| Lilith Knight |
I can see at least two ways of reading the spell:
If you are 6th level and you cast it you roll 3d6.
Say you roll a 2 a 3 and a 4.
One is the energy so I choose 2: electricity.
Then I use the second die to target 3 creatures.
Finally I use my third die to make the range 40 ft. and no die are left so the damage is 0.
At the beginning it says that I can allocate as many dice as I want to the first part to pick damage types as long as I have enough to dice left to complete the spell so does that mean I have to use no dice and the spell deals 4 ??? damage?
None of this makes any sense at all especially when a wizard can gain this spell when he could only have 2 dice.
That means it must be like this:
I roll a 2 a 3 and a 4 so my dice pool is 9 dice.
I know that these dice are d8s because that matches the number of options on the table.
So I use one to make the spell do water damage by rolling a 6 on it.
I then roll another die (d8?) to see how many target I can affect. Say this comes up a 2. so I gt 2 targets.
I have 7 dice left so I use one of them to gain a range of 80 feet because I rolled an 8 on it. Finally the spell does 6d8 (ref for half)to the first target and half of that to the second one (ref negates).
The numbers here make a lot more sense, especially for a 3rd lvl spell, but it seems like a little bit of a stretch to get them.
So how does the spell actually work?
| kestral287 |
No. This would certainly not be the first spell that's useless at a low caster level. Below 8th caster level, it's useless. So let's assume you're CL8.
You roll your four dice. 2, 3, 3, 4. You decide to use the 2 to have the spell deal electricity damage, the first 3 to have the spell affect three targets, the second 3 to give it a range of 30', and apply the rest of your dice-- the 4-- to damage. 4 damage to the primary target, Ref for half, 2 damage to two additional targets, Ref to negate.
Alternately, let's say you're CL20. You roll: 1,6,3,2,3,3,4,6,4,4.
You want the spell to deal Sonic damage, so you use a 4 on that. You decide you really only care about hitting one target, and he's already close, so you spend your 1 on a single target and your 2 on a range of 20'. The rest of your dice are allocated to damage--29 damage, Ref for half. While that seems low, keep in mind a Fireball at this level would only be doing 35 damage and it's the same spell level-- and can't be sonic damage. The flexibility is really what you're paying for, which is sad because it's really, really overpriced.
It's not a very good spell on the whole. Most of the stuff in that book isn't honestly, though this spell's counterpart (Numerological Resistance) is kind of cool.