Author Topic: Feat clairification (Explosive Spell) *Updated*  (Read 4647 times)

Offline Captnq

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Feat clairification (Explosive Spell) *Updated*
« on: April 29, 2012, 01:27:26 PM »
4/30/12: Thanks for the help on Imbue Spell.

Here's my updated addendum to Explosive Spell. Please Read over and offer corrections or suggestions.

EXPLOSIVE SPELL
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Editor: As it stands, it's situational specific. Unless you catch someone 'just' right, you'll never line up the perfect shot and the additional damage will never equal what you could do if you just spent the same +2 adjustment to empower the damn thing. Furthermore, Explosive spell is not all that well-written.  I don't think they contemplated how this would affect you in three dimensions. Some spells might stick low to the ground, thus making it so the closest edge would be straight up. When I think of an explosion, I think of it coming from a single point. So, to that end, I present the non-cannon suggested addendum to Explosive Spell.

Addendum to Explosive Spell [Metamagic]
1. Targets too large to fit inside the area of an explosive spell, or are only partially inside an explosive spell are immune to the explosive effects, but still affected by the spell's primary effect.

2. If you are on a corner square, you will always travel diagonally away from the point of origin.

3. The player cannot 'hook it' and try to direct the blast, nor can he put 'english' on it, nor spin, or any way shape or form direct the blast, other then unleash it. The DM has final say on what direction the blast takes a target.

4. Maximum damage is 10d6

Cone: You get thrown back to the far end of the cone from the point of origination. The direction is measured from the corner of the point of origin, to the target, then the DM makes a rough estimate where the target lands, either randomly or by eyeballing it.

Cylinder: This is the only explosion that goes up and down. If it is located near a source of gravity, the cylinder is always perpendicular to the gravity well. If there is no gravity (ie Astral Plane), then orientation and direction of force are at the whim of the player. Some spells have a clear direction of force (ie flame strike) Others do not. The DM rules if a given spell has a given orientation or not. If you are using the sculpt spell metamagic feat, you still are limited to being perpendicular to the plane of gravity, but the direction of force is reversible according to the caster's wishes.
If it’s coming down, the target stays in the same square but takes 1d6 from hitting the ground if the spell is targeting someone on a stable surface. If the target is flying, 1d6 for every 10 feet in the air the target was flying, and an additional 1d6 if he is forced to hit the ground. If the blast is going up, the target flies up into the air. If he can fly, he takes no damage from the explosion, he just is moved the required distance. If there is a ceiling, he takes damage per normal explosion rules. If he can't fly, he takes falling damage from whatever point he falls from, next round. He is assumed to be 'hovering' for one round, then he falls at the beginning of your action in the next round. Unless he can fly, he is considered 'prone' and cannot take any action he could not do while prone. He can attempt a tumbling check equal to DC 20 to become 'standing' as a move action.
One could, in theory, use an explosive cylinder to propel themselves up to a higher level. The DM is encouraged to make such an act a tumbling check at a DC of about 20 to remain orientated properly. Then a jump check to actually jump. It's a judgement call as to what the DC is. Simply trying to get blown up through a hole in the roof might be a DC 20 jump. Running off a cliff, jumping, then having a series of sculpted cylinder explosive fireballs go off so you can jump from one to the next across a lava filled chasm like Mario trying to find the princess should be about a 30. Each. Use your best judgement.

Line: Because a line is very narrow, The first target hit with the attack makes his saving throw first. If he fails, he moves back to the end of the line, assuming there are no other targets. If there is a second target in line, when the first target impacts the second target, the first target takes 1d6 for every 10 feet and an additional 1d6 upon impact. There is no damage to the second, at this point. The next target then makes a reflex save. If the second target makes it, everything stops. If he fails, the first target falls prone in the second target's square and the second target goes flying back. Repeat process until the end.

Example: You hit someone with a widened Sculpted Line of explosive Burning hands. You catch him right in front of you. He fails the saving throw. You just happen to be outdoors. He goes back 235 feet and you time it so he hits a tree. He should take 23d6 + 1d6 for impact, but takes 10d6 (max damage) instead.

