Cleric Spell: Molten Fist

Post/Author/DateTimePost
#1

radnovius

May 27, 2006 13:47:35
So I got the idea for this spell from Rhul-Than Sage's Earthen Fist and Khaine's Molten Grasp spells. I think that Khaine was on the right track with his spell, but I think it does too much damage for level and that the descriptors are a little off. As always, let me know what you think.

Molten Fist
Transmutation [Magma]
Level: Magma 1
Components: V,S,DF
Casting Time: 1 action
Range: Personal
Duration: 1 round +1 round/ 4 levels
Saving Throw: None
Spell Resistance: Yes

By making a fist and uttering a word, you transmute your fist into a thing of pure molten rock. Although you and your possessions are unharmed, you can make a touch attack to inflict 2d4 magma (half fire/half acid) damage. The fist ignites, melts, or otherwise burns through an object it contacts as determined by the DM.
#2

ruhl-than_sage

May 27, 2006 15:54:09
Looks good, though I'm a little skeptical on this half fire half acid thing...
#3

radnovius

May 27, 2006 16:05:31
I think that in essence paraelements are combinations of the two elements they border. If someone where to get a drop of magma on himself, the damage would likely be a combination of chemical (acid) and heat (fire) damage. ( I made this argument in a previous post somewhere, with explanation of sun as fire/electric, and so forth).

Using combination energies differentiates the parelements from the elements. It limits and differentiates them. Otherwise, a magma cleric could have the abilities of both a fire and an earth cleric in theory. Should a magma strike really be the same as a flame strike?
#4

mystictheurge

May 27, 2006 16:13:01
I agree with Sage here. Magma should be doing "fire" damage. Keep in mind that "fire" when refering to energy damage is really more like "heat" than "fire" per se. And further, there's nothing that says that each element and paraelement must necessarily deal a different kind of damage.

If you want to get the sense that the magma sticks around and continues to burn stuff, I would use a mechanic like Acid Arrow. "For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round."

If you do really want to stick with mixed energy types, you should say it deals 1d6 fire plus 1d6 acid, as opposed to 2d6 (half fire, half acid). I think it's a bit clearer. (For instance you never run into the problem of what that one point in an odd result is.)
#5

radnovius

May 27, 2006 16:40:02
I think that I just prefer the energy mixture for the paraelementalists. I'm planing on having energy resistance as part of the cleric class. So that a magma cleric will gain 5 magma resistance at level 4 which will translate to 3:2 fire:acid or 3:2 acid:fire. Whichever way he goes will determine where the odd point goes in his spells. This way elemental clerics will have partial resistance to their related planes and full resistance to their own. I'm still working it out though.