Anthrowhale
2023-11-12, 10:32 PM
Edit; revised to current state with changelog below.
I wanted to analyze the top-10 list (See 0 (https://forums.giantitp.com/showthread.php?657743-Top-10-cantrips),1 (https://forums.giantitp.com/showthread.php?657825-Top-10-level-1-spells-at-ECL2-amp-20),2 (https://forums.giantitp.com/showthread.php?658094-Top-10-level-2-spells-at-ECL-4-amp-20),3 (https://forums.giantitp.com/showthread.php?658251-Top-10-level-3-spells-at-ECL6-amp-20),4 (https://forums.giantitp.com/showthread.php?658751-Top-10-level-4-spells-at-ECL-8-amp-20#post25846144),5 (https://forums.giantitp.com/showthread.php?659463-Top-10-level-5-spells-at-ECL-10-amp-20),6 (https://forums.giantitp.com/showthread.php?660156-Top-10-level-6-spells-at-ECL-12-amp-20),7 (https://forums.giantitp.com/showthread.php?660357-Top-10-level-7-spells-at-ECL14-and-20),8 (https://forums.giantitp.com/showthread.php?661013-Top-10-level-8-spells),9 (https://forums.giantitp.com/showthread.php?661419-Top-10-level-9-spells#post25892758)) across levels to look for weak points and gaps. There are several systemic elements to look at, so I thought I'd start with attacks. Comments/questions are welcome---the goal is finding gaps and redundancies.
What follows is highly abstracted so it's possible to think across spells without worrying about the details. A few details are left in: Multitarget vs. single target, SR:No, Save:No, range, duration 1 round or more, ranges other than close, and nonstandard casting times.
At a high level, there are roughly 3 kinds of attacks to care about.
Damage. These attacks deal damage which accumulates as the party acts. If sufficient damage occurs, you eliminate all actions.
Action elimination. These attacks eliminate actions. There are three natural flavors at this degree of abstraction:
No move
Limited actions
No actions
Action suborn. These attacks make the enemy act as you wish.
Theoretically there is also debuff, but just as we ignore fixed-size buffs as not to important, we also tend to ignore fixed-size debuffs. Worthwhile spell-based scaling debuffs are hard to come by when action denial is on the table.
Damage:
L0: Launch Item, Ranged touch attack with variable alchemicals, SR:No.
L2@ECL20: Hunter's Eye, caster level/3 d6 sneak attack for 1 round.
L3@ECL6: Fireball, Long range multitarget 10d6 Refl half.
L3@ECL20: Greater Mighty Wallop, Bludgeoning weapon does damage as colossal sized.
L3@ECL20: Love's Pain, Infinite range 10d6, mind-affecting.
L3: Venomfire: Natural poison attack deals additional d6/level acid damage.
L3: Shivering Touch. Touch 3d6 dexterity damage, cold subtype immune.
L4: Wings of Flurry: 40' range multitarget d6/level to enemies only Refl half + no actions 1 round Refl negates.
L8: Frostfell. Full round cast, medium range, no actions Fort negates + 20d6 frostburn damage on save.
Looking for gaps, the only thing I can think of is Erupt, but I'm fairly convinced at this point that we can't squeeze it in at L9.
In terms of weaknesses:
Fireball is clearly a bit sketchy given the low d6 cap. It's there for the range, but is there a good alternate strategy for the range? There's no alternate direct damage spell at this level, but is there an alternate strategy?
Frostfell isn't really there for the damage although it's nice at least that frostburn damage is sticky.
Next, there's action denial which I've broken into single target and multitarget.
Action denial, single target:
L1@ECL2: Heartache. helpless 1 round Will negates, mind-affecting.
L2: Bladesong. Touch no actions, no save.
L4@ECL20: Bloodfreeze Arrow. Arrow ranged attack no actions Fort negates.