Example: You hit three goblins in a row with a sculpted line of explosive burning hands. 10 feet away, 40 feet away, and 100 feet away. The first fails his reflex save. He goes back 30 feet, takes 3d6 + 1d6 for impact for a total of 4d6. The second one fails his saving throw. He flies back 60 feet, takes 6d6 and another 1d6 for the impact with the third target for a total of 7d6. The third target makes his reflex save and takes no explosive damage. The first two take the full 5d4 from the burning hands. The third one only takes half. If the last one failed, he'd have gone back 20 feet for only 2d6, but no impact damage.

Example: You use a widened, sculpted explosive burning hands in a 10' corridor thirty feet to the far wall of a T-bone intersection. The corridor is packed 1 goblin to a square. Your Line is 10 wide and 240' long, but the corridor stops it at 30 feet. On the left side of the corridor, the first goblin saves, nothing happens to the left side. The right side, everyone fails. Because the corridor is packed, the right side goblins all fall back one square, taking no distance damage (less then 10 feet movement) But all take 1d6 impact damage. Two goblins are prone in the same square up against the far wall and cannot fight effectively until one of them exits the square. Everyone on the left takes half damage from the burning hands. Everyone on the right takes full damage.

Example: You Widen Sculpt explosive burning hands and hit an Adult Red Dragon square in the face. He laughs so hard he accidentally collapses the roof of the cave and kills you.

Sphere: Your are thrown to the closest edge

Squares: Your are thrown to the closest edge from the center of each square. Because squares are only 10 on a side, you will never take distance damage, but you can still take 1d6 of impact damage with a wall or another creature. If you are caught between two squares and would be pushed from one to the other, then back again, the two squares cancel each other out and the target goes no where, takes no damage from the explosion, but will fall down and go prone.
If a square is widened to 20 feet on a side, it is possible to move 15 feet, so you could take 1d6 explosive, but if you are caught between two exploding squares, you stop inside the edge of the square you started in and take damage based on how far you moved (5 feet or 10 feet, depending on the point you started at), then fall prone.

PS, Explosive Spell says "any creature" so, no, you can't affect houses. Unless they happen to be alive ... like the dread gazebo.


Well? Thoughts?
« Last Edit: April 30, 2012, 10:26:47 PM by Captnq »
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Offline kitep

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Re: Feat clairification (Explosive Spell, Imbue Healing)
« Reply #1 on: April 29, 2012, 01:35:24 PM »
I looked at Imbued Healing  My opinion is that it's +1 hp per HD or level of the recipient, whichever is better.  But it can be read either way.


Offline nijineko

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Re: Feat clairification (Explosive Spell, Imbue Healing)
« Reply #2 on: April 29, 2012, 10:45:45 PM »
due to the poor wording, it is technically the closest edge regardless of relation to anything else.

also, note that the metamagic also can only be applied to a spell that already has a reflex save, it does nothing to spells that are fort, will, or no saves.

however, i like your suggestion. as a houserule it is awesome. i have the following suggestions:

sphere: measured from the center to the nearest edge.
cylinder: if located touching a source of gravity, then the cylinder should be oriented perpendicular to the source and the force flows away from the source of gravity. if not required to be attached to a solid object, or gravity is not a factor for some reason, then player's choice.
cube: measured from center of the cube toward the nearest face.
cone: measured from point of origin to end of cone.
line: if the line passes "fully" through a given square, as in the boundary of the line is fully contained inside the given square or fully covers the square, a target in said square is caught... squarely... and is pushed the full length of the line. if the line does not fully cover a given square, then no push.

i note that some of my suggestions just echo yours. sorry about that. i posted my ideas, then went back and reread your op.

