Ionize Mark


Homebrew and House Rules


I'm looking to switch characters in a game. We have plenty of AoE eiith an Alchemist and later an Arcane Archer. I was asked to play an Arcane caster with a bit of variety, but I still want a potent single target DPS capability.

So I fell back on an idea for an NPC I had in one of the games that I didn't get to run. He uses primarily lightning spells, but was going to have a low level spell to add extra dice to the spell that diacharges it.

The thing is: I'm not sure what is considered balanced for casting optimization and whether or not it should be a low-level spell or an exploit.

I'm also not sure if it should add damage per die or extra dice as if it were another ability that's simply being triggered, but the idea is to charge the foe with energy that reacts violently when the main spell comes crashing in.

If anyone has any advice on this I'd love to hear it! Most of my games are pretty quick and easy. Rules fluxuate regularly, but most players seem to like it as it's pretty common sense. I AM trying to get a bit more structure down, though.


I think something I'd allow as a GM would be an ability:

"Damage Focus: When you cast a spell you may expend a Power Charge to double the damage of a spell of equal or lower Spell Level as the Power Charge.

Charge up: You may, as a standard action, expend a spell slot to gain a power charge of the level of the spell slot expended. This charge lasts until <whatever it's called when you renew your spells>"

This means it's basically the same as the player spending two of the spell to get double damage, although if they do it in advance they'll be better at alphastriking a tough enemy (though SR and saves will be doubly effective!)

Consider salting it with an ability check to taste, or have that as a feat.


BlarkNipnar wrote:

I think something I'd allow as a GM would be an ability:

"Damage Focus: When you cast a spell you may expend a Power Charge to double the damage of a spell of equal or lower Spell Level as the Power Charge.

Charge up: You may, as a standard action, expend a spell slot to gain a power charge of the level of the spell slot expended. This charge lasts until <whatever it's called when you renew your spells>"

This means it's basically the same as the player spending two of the spell to get double damage, although if they do it in advance they'll be better at alphastriking a tough enemy (though SR and saves will be doubly effective!)

Consider salting it with an ability check to taste, or have that as a feat.

Well, thank you for the insight. I appreciate your time!

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