JoelF847
RPG Superstar 2008 Top 32, 2011 Top 16
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I think that one of the best things that's new in Pathfinder is the 1st level at will abilities from domains and wizard schools. However, these make certain spells pretty weak now in comparison, and these spells should probably be boosted a bit to make them worthwhile. I do understand that these spells still have a use for casters with different types of at will powers, but I still think they should have some benefit over the at will power since they use up a valuable spell slot.
The spells that really come to mind for this issue are:
Magic Stone - makes 3 stones act as +1 sling stones doing 1d6+1 damage with a regular attack. This is actually pretty bad compared to magic weapon, which at least affects up to 50 pieces of ammo. The only real reason to use this is vs. undead, when it does 2d6+2. Considering that channel energy is much better when fighting undead, I'm having a hard time seeing this spell get used.
Produce Flame - 1d6+1/caster level ranged touch 120 feet. This does have better range than the other powers, but since most fights tend to be in close range, especially at low levels, it's not a big advantage.
Compare these to lightning arc, bleeding touch, acid dart, fire bolt, icicle, and storm burst. All of these do 1d6 +1/2 levels damage on a touch attack and some also give some additional effect.
An example of a 1st level spell that has a little something going for it beyond at will powers is chill touch. Yes, it does 1d6 damage on a touch attack, which is slightly worse than grave touch, acid dart, or energy ray, it also can do a point of Str damage and can panic undead.
I don't know what I'd suggest to do to fix these exactly, but they need something to maintain relevance. Maybe magic stone can stay affecting only 3 stones, but do 2d6+1 damage normally, and 3d6+2 or even 4d6+2 against undead? Produce flame could be upped to 2d4 + 1/caster level or even 1d8 or 1d10?
Thoughts?
| Niels |
i agree 100%. the new at will power and specially the channel enegy is a very cool idea, but it does make some 1st and even 2nd lvl spells useless.
i would like to also put focus on the divine spells. when is the last time a cleric actually used a cure light wounds??. the 1d8+1 is supoptimal to healing 4 targets for 1d6(actually a mass effect at a very low lvl) the problem is the same with cure moderat wounds.
and cure mass light wounds. at the point where you can castt that your healing burst is actually better.
reworking the effects from these spells perhaps adding a 2nd effect to them or giving them range, or faster casting time when targeting self or somthing like that.
as for the arcane and druid spells they need to simply deal more dmg imo.
to take a closer look at the arcane spells of 0.lvl(cantrips) the ray of frost is so horible bad compared to the at will effects perhaps removing the spell would be a good idea. the only use i can find for it is as a weapon for a rogue with minor magic tallent.
Snorter
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And so the power creep continues...
Once you've done improving the cantrips and 1st-level spells, you'll find they're now better than some 2nd-level spells, which will no doubt have to be made more powerful? And then there'll be some 3rd-level spells that pale in comparison...etc.
If the infinite school/bloodline/domain powers are making some 1st-level spells obsolete, then, rather than being justification to power up all the spells, isn't it an indication that these new powers are too good?
| Daniel Moyer |
If the infinite school/bloodline/domain powers are making some 1st-level spells obsolete, then, rather than being justification to power up all the spells, isn't it an indication that these new powers are too good?
I would have to say no, it brings your core caster classes on par with the splat book classes(ex: Warlock), which I believe was a small portion of the intention behind the new powers.
As for phasing out 1d3 damage(0-level) spells, I also say no.
No one forces you to pick specific spells and there are several schools/bloodlines out there that do not get an "At Will" attack power. (And Celestial, which I'm currently playing, that only affects specifically aligned targets... if I'm out of spells and fighting giant dire ground hogs of doom, Ray of Frost will still damage a Neutral creature.)
Clerics do not have access to the above mentioned 1d3 damage spells and therefore benefit if taking a domain that has one of the 1d6 "At Will" spell attacks.
As for "Magic stone", I don't have an answer for that, my thought would be simply to not take the spell or have it removed from the system. I can't strategically justify taking a spell that gives you 3 ranged attacks at +1, when you could simply use a 'Ranged Touch Attack' "At Will" with using a spell slot. Again, there are domains without "at will" attack spells.
| Daniel Moyer |
Try using that powerful school/domain power if you don't have access to it because you have different domains or a different school.
But if you speak of that which we do not speak of, have you not spoken of that which we do not talk?
Translation: Not every school/bloodline/domain has access to the ranged touch attack powers.