Fixing Acid Spells


Homebrew and House Rules


So, I was annoyed to realize this week that the energy types (acid, fire, etc.,) interacted with hardness differently than in 3.5 (specifically, that acid no longer ignores hardness).

This change was made without making changes to [acid] spells and, as a result, all (?) [acid] spells are underpowered compared to other energy types at the same level.

So, two things. Is this a reasonable claim? And how would you fix acid spells?

For me, acid is all about dealing a fair amount of damage stretched over a few rounds. So, look at Shocking Grasp vs Corrosive Touch. Very similar spells, except shocking grasp is one die step larger and it has a specific bonus against metal/armored opponents. This disjunction might have been justifiable in 3.5 where acid had a special function against objects, but not in pathfinder. So, I'm thinking of changing Corrosive Touch to be 1d4 damage a level (max 5) plus 1 damage per level the next round (max 5). This makes it on par with shocking grasp. The damage being spread out over two rounds isn't too hot, but it promises more consistent damage than Shocking Grasp.

My intention is to 'fix' [acid] spells up to level 6 (as that is where my campaign ends in terms of normal access to magic). I'll post my work if there is interest.


Whale_Cancer wrote:

So, I was annoyed to realize this week that the energy types (acid, fire, etc.,) interacted with hardness differently than in 3.5 (specifically, that acid no longer ignores hardness).

This change was made without making changes to [acid] spells and, as a result, all (?) [acid] spells are underpowered compared to other energy types at the same level.

So, two things. Is this a reasonable claim? And how would you fix acid spells?

For me, acid is all about dealing a fair amount of damage stretched over a few rounds. So, look at Shocking Grasp vs Corrosive Touch. Very similar spells, except shocking grasp is one die step larger and it has a specific bonus against metal/armored opponents. This disjunction might have been justifiable in 3.5 where acid had a special function against objects, but not in pathfinder. So, I'm thinking of changing Corrosive Touch to be 1d4 damage a level (max 5) plus 1 damage per level the next round (max 5). This makes it on par with shocking grasp. The damage being spread out over two rounds isn't too hot, but it promises more consistent damage than Shocking Grasp.

My intention is to 'fix' [acid] spells up to level 6 (as that is where my campaign ends in terms of normal access to magic). I'll post my work if there is interest.

I don't know, lightning is a fairly common energy type to have resistance or immunity to.

1) fire most common, some creatures are vulnerable to it
2) probably lightning, rare few creatures are vulnerable
3) cold, fairly common still, a few creatures are vulnerable
4) acid, resistance isn't that common, neither is vulnerability though
5) sonic, resistance is quite rare, a few creatures have vulnerability

then there is force, positive, negative, and divine.

I'd probably rate it as such, fire and lightning are probably justified to do a bit more damage and acid and sonic probably can do with a bit less as things are now.

I do not really 'like' acid damage, it is less iconic magical and rather identifies more easily with alchemy rather than elemental force to me, I definitely do not consider it a huge damage dealer. It might ignore hardness against some objects, but not by default and usually only inflict significant damage against prolonged exposure I think that is a good decision really.

I did house rule acid arrow to be 3d6 initially with 2d6 after, but ignoring the no SR bit (the spell was just pathetic though).


Remco Sommeling wrote:
Whale_Cancer wrote:
[...]

I don't know, lightning is a fairly common energy type to have resistance or immunity to.

1) fire most common, some creatures are vulnerable to it
2) probably lightning, rare few creatures are vulnerable
3) cold, fairly common still, a few creatures are vulnerable
4) acid, resistance isn't that common, neither is vulnerability though
5) sonic, resistance is quite rare, a few creatures have vulnerability

then there is force, positive, negative, and divine.

I'd probably rate it as such, fire and lightning are probably justified to do a bit more damage and acid and sonic probably can do with a bit less as things are now.

I do not really 'like' acid damage, it is less iconic magical and rather identifies more...

Hmm, one would have to figure out - in real terms - how common resistances and vulnerabilities are to truly balance the energy types. The fact that there aren't many creatures vulnerable to acid isn't a big deal.

RPG Superstar 2011 Top 8

Are you planning on an overhaul of [acid] as a type of damage or are you talking about going through each [acid] spell up to level 6 and tweaking them?

I think you're right about corrosive touch needing a boost. Shocking grasp not only uses d6s but it also provides a bonus to attack rolls against creatures made of or wearing metal. Giving 1d4 damage/level plus 1d4 for 1 round/level after seems a bit powerful though, that would make it 10d4 total damage over 6 rounds (capping both at 5), granted that's not much DPR but it still is a first level spell cast as low as 5th level. If you're going that route, I suggest making it plus 1 round/2 levels (max 5 rounds).

I do like the idea of damage per round though, so maybe you could bump the damage to 1d6 and have it apply 1/round/level (max 5). That way it would eventually deal as much as shocking grasp but overtime, which would also have the potential to interrupt spell-casters.

I wouldn't worry too much about common energy resistances/immunities unless your dealing with sonic, force, or divine. Any sentient opponent can stock up on potions of resist energy, which would shutdown any damage per round acid caster. A lot of creatures that have immunities also have vulnerabilities and I can't think of anything off the top of my head that has a vulnerability to acid.

Besides, if a caster really wants to deal acid damage, he can use the Element Spell feat or be an admixture school evoker.

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