| Bram Blackfeather |
Having just gotten my "Races of the Dragon," I was happy to see a whole slew of new "Power Word" spells (all the way from 1st level, wooyah!).
But, "Power Word, Pain," seems a tad much for a first level spell. Against creatures with less and fifty hit points (which, say, is everything a first, second, and maybe even third level character would ever encounter), the spell deals 1d6 points of damage for 4d4 rounds, no save, nothing.
Granted, with bad rolls, that could be 4 points of damage. But average rolls would make that 3.5 points of damage for 10 rounds, or 35 points of damage... at first caster level.
Am I missing something? Or should this spell be on the lips of every single enemy the PCs encounter, and in every starting PC's spellbook?
Granted, it looses efficacy later on - an enemy with 101+ hp isn't affected, and those with 51-75, and those with 76-100 have a much lesser duration on the spell, but at the start of the game, it outclasses 'magic missile' by a wide margin.
Or maybe I missed something...
Archade
|
I saw this spell and put my own power word (Forbidden) all over the page. It is only one creature, but it is real damage, no hit roll, no saving throw. It blows magic missile (a marginally high-end 1st level spell) right out of the water.
Not allowed in my campaign. And I am disappointed, because for me, Races of the Dragon is the first WOTC book I wouldn't allow PCs to use in my campaign, because of a few balance issues such as this. (The other one that strikes me at work is a 10gp pair of goggles that eliminates light sensitivity).
Sebastian
Bella Sara Charter Superscriber
|
Wow. That does seem pretty crazy. Particularly with no save.
Having not seen the spell, the best argument I can make in defense is as follows: Inflicting 1d6 damage per round for a large number of rounds is not as powerful as it may look. How often does a single foe stay alive long enough for this spell to do much damage? I'm guessing you'll get 3d6 damage before the enemy dies, particularly since his hps have to be below 50 in the first place.
That being said, the arguments against the spell seem much stronger. 3d6 damage for a first level spell (at caster level 1 no less) is powerful. A no-save 3d6 damage spell is uber. And, a no-save, 3d6 damage spell that causes a caster to make a concentration check every single turn to cast spells is supremely uber.
Please tell me there is more to this spell than what you've said so far...
Sebastian
Bella Sara Charter Superscriber
|
Hmm,
I think a rewrite is in order then. a -2 penalty on attacks, saves and checks for 4d4 rounds if <50 hp (weak version of symbol of pain?)
Because in my opinion power word pain should deal pain instead of damage.
The spell you describe is strictly worse than Doom.
Doom
Necromancy [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Shaken is a less severe state of fear than frightened or panicked.
| the other guy |
sure, this is powerful at low levels, but drops off at higher levels. think of it as a great low level spell that becomes almost worthless at higher levels, except perhaps as a finisher (but why arent you using disintegrate for that at that point?). consider it a gift for wizards and sorcerers at low levels. thats how i look at it, anyway.
tog
King of Vrock
|
I allowed this spell in our pathfinder game but gave it a Will save for 1/2 each round... now it's not so bad. Still you're right from 1st level to easily 6th level you'll face opponents with less than 50hp, esp mooks or arcane casters. This spell is especially tough on Arcane casters.
--Electro-Vrock Therapy
Set
|
But, "Power Word, Pain," seems a tad much for a first level spell. Against creatures with less and fifty hit points (which, say, is everything a first, second, and maybe even third level character would ever encounter), the spell deals 1d6 points of damage for 4d4 rounds, no save, nothing.
I'd be tempted to just make it one of those 'save each round to end the effect' spells, and have the damage be nonlethal. It would still be potentially deadlier than any old Magic Missile to something that blows multiple saves, but take several rounds to get there.
Another option would be to make the caster Concentrate to maintain it, so that he can continue inflicting pain to the target, but at the cost of losing his own actions (barring a 5 ft. step) and having a chance of being interrupted if he is attacked (or trying to maintain it under difficult or unusual circumstances, such as riding a mount, or on a ship at sea or during a violent storm).
I like the idea of the spell, but the execution is messy. I especially don't like the duration. Having it be level-based, or based on rounds of Concentration or time until a save is made, feel more consistent than some arbitary random rolled duration.