L5: Plane Shift. Touch no actions Will negates, plane shift to escape
L7: Amber Sarcophagus. Ranged touch no actions, no save.
L8: Polymorph Any Object. No actions Fort negates.
Action denial, multitarget:
L1@ECL2: Color Spray. 15' range helpless (2-HD), no actions (4-HD), no actions 1 round (5+HD) Will negates, mind-affecting.
L1: Entangle. Long range no move Refl negates, requires plants, SR:No.
L2@ECL20: Kelpstrand. Ranged touch attack limit actions, SR:No, no save.
L4: Wings of Flurry. 1d6/level Refl half to enemies only in 40' radius + no actions 1 round Refl negates.
L4: Wall of Sand. Medium range limit actions, SR:No, no save.
L5@ECL10: Control Winds. 40'/level range, limit moves Fort negates, SR:No.
L7: Crown of Despair. Sight range, helpless Will negates as a passive attack, mind-affecting.
L7: Holy Word. 40' range, HD<=caster level-10 no actions.
L8: Frostfell. Full round cast, medium range, no actions Fort negates + 20d6 Frostfell damage on save.
L8: Unearthly Beauty. 30' range, no actions Will negates as passive attack.
In terms of gaps, I'm presently wondering about a couple things:
Several spells aren't quite up to snuff, but they are on the list for other reasons.
Polymorph Any Object is relatively 'meh' given Amber Sarcophagus has no save. It's better used on allies.
Control Winds is anemic given the Fort save and the weak action removal. It's better used for structure and army removal.
Plane Shift is a little anemic as an attack spell given Bladesong can daze lock at touch range fine. It's better used for actually going places.
Action Suborn:
L1@ECL2: Charm Person. Humanoid is your friend, Will negates, mind-affecting.
L2@ECL4: Suggestion, Follow not obviously harmful course of action, Will negates, mind-affecting.
L2@ECL4: Command Undead. Intelligent undead is your friend, Will negates. Unintelligent undead have no save.
L3: Glibness. Creature believes you tell the truth, no save.
L4@ECL20: Fugue, Medium range, concentrate to force attack nearest (DC40 perform) Will negates
L5: Magic Jar. 10'/level possess creature, Will negates.
L6: Dream Casting. After 1 hour cast, Infinite range sleeping creature is your friend Will negates, mind-affecting.
L9: Mindrape. Rewrite creatures memory, personality, alignment, Will negates, mind-affecting.
Looking for gaps, I see:
Charm Monster at ECL8? It's available for non-combat use later via Dream Casting and of course Greater Anyspell could provide access to it later as well. Level 4 is very contested, but it seems like a potentially important effect beyond Suggestions when level 4 spells are first available. There's also L9 Mindrape which is generally superior.
I'm not sure there are any methods available, but something avoiding a Will save would be good as well.
Looking for duplications, I'm not seeing anything.
Changes:
Removed L0 Acid Splash, Ranged touch attack 1d3 acid SR:No. Swapped for Launch Item since the variable alchemicals appear more versatile.
Wall of Sand was added to the ECL20 list. It pairs beautifully with Kelpstrand since the combo implies a creature cannot move, breathe, see, or cast spells with V or S components. It also blocks line of effect.
Vision of Punishment was dropped in favor of Entangle at ECL20 since Crown of Despair seems to be a superior effect..
Added Love's Pain for L3@ECL20 due to the infinite range damage, a fairly unique and sometimes powerful effect.
Maybe not:
Heaven's Trumpet at level 6 is 120' range multitarget helpless Fort negates that is ally friendly. The archon component is tricky, but this is a serious upgrade in both effect and range over Wings of Flurry. In the end, I'm not going for it since the additional scope beyond Crown of Despair at level 7 (i.e. ooze, vermin, and plants) doesn't seem worth it and handling the archon component at ECL12 seems difficult.
Maybe Command Undead should be on the ECL20 list as well? I decided not---use glibness or invest in Mindworms[Song of the Dead] Mindrape at a high level.
