First, the assumptions I am making about the game.
1. Considering the alternatives of buffs, control spells and utility spells of later levels, Fireball and Lightning Bolt should be used as a golden example of blasting spells, not outliers.
2. Since blasting spells compete against other powerful controlling/utility spells, they need to be sufficiently powerful to validate their position in a given slot.
3. You can upcast a Fireball/Lightning Bolt which gives you flexibility of never choosing another blasting spell - however, since high level spell slots are limited and you can know finite number of spells, choosing to prepare a high level blasting spell instead of relying on a simple upcast from a 3rd level spell should be rewarded. It's even more important for Sorcerer.
Thus, the goal: high level blasting spells should be more powerful than upcast Fireball/Lightning Bolt in order to for the players to double back and actually consider them over spells like Reverse Gravity, Dominate Monster, Banishment, Wall of Force, Forcecage, Eyebite, Irresistable Dance, Telekinesis, Hold Monster etc.
Spells being considered grouped by level and changes to their damage:
level 4:
Ice Storm: increase base damage to 2d8 bludgeoning + 8d6 cold damage
Blight: increase base damage to 10d8 necrotic damage
Level 5:
Cone of Cold: increase base damage to 10d8 cold damage
Flame Strike: increase base damage to 6d6 fire and 6d6 radiant damage
Level 6:
Chain Lightning: increase base damage to 12d8 lightning damage
Circle of Death: increase base damage to 10d6 necrotic damage
Harm: increase base damage to 17d6 necrotic damage
Level 7:
Delayed Blast Fireball: increase base damage to 15d6 fire damage
Fire Storm: increase base damage to 10d10 fire damage
Level 8:
Horrid Wilting: increase base damage to 16d8 necrotic damage
Sunburst: increase base damage to 15d6 radiant damage
As you can see, it's mostly 2-3 damage dices up, sometimes more depending on the level of the spell etc. - thoughts?
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I want to pick your brains about something.
First, the assumptions I am making about the game.
1. Considering the alternatives of buffs, control spells and utility spells of later levels, Fireball and Lightning Bolt should be used as a golden example of blasting spells, not outliers.
2. Since blasting spells compete against other powerful controlling/utility spells, they need to be sufficiently powerful to validate their position in a given slot.
3. You can upcast a Fireball/Lightning Bolt which gives you flexibility of never choosing another blasting spell - however, since high level spell slots are limited and you can know finite number of spells, choosing to prepare a high level blasting spell instead of relying on a simple upcast from a 3rd level spell should be rewarded. It's even more important for Sorcerer.
Thus, the goal: high level blasting spells should be more powerful than upcast Fireball/Lightning Bolt in order to for the players to double back and actually consider them over spells like Reverse Gravity, Dominate Monster, Banishment, Wall of Force, Forcecage, Eyebite, Irresistable Dance, Telekinesis, Hold Monster etc.
Spells being considered grouped by level and changes to their damage:
level 4:
Ice Storm: increase base damage to 2d8 bludgeoning + 8d6 cold damage
Blight: increase base damage to 10d8 necrotic damage
Level 5:
Cone of Cold: increase base damage to 10d8 cold damage
Flame Strike: increase base damage to 6d6 fire and 6d6 radiant damage
Level 6:
Chain Lightning: increase base damage to 12d8 lightning damage
Circle of Death: increase base damage to 10d6 necrotic damage
Harm: increase base damage to 17d6 necrotic damage
Level 7:
Delayed Blast Fireball: increase base damage to 15d6 fire damage
Fire Storm: increase base damage to 10d10 fire damage
Level 8:
Horrid Wilting: increase base damage to 16d8 necrotic damage
Sunburst: increase base damage to 15d6 radiant damage
As you can see, it's mostly 2-3 damage dices up, sometimes more depending on the level of the spell etc. - thoughts?