the style discussed here; there are a lot of Fire enhance effects used in that build.

Additionally:

Sanctified One of Kord is mentioned in that thread but not used, it also transmutes Fire into Divine damage.
Draconic Power from RotD is a rather inefficient means of boosting a single element.


More largely, I think a lot of the reason element optimization is often ignored (for arcane casters at least) is that Arcane Thesis builds allow a similar but usually much stronger effect, and have crowded out some of the "specialist damage dealer" niche. Sometimes it will still be more efficient to take 2-3 copies of Arcane Thesis to give yourself some spell versatility than to try to work around an element as a whole.

Thurbane
2020-09-13, 05:36 PM
It's a rubbish PrC for a 1/day effect, but Dragon Samurai (http://archive.wizards.com/default.asp?x=dnd/ex/20030906c) lets you stack breath weapon damage from the PrC onto a similar energy type breath weapon from another source.

You could combine it with Empower Supernatural Ability and Maximize Breath (and other feats) for a 1/day nova of energy damage.

MNot sure if that's exactly the kind of thing OP is looking for?

Psyren
2020-09-14, 01:23 AM
Right now I'm more interested in why you'd WANT to add specific damage types.

The big one that I don't think has been mentioned yet, is regeneration. Especially in 3.5, some monsters simply require you to deal X amount of Y damage type/element in order to be taken down permanently - if you don't have X, you can knock them out but not kill them.

Pathfinder is a lot more forgiving in that you can take down regenerating monsters with any damage type, you just need a minimal amount of the one they need (usually a single point will suffice) to turn off their regen. I actually think this approach matches the fluff better, as it means you can more realistically have situations like a mob of peasants/militia taking down a troll by hacking it up and cauterizing all the major wounds with low-damage torches.

darkdragoon
2020-09-14, 01:05 PM
Energy Gestalt- extra effects for using two types

Scorching Sirocco (ToB)- fire


A bit looser but :

Mad Alchemist- Fiery Blaze tactic

Similarly the Shadow Sun Ninja has its own sort of opposite effects with its features.

Endarire
2020-09-14, 01:40 PM
The Complete Arcane metamagic feat Born of Three Thunders transforms half electricity damage on spells into sonic damage, which is the closest 3.5 officially has to Sonic Substitution. It's a stretch, but the best stretch of which I know that hasn't already been listed. Similarly, Lord of the Uttercold changes half a cold spell's damage to be negative energy, making it sorta a Negative Energy Substitution and possibly increasing the value of cold spells.

Maybe the magazines or web articles have more.

Does the sorta-third party Hyperconscious count?

Thurbane
2020-09-14, 04:14 PM
The Complete Arcane metamagic feat Born of Three Thunders transforms half electricity damage on spells into sonic damage, which is the closest 3.5 officially has to Sonic Substitution.

Elven Spell Lore can change a single spell to any energy type, so it can be used to make spells sonic. A very loose reading could also let it change spells to force, or negative - but the consensus is that it's limited to the five main energy types.


When preparing that spell, you can alter the type of damage it deals to a single type of your choice.


energy damage
Damage caused by one of five types of energy (not counting positive and negative energy): acid, cold, electricity, fire, and sonic.
Source: PHB


force damage
A special type of damage dealt by force effects, such as a magic missile spell. A force effect can strike incorporeal creatures without the normal miss chance associated with incorporeality.
Source: PHB


negative energy
A black, crackling energy that originates on the Negative Energy Plane. In general, negative energy heals undead creatures and hurts the living.
Source: PHB

Endarire
2020-09-15, 01:35 AM
@Thurbane
Archmage's Mastery of Elements ability also permits sonic instead of the normal damage type.