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Thread: Damage over Time spells?
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2009-05-25, 11:20 PM (ISO 8601)
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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?
Best of luck
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2009-05-25, 11:31 PM (ISO 8601)
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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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2009-05-25, 11:34 PM (ISO 8601)
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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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2009-05-25, 11:34 PM (ISO 8601)
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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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2009-05-25, 11:40 PM (ISO 8601)
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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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2009-05-25, 11:42 PM (ISO 8601)
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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.
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2009-05-25, 11:43 PM (ISO 8601)
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2009-05-25, 11:46 PM (ISO 8601)
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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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2009-05-25, 11:47 PM (ISO 8601)
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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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2009-05-25, 11:52 PM (ISO 8601)
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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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2009-05-25, 11:58 PM (ISO 8601)
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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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2009-05-26, 12:03 AM (ISO 8601)
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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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2009-05-26, 12:11 AM (ISO 8601)
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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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2009-05-26, 12:14 AM (ISO 8601)
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Re: Damage over Time spells?
What is the range of creeping whatever?
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2009-05-26, 12:14 AM (ISO 8601)
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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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2009-05-26, 12:15 AM (ISO 8601)
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2009-05-26, 12:18 AM (ISO 8601)
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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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2009-05-26, 12:26 AM (ISO 8601)
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2009-05-26, 12:41 AM (ISO 8601)
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2009-05-26, 12:42 AM (ISO 8601)
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Re: Damage over Time spells?
Last edited by arguskos; 2009-05-26 at 12:42 AM.
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2009-05-26, 12:43 AM (ISO 8601)
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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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2009-05-26, 05:02 AM (ISO 8601)
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Re: Damage over Time spells?
Archmage with Elemental Mastery. Turn it fire. Or Electric. Or sonic.
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2009-05-26, 05:30 AM (ISO 8601)
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Re: Damage over Time spells?
Crushing Hand? Would that count?
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2009-05-26, 06:15 AM (ISO 8601)
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Re: Damage over Time spells?
I cannot believe I haven't been ninja'd on this.
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2009-05-26, 06:26 AM (ISO 8601)
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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."78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature."
I really haven't. The players quickly move to the tavern after the campaign starts but they never start there. Even the three which have taken place in a city.
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2009-05-26, 08:00 AM (ISO 8601)
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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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2009-05-26, 08:46 AM (ISO 8601)
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Re: Damage over Time spells?
Inevitable Defeat from PHB II, if nonlethal damage counts.
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2009-05-26, 08:53 AM (ISO 8601)
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Re: Damage over Time spells?
Power Leech for ability damage over time. :)
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2009-05-26, 11:19 AM (ISO 8601)
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Re: Damage over Time spells?
Control Winds, once you can use it to make a Tornado.
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2009-05-26, 11:29 AM (ISO 8601)
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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.
(Kender Taunt: Built for kiting mobs)Last edited by shadzar; 2009-05-26 at 11:30 AM.