Making a higher level touch attack spell


Advice


One of my PCs is playing an abyssal sorcerer and is wanting a better touch attack to use at higher levels than vampiric touch which doesn't stack, calcific touch or touch of slime. My idea was a 5-6th level spell that does some better damage than the others like 1d6 per level up to 15d6 and another benefit, I was thinking something like acid damage with ongoing acid damage or necrotic with negative energy damage or temp negative levels, toss me sone ideas and suggestions as I'm hoping to make something different than the other touch attacks


For reference, through Intensified Spell, shocking grasp can cap at 15d6 out of a 3rd-level spell slot, so to make that 5th-6th-level one decent at a 15 dice cap, it would need to be a considerable perk.

May I ask why, specifically, melee touch attacks? Or do you just mean touch attacks in general?


3.5 had the "orb of X" line of spells that do exactly what you're looking for in the spell compendium.

Although I'd like to point out that there's probably a reason paizo didn't port them to PF.


Eh. The Orb of X spells were the sort of thing that wasn't particularly good; they were just a very reliable option for a simple job for a long time.


King_Namazu wrote:
My idea was a 5-6th level spell that does some better damage than the others like 1d6 per level up to 15d6 and another benefit, I was thinking something like acid damage with ongoing acid damage

Maybe take a look at corrosive consumption?


Avoron wrote:
Maybe take a look at corrosive consumption?

Anyone with 2 braincells to rub together is gonna wipe it off immediately so it's not very good unless the creature doesn't have a fullround action to spare and doesn't die in 3 turns as most of my monsters do, also I wrote the post and then found that spell but I still don't like it, not enough reward for a squishy mage going in melee range.


Omnius wrote:

For reference, through Intensified Spell, shocking grasp can cap at 15d6 out of a 3rd-level spell slot, so to make that 5th-6th-level one decent at a 15 dice cap, it would need to be a considerable perk.

May I ask why, specifically, melee touch attacks? Or do you just mean touch attacks in general?

he's playing an abyssal sorcerer which is a melee and summoning type bloodline so melee touch attacks work well with it, shocking grasp do 10d6 btw with intensified spell he already uses that combo

Silver Crusade

Couldn't he use the higher spell slots to enhance lower level spells with metamagic feats?

Anyway, Intensified Empowered Shocking Grasp is a 4th level spell capping at 1.5x10d6, which is roughly equivalent to 15d6. For a 5th level spell, I'd go with 1d6/CL negative energy damage (max 20d6, which can be extended to 25d6 with Intensify spell). I'm not really confident about adding a secondary effect, which in my opinion should require a saving throw.

Another option would be house-ruling a melee-equivalent version of the Arcane Blast feat, and add it to the Bloodline bonus feats.


Gray Warden wrote:

Couldn't he use the higher spell slots to enhance lower level spells with metamagic feats?

Anyway, Intensified Empowered Shocking Grasp is a 4th level spell capping at 1.5x10d6, which is roughly equivalent to 15d6. For a 5th level spell, I'd go with 1d6/CL negative energy damage (max 20d6, which can be extended to 25d6 with Intensify spell). I'm not really confident about adding a secondary effect, which in my opinion should require a saving throw.

Another option would be house-ruling a melee-equivalent version of the Arcane Blast feat, and add it to the Bloodline bonus feats.

empowered intensified shocking grasp is good danage but the casting time on that would be a full round action even with spontanious metamagic, but I like the negative energy damage as it goes with his bloodline, so what extra effects? Multiple uses? Maybe dex and str damage like limp lash or a rot effect like the violet fungus dealing str and con damage?


Sorry, misread intensified. Thought it stacked with itself, like Heighten.


Omnius wrote:
Sorry, misread intensified. Thought it stacked with itself, like Heighten.

No prob can't remember every rule,


King_Namazu wrote:
Avoron wrote:
Maybe take a look at corrosive consumption?
Anyone with 2 braincells to rub together is gonna wipe it off immediately so it's not very good unless the creature doesn't have a fullround action to spare and doesn't die in 3 turns as most of my monsters do, also I wrote the post and then found that spell but I still don't like it, not enough reward for a squishy mage going in melee range.

In most cases, if you cast a spell and the creature takes a full round to clear it off you won at action economy exchange.

If you're casting single target spells at a creature it's probably a solo or boss of some kind, so trading actions with it on a 1 for 1 basis is a very good use of your spell slots. I wish I could be that successful EVERY round!


What happens if you extend that spell?


An idea to have something balanced is to follow the Ultimate Magic Word of Power spell design. To sum up it's pretty much merging component spells together.

Selected Ice Blast Life Leech (sorcerer/wizard 6) wrote:
This wordspell causes the target to take 10d6 points of cold damage and 1d4 temporary negative levels, and to become entangled for 1d4 rounds. The target receives either a Fortitude save or a Reflex save, chosen by the caster. If the save is successful, the target takes half the cold damage, takes no negative levels, and is not entangled.


Why not have one with multiple charges like an upgrade to chill touch?

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