I wanted to analyze the top-10 list (See 0 (https://forums.giantitp.com/showthread.php?657743-Top-10-cantrips),1 (https://forums.giantitp.com/showthread.php?657825-Top-10-level-1-spells-at-ECL2-amp-20),2 (https://forums.giantitp.com/showthread.php?658094-Top-10-level-2-spells-at-ECL-4-amp-20),3 (https://forums.giantitp.com/showthread.php?658251-Top-10-level-3-spells-at-ECL6-amp-20),4 (https://forums.giantitp.com/showthread.php?658751-Top-10-level-4-spells-at-ECL-8-amp-20#post25846144),5 (https://forums.giantitp.com/showthread.php?659463-Top-10-level-5-spells-at-ECL-10-amp-20),6 (https://forums.giantitp.com/showthread.php?660156-Top-10-level-6-spells-at-ECL-12-amp-20),7 (https://forums.giantitp.com/showthread.php?660357-Top-10-level-7-spells-at-ECL14-and-20),8 (https://forums.giantitp.com/showthread.php?661013-Top-10-level-8-spells),9 (https://forums.giantitp.com/showthread.php?661419-Top-10-level-9-spells#post25892758)) across levels to look for weak points and gaps. There are several systemic elements to look at, so I thought I'd start with attacks. Comments/questions are welcome---the goal is finding gaps and redundancies.
What follows is highly abstracted so it's possible to think across spells without worrying about the details. A few details are left in: Multitarget vs. single target, SR:No, Save:No, range, duration 1 round or more, ranges other than close, and nonstandard casting times.
At a high level, there are roughly 3 kinds of attacks to care about.
Damage. These attacks deal damage which accumulates as the party acts. If sufficient damage occurs, you eliminate all actions.
Action elimination. These attacks eliminate actions. There are three natural flavors at this degree of abstraction:
No move
Limited actions
No actions
Action suborn. These attacks make the enemy act as you wish.
Theoretically there is also debuff, but just as we ignore fixed-size buffs as not to important, we also tend to ignore fixed-size debuffs. Worthwhile spell-based scaling debuffs are hard to come by when action denial is on the table.
Damage:
L0: Launch Item, Ranged touch attack with variable alchemicals, SR:No.
L2@ECL20: Hunter's Eye, caster level/3 d6 sneak attack for 1 round.
L3@ECL6: Fireball, Long range multitarget 10d6 Refl half.
L3@ECL20: Greater Mighty Wallop, Bludgeoning weapon does damage as colossal sized.
L3@ECL20: Love's Pain, Infinite range 10d6, mind-affecting.
L3: Venomfire: Natural poison attack deals additional d6/level acid damage.
L3: Shivering Touch. Touch 3d6 dexterity damage, cold subtype immune.
L4: Wings of Flurry: 40' range multitarget d6/level to enemies only Refl half + no actions 1 round Refl negates.
L8: Frostfell. Full round cast, medium range, no actions Fort negates + 20d6 frostburn damage on save.
Looking for gaps, the only thing I can think of is Erupt, but I'm fairly convinced at this point that we can't squeeze it in at L9.
In terms of weaknesses:
Fireball is clearly a bit sketchy given the low d6 cap. It's there for the range, but is there a good alternate strategy for the range? There's no alternate direct damage spell at this level, but is there an alternate strategy?
Frostfell isn't really there for the damage although it's nice at least that frostburn damage is sticky.
Next, there's action denial which I've broken into single target and multitarget.
Action denial, single target:
L1@ECL2: Heartache. helpless 1 round Will negates, mind-affecting.
L2: Bladesong. Touch no actions, no save.
L4@ECL20: Bloodfreeze Arrow. Arrow ranged attack no actions Fort negates.
L5: Plane Shift. Touch no actions Will negates, plane shift to escape
L7: Amber Sarcophagus. Ranged touch no actions, no save.
