Talk:Specialized Heavy Ray (3.5e Spell)
From Dungeons and Dragons Wiki
Ratings
![]() |
The bluez in the dungeon favors this article and rated it 4 of 4! |
---|---|
I nice follow-up to your heavy ray spell
I'd just add to both spells a clause that specify that the damage is physical in natura, otherwise it wouldn't interact with DR/any metal |
Damage Dice
This goes for this spell and its predecessor. Are you certain about having disintegrate-tier damage on an AoE-line Reflex save is a good idea? That and d12s are notably swingy. I am curious about why you went with this damage dice, especially at moderate level. --Leziad (talk) 16:45, 28 April 2022 (UTC)
- Come to think of it, I have to agree with Leziad on this. I was unsure about the damage output myself, but didn't give any thought to it. I think these spells can retain their value even if you reduce the damage die. Or increase the balance level. --The bluez in the dungeon (talk) 20:56, 28 April 2022 (UTC)
- Originally when I wrote this spell, the damage was evenly distributed. So there was 1d4 bludgeoning damage, 1d4 piercing damage, and 1d4 slashing damage per caster level. But rolling a large number of dice seemed too heavy to me. So I just decided to roll 1d12 which would combine all three forms of physical damage. Another important point is that by rolling 3 dice, the minimum being 3, so it was possible to inflict heavy damage by "failing" its rolls. If you are level 10, and you roll 10 x 3d4 or 10 x 1d12, it's not the same thing. In the first case the average damage is 75 with a minimum of 30, and in the second case the average damage is 65 with a minimum of 10. The damage being physical, it is easy to find creatures with damage reductions, and the spell will be blocked against a (DR/-). I understand that the spell seems a little strong for moderate balancing, and I purposely wanted it strong, so after some thought I think it would be better to put it on high balancing. Neostar (talk) 09:03, 29 April 2022 (UTC)