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  1. - Top - End - #1
    Barbarian in the Playground
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    Default Damage over Time spells?

    Ok, my inner Electronic Gaming Nerd is calling my Pen-and-Paper Nerd half to try and figure out a build that specializes in dealing some damage every round with a spell that you cast a few rounds ago. The only spell that I can think of is Acid Arrow other than spells like Incendiary Cloud but that doesn't really fit the concept of a character in a very popular online game .
    What other spells deal damage over time?

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    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: Damage over Time spells?

    Ball Lightning from the Spell Compendium works pretty well. It's like Flaming Sphere, except electricity damage and 1d6/level (max 15d6) instead of a mere 2d6.
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    Ettin in the Playground
     
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    Default Re: Damage over Time spells?

    Creeping Cold is a L2 Druid spell that lasts three rounds, dealing 1d6 per round, plus the number of d6s from previous rounds. Goes great with Extend Spell.

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    Firbolg in the Playground
     
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    Default Re: Damage over Time spells?

    Power Word Pain is what you're looking for, but I forget the requirements. I do know it's almost always fatal at low levels though.

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    Barbarian in the Playground
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    Default Re: Damage over Time spells?

    *smacks self in the head*

    I COMPLETELY forgot about Creeping Cold! A 'Hexemeister' could just be a Wizard who focuses solely on Metamagic Reducers for Creeping Cold. That and Power Word: Pain would also work.

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    Firbolg in the Playground
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    Default Re: Damage over Time spells?

    Could you use Persist spell on it? That might just be brokensville. I can't see anything that would disallow it. It would be an eighth level spell though.

  7. - Top - End - #7
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    Default Re: Damage over Time spells?

    Quote Originally Posted by Shades of Gray View Post
    Could you use Persist spell on it? That might just be brokensville. I can't see anything that would disallow it. It would be an eighth level spell though.
    Persists must be personal, if I recall correctly.

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    Ogre in the Playground
     
    BlackDragon

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    Default Re: Damage over Time spells?

    Phew. Good. Just thiink about the damage after some time. Is there a cap to the damage? If not youre soon dealing hundreds of damage dies per round.
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    Firbolg in the Playground
     
    Planetar

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    Default Re: Damage over Time spells?

    Druids have a handful. In Core, they have Heat Metal and Chill Metal, as well as Flaming Sphere (which is pretty much a Damage-Over-Time spell in how it works, with the added bonus of being able to switch targets).

    Outside of Core there's Creeping Cold, as well as a low-level but potentially nasty spell called Decomposition.

    I can't think of any higher level DoTs off the top of my head, but I'm sure someone else can. :P

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    Titan in the Playground
     
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    Default Re: Damage over Time spells?

    So far:

    Chill Metal
    Heat Metal
    Flaming Sphere
    Power Word: Pain
    and Creeping Cold

    Hmm.. Take out Power Word: Pain and you've got a DoT Mage, since PW:P seems more like a Shadow Priest spell.

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    Firbolg in the Playground
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    Default Re: Damage over Time spells?

    The prerequisites for a persisted spell is that it has a personal or fixed range. I do not know what fixed means in this context however.

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    Ogre in the Playground
     
    AssassinGuy

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    Default Re: Damage over Time spells?

    Black tentacles keep smacking your target as long as they are held

    Not so much a single spell as a spell combo - blade barrier + some kind of paralysis spell.

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    Eldritch Horror in the Playground Moderator
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    Default Re: Damage over Time spells?

    Fixed range means it doesn't have a variable range dependent on any factors - so touch spells qualify, as do ray spells with a definite range. That's why Ocular Spell is so hilariously broken when combined with Persistent Spell.

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    Firbolg in the Playground
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    Default Re: Damage over Time spells?

    What is the range of creeping whatever?

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    Ogre in the Playground
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    Default Re: Damage over Time spells?

    Summon Swarm is like Flaming Sphere but with bugs. However, if the point is to stack on a bunch of DoTs, you probably want to avoid the concentration-duration spells.

    And then there's Thunderhead from SpC, which... is probably the worst of these spells ever, but still.

    Briar Web, also from SpC, and continuing with the druid theme?

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    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Damage over Time spells?

    Quote Originally Posted by Shades of Gray View Post
    Could you use Persist spell on it? That might just be brokensville. I can't see anything that would disallow it. It would be an eighth level spell though.
    Then you probably aren't looking at persist close enough. Fixed range (I.E. 30 ft IOW without variables like 25 + 5ft/lvl) or personal range.
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  17. - Top - End - #17
    Eldritch Horror in the Playground Moderator
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    Default Re: Damage over Time spells?

