-XXX- wrote: ↑Sun Jan 29, 2023 11:47 amIn Sorrow We Trust wrote: ↑Sun Jan 29, 2023 10:48 amDeswe wrote: ↑Sun Jan 29, 2023 9:55 amBit of Feedback on Negative Energy Flood.
The Spell does 1d8 / 3 CL Damage, meaning 9d8 for most builds and 10d8 for pure Caster. This leads to an average of 40 Damage, on a failed save.
It being a 5th Level Spell, most Enemies in "Higher" Level content will outright save on it 90% of the time which halfes the damage for an average of 20 and a Max of 40. Given the HP pools in these Areas the Spell becomes incredibly weak as the Damage is outright sad and only animates upon killing the Enemy.
I am not exactly fond of wasting 3-4 5th Levels and having to have to cease all other damage to not miss the killing blow, plus you need to cast at least one Circle 7 Control Undead AFTER the fact to even get to use it.Really love the Spell and it's concept but it's simply too weak, when coupled with the forced 7th Circle Slot required on top of it it becomes even more so.
We'll be changing it to 1d6 per CL capped at 20d6.
I'd like to propose the same treatment for Withering Ray - same reasoning : 1d8 / 3 CL damage is really anemic even at max CL.
Furthermore, the spell is capped at 3 targets already so it could afford a much larger AoE - perhaps a similar SF interaction that we can see with curse storm might be OK here. Even gargantuan to colossal with ESF - the extra rays just don't trigger very often unless the enemies are completely clumped up ATM.
Size adjustment noted, we'll tinker with the damage. Since it hits multiple targets, it probably shouldn't be too strong.