
harmor |

Pretty simple level 1 version of Sound Burst that removes the Stunning affect (thus no Fort save) and reduces the area-of-effect.
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Sound Burst, Lesser
School evocation [sonic]; Level bard 1, cleric/oracle 1
CASTING
Casting Time 1 standard action
Components V, S, F/DF (a musical instrument)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Area 5-ft.-radius spread
Duration instantaneous
Saving Throw None; Spell Resistance yes
DESCRIPTION
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage.
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EDIT 1: Changed Area from 5-ft.-radius spread to 5-ft. cube
EDIT 2: Changed Area from 5-ft. cube back to 5-ft.-radius spread

harmor |

It should allow a fortitude partial, like the bigger spell.
The level 2 spell has this for a description:
"You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged."
Since the lesser version doesn't stun there's no save was my reasoning.

harmor |

At first level, that is the most powerful damage dealing spell.
You are correct, Burning hands (CL2) would have to do as much damage as this spell at CL1 to a single target.
Sound Burst, Lesser (CL1-20) @ 1d8 (min 1, avg 4.5, max 8) 4 squares (min 4, avg 20, max 32)
vs. (not all squares will be full of targets)
Burning hands (CL1) @ 1d4/caster level (min 1, avg 2.5, max 4) up to 6 squares (min 6, avg 15, max 24)
Burning hands (CL2) @ 1d4/caster level (min 2, avg 5, max 8) up to 6 squares (min 12, avg 30, max 48)
Burning hands (CL3) @ 1d4/caster level (min 3, avg 7.5, max 12) up to 6 squares (min 18, avg 45, max 72)
Burning hands (CL4) @ 1d4/caster level (min 4, avg 10, max 16) up to 6 squares (min 24, avg 60, max 96)
Burning hands (CL5-20) @ 1d4/caster level (min 5, avg 12.5, max 20) up to 6 squares (min 30, avg 75, max 120)

harmor |

clawoftiamat wrote:At first level, that is the most powerful damage dealing spell.
You are correct, Burning hands (CL2) would have to do as much damage as this spell at CL1 to a single target.
Sound Burst, Lesser (CL1-20) @ 1d8 (min 1, avg 4.5, max 8) 4 squares (min 4, avg 20, max 32)
vs. (not all squares will be full of targets)
Burning hands (CL1) @ 1d4/caster level (min 1, avg 2.5, max 4) up to 6 squares (min 6, avg 15, max 24)
Burning hands (CL2) @ 1d4/caster level (min 2, avg 5, max 8) up to 6 squares (min 12, avg 30, max 48)
Burning hands (CL3) @ 1d4/caster level (min 3, avg 7.5, max 12) up to 6 squares (min 18, avg 45, max 72)
Burning hands (CL4) @ 1d4/caster level (min 4, avg 10, max 16) up to 6 squares (min 24, avg 60, max 96)
Burning hands (CL5-20) @ 1d4/caster level (min 5, avg 12.5, max 20) up to 6 squares (min 30, avg 75, max 120)
Forgot to mention that Burning hands has a Reflex save so characters/creatures with Evasion can take no damage.

The Black Bard |

Personally, I think it is a little strong, on par with Magic Missile. Comparative spells (and their associated pros/cons to the Lesser Sound Burst) would be:
Magic Missle: Pros: Medium range, force damage, no save or attack roll, tiers with CL. Cons: single target, requires line of sight, 1d4+1 damage.
Burning Hands: Pros: Area, tiers with CL. Cons: Fire, area starts from personal range, save for half, 1d4.
Shocking Grasp: Pros: Tiers, 1d8. Cons: Electricity, melee touch spell.
And then we look at Lesser Sound Burst:
Pro: sonic damage, which is just flat out better than standard elemental damage, close range, an area (no need for line of sight), and a d8. It's only real flaw is it doesn't tier with caster level.
At level 1, I would never pick burning hands or shocking grasp over this. Magic missile would win if I knew distance might be a factor, but in most dungeons close range spells are plenty far reaching.
At level 2, burning hands starts to exceed the damage, but fire resistant creatures are possible, and why be within 10 feet of the target when you could be at 30? And there's still always a save made? Shocking grasp now does more damage, but thats in melee, which is just not a good idea, and you could miss the touch attack. Magic missile hasn't tiered yet, so its still a range issue, really.
At level 3, Magic missle starts to rule, 130' range, two missiles which can be used on separate or same target. Shocking grasp is now enough of a damage king its worthwhile as a "crap, in melee, this needs to die!" backup spell. Burning hands is kind of meh, but 3d4 against 3-5 targets in a bottlenecked hallway is fabulous, if somewhat situational, damage. At this point Lesser Sound Burst starts to quickly slide to the bottom of the pile, in between the guaranteed results of Magic Missle and the potential AoE mayhem of Burning Hands, but not better at either really.
Levels 4 and above it continues to slide as the other spells improve damage capability and it remains a single d8. Its almost overpowered at level 1, then fades into obscurity.
Personally, I would make it "Fort save for half damage" OR "Target: 1 creature". That said, that only removes its overly powerful state at level 1-2. I would make it tier at levels 4 and 8, capping at 3d8 damage. To me that would keep it a valid level 1 damage dealing spell without overshadowing or being overshadowed by the rest.