Offline Captnq

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Re: Feat clairification (Explosive Spell, Imbue Healing)
« Reply #3 on: April 29, 2012, 11:39:10 PM »
due to the poor wording, it is technically the closest edge regardless of relation to anything else.

also, note that the metamagic also can only be applied to a spell that already has a reflex save, it does nothing to spells that are fort, will, or no saves.

however, i like your suggestion. as a houserule it is awesome. i have the following suggestions:

sphere: measured from the center to the nearest edge.
cylinder: if located touching a source of gravity, then the cylinder should be oriented perpendicular to the source and the force flows away from the source of gravity. if not required to be attached to a solid object then player's choice.
cube: measured from center of the cube toward the nearest face.
cone: measured from point of origin to end of cone.
line: if the line passes "fully" through a given square, as in the boundary of the line is fully contained inside the given square or fully covers the square, a target in said square is caught... squarely... and is pushed the full length of the line. if the line does not fully cover a given square, then no push.

i note that some of my suggestions just echo yours. sorry about that. i posted my ideas, then went back and reread your op.

Hmmm... I will think about you suggestions.
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Offline nijineko

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Re: Feat clairification (Explosive Spell, Imbue Healing)
« Reply #4 on: April 30, 2012, 03:50:52 PM »
modified my cylinder suggestion slightly.

note that if these sorts of physics are going to be applied, then this will change a lot of spells and powers as they made a big point of nixing physics (fireball) in lots of areas.

Offline Captnq

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Re: Feat clairification (Explosive Spell) *Updated*
« Reply #5 on: April 30, 2012, 10:25:49 PM »
I updated the original post. Please review changes.
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Offline nijineko

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Re: Feat clairification (Explosive Spell) *Updated*
« Reply #6 on: April 30, 2012, 11:54:42 PM »
looks pretty good.

question about the line effect though. shouldn't everything along the line have to make the save? success means they get pushed off to the side, failure apparently meaning the get impacted squarely and shoved. but in any case, the line keeps on going till it drills into a solid object or reaches the end. and if a second gets hit, and the first is going fast enough to take damage from the impact wouldn't the second also take the same damage? seems that the saving throw should be modified to account for the fast moving mass impacting them along with the effect of the line.

throw enough metamagic on it, and it'll become a buster beam.

Offline Captnq

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Re: Feat clairification (Explosive Spell) *Updated*
« Reply #7 on: May 01, 2012, 01:34:26 AM »
looks pretty good.

question about the line effect though. shouldn't everything along the line have to make the save? success means they get pushed off to the side, failure apparently meaning the get impacted squarely and shoved. but in any case, the line keeps on going till it drills into a solid object or reaches the end. and if a second gets hit, and the first is going fast enough to take damage from the impact wouldn't the second also take the same damage? seems that the saving throw should be modified to account for the fast moving mass impacting them along with the effect of the line.

throw enough metamagic on it, and it'll become a buster beam.

I thought about it, but the more I thought, the more I had a problem with a Straight Beam pushing someone who failed a reflex roll Sideways. And if I had it move EVERYONE in a line back, well, sculpt rod/sudden widen for the 25d6 win on a first level spell. Having the line of force get stopped by the first person who made a save seemed like a good compromise.

Maxing at 10d6 just seems practical as well. The lowest AoE is 1st level, so that means an explosive first level is at most 3rd. The max damage on a third level spell is supposed to be 10d6.
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Offline nijineko

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Re: Feat clairification (Explosive Spell) *Updated*
« Reply #8 on: May 01, 2012, 01:28:25 PM »
maybe a mega buster or mega explosive metamagic synergy feat? ^^

in any case, i always thought that combat should include an auto-knock back effect. something like for anything over x amount of damage (30hp?), it automatically counts as a bull rush attempt with the damage or damage -10 being the dc.

someone struck could attempt to resist as normal, or roll with it which would move them- but allow a balance check to keep their footing.  size differences should grant bonuses to effective dc on the knock back.



i have this sudden vision of dominant ideal energy ardent unleashing an extended widened twinned energy push metapower with a quickened energy bolt for flavor... kamehameha!