You know, I was thinking about something that kind of surprised me during the Lolth DM Quest to raid The Circle the other night.
As my corpse was rotting inside the main TC building I saw the TC defenders laying a trap for my companions at the doorway. The typical druid kind of stuff of creeping doom, stonehold, grease, etc.
But, one thing that caught my attention was the use of Storm of Vengeance. Being that we were inside at the time it makes little sense in a world where Call Lightning is barred from indoor use that Storm of Vengeance would be allowed indoors.
Storm of Vengeance.
-
TheBestDeception
- Developer
- Posts: 811
- Joined: Sun Jul 11, 2004 2:18 pm
- Location: New York City, NY
- Contact:
Really, the implications of such would basically nullify a Druid indoors... Flame Strike, Vinemine, SoV, Sunburst... all would be prevented from being used. True, a druid should remain outside... but not completely shut down.
But, it's such a draining job that, until you've DMed on an NWN server yourself, you the playerbase, have got to cut the DMs some slack. - Flailer
- AggieDan
- Looking for group
- Posts: 137
- Joined: Mon Jan 31, 2005 7:04 pm
- Location: Frisco, TX
- Contact:
Not quite. The whole idea being that Storm of Vengeance is a conjuration-like spell. The problem with it being indoors is that... Well, in an enclosed space a conjured storm is really a fog. Clouds have a certain thickness.
I can see that it wouldn't nullify all the druid spells. In fact, after making a check over the druid catalogue, it would mean to me that only the storm-like spells would be called into question.
Ice storm? One would think the bludgeoning damage would come from the height the chunks would fall.
Fire Storm? That's defined as a rain of fire.
Storm of Vengeance? Raining acid with accompanying lightning.
Now, the summoning of the elementals I don't have an issue with. AoE fogs of cold, fire and acid with appropriate durations and elemental damage die make sense. But, the bludgeon damage of the ice storm and the lightning (giving the previous example of call lightning) would make sense to be removed. At least indoors.
A pain in the butt to code? Most likely. But, just giving my thoughts so far as a "realism" standpoint. Also, there have been many tweaks to the existing spells already in a search for balance. This is merely something that I see as a possible inconsistency.
Would this totally remove the effectiveness of the druid class? Not at all. Keep in mind you'd still be dealing elemental damage just no bludgeon in ice storm or electrical in Storm of Vengeance.
Flamestrike and Sunburst don't fall into this because to me they seem conjurations of fire and divine damage in a localized area. Much like the cojuration of a fireball. Only it takes a different shape.
Vinemine is also not affected because it is a summons. Granted, it is a summons of a nasty plantlife, but a summons nonetheless. Just like Creeping Doom is a summons of a swarm of insects and Infestation of Maggots is a summons of maggots.
I can see that it wouldn't nullify all the druid spells. In fact, after making a check over the druid catalogue, it would mean to me that only the storm-like spells would be called into question.
Ice storm? One would think the bludgeoning damage would come from the height the chunks would fall.
Fire Storm? That's defined as a rain of fire.
Storm of Vengeance? Raining acid with accompanying lightning.
Now, the summoning of the elementals I don't have an issue with. AoE fogs of cold, fire and acid with appropriate durations and elemental damage die make sense. But, the bludgeon damage of the ice storm and the lightning (giving the previous example of call lightning) would make sense to be removed. At least indoors.
A pain in the butt to code? Most likely. But, just giving my thoughts so far as a "realism" standpoint. Also, there have been many tweaks to the existing spells already in a search for balance. This is merely something that I see as a possible inconsistency.
Would this totally remove the effectiveness of the druid class? Not at all. Keep in mind you'd still be dealing elemental damage just no bludgeon in ice storm or electrical in Storm of Vengeance.
Flamestrike and Sunburst don't fall into this because to me they seem conjurations of fire and divine damage in a localized area. Much like the cojuration of a fireball. Only it takes a different shape.
Vinemine is also not affected because it is a summons. Granted, it is a summons of a nasty plantlife, but a summons nonetheless. Just like Creeping Doom is a summons of a swarm of insects and Infestation of Maggots is a summons of maggots.
Changed in 3.5, and looks like a possibly good idea. Pasting is easy and bytes are cheap (from http://d20srd.org/indexes/spells.htm ):
Keeping the effects instant is a good idea (druids have enough continuing effect stuff going on). I think the best scale might be in the number of targets you can hit as opposed to damage... Say caster level/2 targets (round down) of 6d6 inside and 6d10 outside (or if it's actually raining)? (Empowered at 5th level competes with Ice Storm--low damage but no save, Max at 6th competes with your greater stoneskin, energy buffer and greater dispelling for slots).
and there's the improved version (Call Lightning Storm (Druid 5)--same but 5 dice of damage and up to 15 bolts). Notice that there's no save vs. stun either...SRD wrote:Call Lightning
Evocation [Electricity]
Level: Drd 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
Keeping the effects instant is a good idea (druids have enough continuing effect stuff going on). I think the best scale might be in the number of targets you can hit as opposed to damage... Say caster level/2 targets (round down) of 6d6 inside and 6d10 outside (or if it's actually raining)? (Empowered at 5th level competes with Ice Storm--low damage but no save, Max at 6th competes with your greater stoneskin, energy buffer and greater dispelling for slots).
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
- ihuntudown
- Wheres the donation box?
- Posts: 205
- Joined: Mon Jun 13, 2005 4:15 pm
- Location: Hilltop inn, 2nd floor room 5
Looks like the code that is usedin icewindale IILokey wrote:Changed in 3.5, and looks like a possibly good idea. Pasting is easy and bytes are cheap (from http://d20srd.org/indexes/spells.htm ):and there's the improved version (Call Lightning Storm (Druid 5)--same but 5 dice of damage and up to 15 bolts). Notice that there's no save vs. stun either...SRD wrote:Call Lightning
Evocation [Electricity]
Level: Drd 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
Keeping the effects instant is a good idea (druids have enough continuing effect stuff going on). I think the best scale might be in the number of targets you can hit as opposed to damage... Say caster level/2 targets (round down) of 6d6 inside and 6d10 outside (or if it's actually raining)? (Empowered at 5th level competes with Ice Storm--low damage but no save, Max at 6th competes with your greater stoneskin, energy buffer and greater dispelling for slots).
