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It is high time the warforge brethern got some proper repairing. I would like to see repair mass spells (lt, mod, ser, crit) in the next mod.
Norg
Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.
My guess is that SR won't help against this spell because its a damage spell (I could be wrong though). However, with a save, you still take half. Just about evey other spell has a way to get bypass it unscathed. Examples:
Shield spell, Nightshield, or a Scarab Trinket vs. Magic Missle and Force Missle
Evasion vs. Fireball and anything with a reflex save for half
Dodging, Resist/Protect Fire, Fireshield, and Firestorm Greaves vs. Scorching Ray
Having lots of Hit Points or Blindness ward Goggles vs. Power Word Blind
High Saving vs. Flesh to Stone and tons of other spells
Neutralize Poison or Proof against Poison item vs. Poison spell
Warforged immunities vs. Waves of Fatigue and Waves of Exhaustion
And others...
There are very few spells that are 'Automatic Damage' spells (Only one I can think of right now is Diefic Vengence). I just don't like having spells that are impossible to get around somehow. I understand that you get a fortitude save for half, but even a save leads to a hefty chunk of damage (Minimum would be 7d6, maximum would be 10d6). But if that's the way the spell is supposed to be, I wouldn't ask for a change, just don't like it is all... (And I'll have to keep my eyes out for some Oil of Olay to 'remoisturize' myself I guess ...)
PS. The reason I'm concerned is that, in Permadeath play, I find it hard to deal with spells that I have no way of stopping...
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I would like to see Enlarge/Reduce added. I know Enlarge is in there already, as the Duergar in BAM cast it all the time on themselves.
Though it doesn't really seem to make them large...
Maybe the spell they cast is heroic might or something.
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Give us better (any) testing tools on Risia and help stop the reign of obvious, and silly, bugs!
Originally Posted by EP_Harlow
Not every spell should be able to be negated
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Having SR work according to PnP rules would at least give a small change to get past the damage (Highest SR currently in-game that I'm aware of is 22 (Excluding the SR Spell that clerics cast)... minimum caster level of Horrid Wilting would be 15, so more that half of the spells would still get through, but it would at least help some).
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It is a level 8 spell.
Mordikinien's Sword. Yes Please.
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