    Creeping Cold is Close range (25ft. + 5ft/ 2 levels).

    As for Thunderhead....that's actually my favorite subject for the Persistent Ocular combo. Sure, it's 1 damage/round....for 14,440 rounds.

    Arcane Thesis on Creeping Cold would let you Ocularize and Persist it into an 8th level slot. I don't even want to contemplate how many d6's of cold damage that unfortunate soul would be taking.
    Last edited by The Glyphstone; 2009-05-26 at 12:21 AM.

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    Titan in the Playground
     
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    Default Re: Damage over Time spells?

    Quote Originally Posted by The_Glyphstone View Post
    Arcane Thesis on Creeping Cold would let you Ocularize and Persist it into an 8th level slot. I don't even want to contemplate how many d6's of cold damage that unfortunate soul would be taking.
    Well, the last two rounds are 14,399d6 + 14,400d6, which should be enough to kill anything sans Epic.

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    Talic's Avatar

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    Default Re: Damage over Time spells?

    Quote Originally Posted by ZeroNumerous View Post
    Well, the last two rounds are 14,399d6 + 14,400d6, which should be enough to kill anything sans Epic.
    Except a Frost Giant.
    White Dragon.
    Anything else with the cold subtype.
    A mage with Energy Immunity.
    Someone in an Antimagic Field.
    Undead.

    Last edited by Talic; 2009-05-26 at 12:42 AM.

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    Titan in the Playground
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    Default Re: Damage over Time spells?

    Quote Originally Posted by Talic View Post
    Except a Frost Giant.
    White Dragon.
    Anything else with the cold subtype.
    A mage with Energy Immunity.

    Isn't there a feat that is like Searing Spell for cold?
    Last edited by arguskos; 2009-05-26 at 12:42 AM.

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    Talic's Avatar

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    Default Re: Damage over Time spells?

    Piercing Cold. However, it doesn't bypass the immunity of creatures with the Cold subtype, just as searing doesn't bypass the immunity of creatures with the Fire subtype.

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    Halfling in the Playground
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    Default Re: Damage over Time spells?

    Archmage with Elemental Mastery. Turn it fire. Or Electric. Or sonic.

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    Barbarian in the Playground
     
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    Default Re: Damage over Time spells?

    Crushing Hand? Would that count?

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    Default Re: Damage over Time spells?

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    BlackDragon

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    Default Re: Damage over Time spells?

    Blackfire from the Spell Compendium is fun. 1d4 con damage per round.
    Sword of Darkness, again Spell Compendium. Negative levels on hit 1 round/level.
    The cloud spells that do damage like Acid Fog or Chilling Fog.
    Shroud of Flame (SpC), Blistering Radiance (SpC), Vortex of Teeth (SpC), Burning Blood (SpC)...Actually just look in the Spell Compendium. I just looked there for two or three minutes and found all these just looking at a couple of levels.
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  26. - Top - End - #26
    Bugbear in the Playground
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    Default Re: Damage over Time spells?

    I love Decomposition... (the spell, not the process, though the process can be pretty neat too).

    It's not a lot of damage per round (2), but it covers a huge area (50' radius) and lasts a round/level. Handy for wiping out large numbers of enemy soldiers (who have had something like briar webs pop up around them, triggering the decay?).

    Also good for interrogating people - nick them with a knife and watch the wound fester and rot in real time. My DM agrees that it's a pretty decent bonus to intimidate.

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    Bugbear in the Playground
     
    PirateGuy

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    Default Re: Damage over Time spells?

    Inevitable Defeat from PHB II, if nonlethal damage counts.
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    Default Re: Damage over Time spells?

    Power Leech for ability damage over time. :)

    Rapture of Rupture - 6D6 damage, stuns them and then 1D6 every round.

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    Just for some evil fun. :)
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    Ettin in the Playground
     
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    Default Re: Damage over Time spells?

    Control Winds, once you can use it to make a Tornado.
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    Zombie

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    Default Re: Damage over Time spells?

    I feel like I need something before properly coming into this thread.....

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    Ok not that that is over...DoTs in D&D....

    Any elemental spell that changes the area for a duration + hold person/monster/etc

    Natural elements of course, not silly crap like sonic.

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    Last edited by shadzar; 2009-05-26 at 11:30 AM.

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