| Matthew Vincent |
Given its usefulness against evil outsiders (particularly since they get no saving throw and no SR) and the frequency of same in this AP, Holy Storm seems like an excellent battlefield-shaping spell for use in the Savage Tide, especially as it's just 3rd level.
Agreed. Especially with a lesser rod of maximization (or empower). Although your opponents would likely just exit the area after the first round (if allowed), this can be devastating when combined with wall spells, closed in areas, an enlarged spiked chain tripper, etc.
Still, if your opponents tend to last about 3 rounds, some people like the simplicity of the good ol' fireball (especially if they have high DC's and can easily get through SR).
Also, many groups don't use the spell compendium (so many options can cause madness).
| Majuba |
P.H. Dungeon wrote:Bolt of Glory is real nasty as well. My PCs did a number on Khala with that one- dms be warned (it might be worth banning).Ray Deflection, or Spell Turning. If the PC's can use the Spell Compendium, so can their foes.
Spell turning doesn't do anything to Rays, it *only* affects Target spells.
| Humble Minion |
Holy Storm is a nice spell, but by the time the AP becomes noticably heavy on the demons, i'm not sure how much us it is, to be honest. 2d6 hp/round (even if the damage does ignore SR and saves) really doesn't cut it at higher levels once 60+ hit point totals become the norm. It's not really going to bother Olangru enough to make him get out of the way if there's tasty PCs to be had, much less Khala, and don't even mention Arendagrost...
| nevermind |
I don't really consider "Holy Storm" all that broken, at least not with things like "Bolt of Glory" around. To my mind, it is too slow, and too limited in damage unless combined with, say the "Bane Magic" feat keyed to Outsiders.
As for the "Spell Compendium" dread *yawn*, people do actually realize that most of those spells are from the splat books they use anyway (just fine-tuned to reflect their actual power and balance ) , right ? In my book, what is fair for the villains is fair for the players. And having had the less than fun experience of running into the baboon mob done according to the totally broken rules in DMG II for "mobs", I don't really consider the balance of power too much in favour of the players in the STAP.
Besides the wacky "advanced beasts" with nigh-impossible to beat saves, or the rumour of a monster with DC 34 will-save on an "at will" power somewhere in the later parts of the STAP...