does this seem balenced


Advice and Rules Questions


so im making a spell for a 4th level caster so they wont get the spell till at least level 13 but i wana know if it seems balanced
disintegrating touch
School transmutation; Level 4
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a lodestone and a pinch of dust)

EFFECT

Range touch
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes

DESCRIPTION

your hand glows with green flames. You must make a successful touch attack to hit. Any creature struck by the attack takes 2d6 points of damage per caster level. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the attack simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The attack affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only half damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the attack affects only one target per casting.


Disintegrate at touch range. For a 4-level caster where it fits with the theme well it should be OK. For a 6 or 9 level caster, especially a magus, it should be higher level.


This should be at least the same level of spell as Disintegrate. While it's melee instead of ranged, the unlimited scaling makes it horrendously powerful. And the melee requirement doesn't matter to a Magus.

Also, huge minus-points for the non-descriptive thread title.


avr wrote:
Disintegrate at touch range. For a 4-level caster where it fits with the theme well it should be OK. For a 6 or 9 level caster, especially a magus, it should be higher level.

its going to only be on one spell list(the class that i'm designing) and it will be the specialty spell for that class


It should have a maximum damage. Specifically, as a 4th-level, single-target spell, it should be capped at 15 dice (or 10 if the class uses divine magic).


GM Rednal wrote:
It should have a maximum damage. Specifically, as a 4th-level, single-target spell, it should be capped at 15 dice (or 10 if the class uses divine magic).

so caped at 7 and a half caster levels for damage?


also i just noticed that this isn't in the 3rd party advice and is instead in the normal advice forum could a mod move it?


Not Caster Level - damage dice. Speaking of, it should probably go up by 1 per Caster Level, like most other spells. It's quite uncommon for a spell to do more than one dice at a time, since that front-loads it and makes it more powerful, earlier, than most other spells.


GM Rednal wrote:
Not Caster Level - damage dice. Speaking of, it should probably go up by 1 per Caster Level, like most other spells. It's quite uncommon for a spell to do more than one dice at a time, since that front-loads it and makes it more powerful, earlier, than most other spells.

its based off of disintegrate which is 2d6 per caster level, but i guess i could turn it into 1d12 per caster level instead its also an end game spell in the grand scheme of things getting the spell at the same level a wizard would get 7th level spells but would still be the highest level spell the class can cast


Idea 1: I noticed on a read that you are using a great deal of the text verbiage from Disintegrate. For consistency i would probably also include the 'save is reduced to 5d6 damage' as well.

Idea 2: The idea of changing it to a different die per level seems fair. as a lower level spell i would even suggest 1d10 instead of your 1d12 or 2d6 idea.

Regardless of your final choices, enjoy !


some new potential versions

version 1:
disintegrating touch
School transmutation; Level 4
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a lodestone and a pinch of dust)

EFFECT

Range touch
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes

DESCRIPTION

your hand glows with green flames. You must make a successful touch attack to hit. Any creature struck by the attack takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the attack simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The attack affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only half damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the attack affects only one target per casting.

version 2:
disintegrating touch
School transmutation; Level 4
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a lodestone and a pinch of dust)

EFFECT

Range touch
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes

DESCRIPTION

your hand glows with green flames. You must make a successful touch attack to hit. Any creature struck by the attack takes 2d6 points of damage per caster level (to a maximum of 30d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the attack simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The attack affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only half damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the attack affects only one target per casting.


version 3:
disintegrating touch
School transmutation; Level 4
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a lodestone and a pinch of dust)

EFFECT

Range touch
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes

DESCRIPTION

your hand glows with green flames. You must make a successful touch attack to hit. Any creature struck by the attack takes 1d12 points of damage per caster level (to a maximum of 20d12). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the attack simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The attack affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only half damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the attack affects only one target per casting.


version 4:
disintegrating touch
School transmutation; Level 4
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a lodestone and a pinch of dust)

EFFECT

Range touch
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes

DESCRIPTION

your hand glows with green flames. You must make a successful touch attack to hit. Any creature struck by the attack takes 1d12 points of damage per caster level (to a maximum of 15d12). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the attack simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The attack affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only half damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the attack affects only one target per casting.


version 5:
disintegrating touch
School transmutation; Level 4
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a lodestone and a pinch of dust)

EFFECT

Range touch
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes

DESCRIPTION

your hand glows with green flames. You must make a successful touch attack to hit. Any creature struck by the attack takes 1d10 points of damage per caster level (to a maximum of 20d10). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the attack simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The attack affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only half damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the attack affects only one target per casting.


version 6:
disintegrating touch
School transmutation; Level 4
CASTING

Casting Time 1 standard action
Components V, S, M/DF (a lodestone and a pinch of dust)

EFFECT

Range touch
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes

DESCRIPTION

your hand glows with green flames. You must make a successful touch attack to hit. Any creature struck by the attack takes 1d10 points of damage per caster level (to a maximum of 15d10). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the attack simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The attack affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only half damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the attack affects only one target per casting.

RPG Superstar 2012 Top 32

Be advised: as a 4th level spell, it could potentially be a wand, and so UMD could allow a rogue to use it with Sneak Attack.


SmiloDan wrote:

Be advised: as a 4th level spell, it could potentially be a wand, and so UMD could allow a rogue to use it with Sneak Attack.

i have a contingency for that, i'm making it be required that only the class in question can cast the spell and it can only be cast via spell slot as with the other special spells and early access spells


Rathendar wrote:
Idea 1: I noticed on a read that you are using a great deal of the text verbiage from Disintegrate. For consistency i would probably also include the 'save is reduced to 5d6 damage' as well.

i never really liked how disintegrate was reduced to 5d6 flat for a saved throw as a 3rd level spell does more then that at that level and doesn't require a save so i bumped disintegrate up to save for half which makes it less sucky and more inline with all other blasting spells


If you want to approach it that way, that's fine, but a player could certainly bring up the point that there is nothing in the rules that prevents a wand/UMD combo, only your house-rule explicitly and obviously designed to stop such a thing. Rather than put a patch over a hole, perhaps you can redesign the source of the effect to not require a patch at all.

Does this absolutely need to be a spell? Could it be a spell-like ability? Or a supernatural ability powered by spell slots or some other resource?

My players are huge on teamwork. If one had access to this spell, the first thing they would do is figure out how to share it with those that could get even more mileage out of it. Unless you use the rules to make that not possible, it could be very easy for players to feel "cheated" or "hamstrung" if you make a rule that just says "No sharing".

Or maybe they won't. I don't know your players, but I know how all the ones I play with would react to something that nice.


The Black Bard wrote:

If you want to approach it that way, that's fine, but a player could certainly bring up the point that there is nothing in the rules that prevents a wand/UMD combo, only your house-rule explicitly and obviously designed to stop such a thing. Rather than put a patch over a hole, perhaps you can redesign the source of the effect to not require a patch at all.

Does this absolutely need to be a spell? Could it be a spell-like ability? Or a supernatural ability powered by spell slots or some other resource?

My players are huge on teamwork. If one had access to this spell, the first thing they would do is figure out how to share it with those that could get even more mileage out of it. Unless you use the rules to make that not possible, it could be very easy for players to feel "cheated" or "hamstrung" if you make a rule that just says "No sharing".

Or maybe they won't. I don't know your players, but I know how all the ones I play with would react to something that nice.

less of a house rule and more baked into the class itself that places those limits

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