Assuming I read correctly, then:
1) like any Wizard, the specialist Evoker can cast a prepared 0-level spell any number of times
2) the Intense Spells school power adds (Wiz/2) (min +1) to damage from spells
3) Acid Splash, 0-level, D3 damage, and Ray Of Frost, 0-level D3 damage get +(Wiz/2) extra damage and can be cast any number of times if prepared.
A Wiz 1 Evoker can cast such freely for D3+1, or a Wiz 8 for D3+4, and never run out of such castings ...
Hmmm... or have I missed some rule that says "0-level spells are not Intense Spells"?
|Dennis da Ogre|
There is no clause in the rules that states Intense Spells does not apply to 0-level spells, so it would apply, but only to evocation spells that deal damage.
Meaning, Ray of Frost deals 1d3 + 1/2 caster levels (min +1), but acid splash is still 1d3 as it is a conjuration spell. The only 0-level spell affected is Ray of Frost.
If your wizard is resorting to level 0 spells there are one of three things going on.
1 This guy is out of everything off and is desperate to do "something".
2 He is very bored and just wants to throw a spell out so that people remember he is in the game.
3 He is stoned and just likes to watch the colors.
Dennis da Ogre wrote:I'm not sure what the rule is but does it really matter too much?I would say yes, since 1D6 + 1/2 Caster Level at will all day was considered too powerful. And I can't see reducing the die to a D3 making all the difference.
Reducing the damage die from d6 to d3 is fairly major. At first level, your going from an average daamge of 4.5 on 1d6+1 to 3 on 1d3+1. Any wizard or sorcerer can cast either of the cantrips all day and do 1d3 damage, averaging 2 per hit. The evoker is getting +1 or +50% damage, but this is his specially.
In the beta, he could do 4.5 all day, which is 125% better than the cantrip. A first level fighter is probably doing 1d8 + (2-4) after making a non-touch attack (longsword, strength 15-18), for an average of 7.5 damage. Assuming you want the wizard to be notably less effective after we runs out of spells but still have something to do, the cantrip is probably more balanced than the at will 1d6+1 power.
|Hydro RPG Superstar 2010 Top 32|
Frankly I think the reason that the at-will damaging powers were largely removed was so that the cantrips would see use again.
We already saw it in our games. With 1d6+x at will, the damage cantrips were useless and everyone instead used all the "utility" ones (Daze, Detect Magic, Light, etc.). At least now a wiz/sorc has a choice to make whether they want to be able to deal damage every round or keep the lights on in the dungeon :)