L8: Polymorph Any Object. No actions Fort negates.
Action denial, multitarget:
L1@ECL2: Color Spray. 15' range helpless (2-HD), no actions (4-HD), no actions 1 round (5+HD) Will negates, mind-affecting.
L1: Entangle. Long range no move Refl negates, requires plants, SR:No.
L2@ECL20: Kelpstrand. Ranged touch attack limit actions, SR:No, no save.
L4: Wings of Flurry. 1d6/level Refl half to enemies only in 40' radius + no actions 1 round Refl negates.
L4: Wall of Sand. Medium range limit actions, SR:No, no save.
L5@ECL10: Control Winds. 40'/level range, limit moves Fort negates, SR:No.
L7: Crown of Despair. Sight range, helpless Will negates as a passive attack, mind-affecting.
L7: Holy Word. 40' range, HD<=caster level-10 no actions.
L8: Frostfell. Full round cast, medium range, no actions Fort negates + 20d6 Frostfell damage on save.
L8: Unearthly Beauty. 30' range, no actions Will negates as passive attack.
In terms of gaps, I'm presently wondering about a couple things:
Several spells aren't quite up to snuff, but they are on the list for other reasons.
Polymorph Any Object is relatively 'meh' given Amber Sarcophagus has no save. It's better used on allies.
Control Winds is anemic given the Fort save and the weak action removal. It's better used for structure and army removal.
Plane Shift is a little anemic as an attack spell given Bladesong can daze lock at touch range fine. It's better used for actually going places.
Action Suborn:
L1@ECL2: Charm Person. Humanoid is your friend, Will negates, mind-affecting.
L2@ECL4: Suggestion, Follow not obviously harmful course of action, Will negates, mind-affecting.
L2@ECL4: Command Undead. Intelligent undead is your friend, Will negates. Unintelligent undead have no save.
L3: Glibness. Creature believes you tell the truth, no save.
L4@ECL20: Fugue, Medium range, concentrate to force attack nearest (DC40 perform) Will negates
L5: Magic Jar. 10'/level possess creature, Will negates.
L6: Dream Casting. After 1 hour cast, Infinite range sleeping creature is your friend Will negates, mind-affecting.
L9: Mindrape. Rewrite creatures memory, personality, alignment, Will negates, mind-affecting.
Looking for gaps, I see:
Charm Monster at ECL8? It's available for non-combat use later via Dream Casting and of course Greater Anyspell could provide access to it later as well. Level 4 is very contested, but it seems like a potentially important effect beyond Suggestions when level 4 spells are first available. There's also L9 Mindrape which is generally superior.
I'm not sure there are any methods available, but something avoiding a Will save would be good as well.
Looking for duplications, I'm not seeing anything.
Changes:
Removed L0 Acid Splash, Ranged touch attack 1d3 acid SR:No. Swapped for Launch Item since the variable alchemicals appear more versatile.
Wall of Sand was added to the ECL20 list. It pairs beautifully with Kelpstrand since the combo implies a creature cannot move, breathe, see, or cast spells with V or S components. It also blocks line of effect.
Vision of Punishment was dropped in favor of Entangle at ECL20 since Crown of Despair seems to be a superior effect..
Added Love's Pain for L3@ECL20 due to the infinite range damage, a fairly unique and sometimes powerful effect.
Maybe not:
Heaven's Trumpet at level 6 is 120' range multitarget helpless Fort negates that is ally friendly. The archon component is tricky, but this is a serious upgrade in both effect and range over Wings of Flurry. In the end, I'm not going for it since the additional scope beyond Crown of Despair at level 7 (i.e. ooze, vermin, and plants) doesn't seem worth it and handling the archon component at ECL12 seems difficult.
Maybe Command Undead should be on the ECL20 list as well? I decided not---use glibness or invest in Mindworms[Song of the Dead] Mindrape at a high level.