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Immolation master spell divinity
Immolation master spell divinity












Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. However, there is one interaction that no one has mentioned. I agree with the comments regarding the weakness of this spell. That is just too good to pass up, especially if you have a monk that can keep stunning the opponent, or something that can keep them restrained.

Immolation master spell divinity plus#

So it's 8d6, plus 4d6x10, which is a total of 48d6 damage, or on average with Elemental Adept, 192 damage over the course of 1 minute, at which point most combat encounters usually end. Keep in mind that the 4d6 damage from this spell happens EVERY TIME they fail the DEX save after the initial hit. This spell may be a bit weaker than other spells of its level, but with good teamwork and a simple Elemental Adept, you can deal ridiculous damage with this spell. As it is, there's really no reason to ever prepare this, even if you get the spell for free. Remove the concentration requirement and up the damage and maybe you've got a good spell for times when you want to deal damage to a single target. This spell really needs to be improved to make it useful. It's also area of effect, AND it offers a really great secondary benefit that persists, without requiring concentration. On top of all that, they can offer flanking if you use those rules, can make opportunity attacks, and have some utility outside of combat (ordering a door to stay shut, or serving as a flying platform for a bit, etc.) Their big weakness is that they do non-magical damage, which is frequently resisted at higher tiers of play.Īlternately, Synaptic Static does 8d6 damage at 5th level, the same as the first round of Immolation, and it targets a much better saving throw. While they can and will be destroyed (which may take away enemy actions), they can continue attacking using your bonus action - if they aren't attacked, they can do just as much damage on turn two as they did the first turn. If you can somehow paralyze, stun, or otherwise impede a creature like suggested in the previous comments, your damage goes WAY up, with more hits and more crits. You also have a 40% chance of a critical hit with ten attack rolls. If only half of them hit, and with +8, this shouldn't be a huge issue, you'll do 32.5 points of damage in the first round.

immolation master spell divinity immolation master spell divinity

Fireball, a level 3 spell, does an average of 28 over a 20 foot radius upcast to 5th level, it does 35 damage as an area of effect - almost as much this spell does in two rounds while using your concentration.īy comparison, Animate Objects is a 5th level spell that takes your concentration, but you can use it to make 10 objects that have +8 to hit and deal an average of 6.5 points of damage each. This is the absolute best case scenario - two failed Dex saves - and you're still only dealing 42 damage over two rounds. This is doing 42 damage over two rounds - an average of 21 points of damage per round - and that's assuming two fails (other resources of players used to stun, etc.) Sure, the second 4d6 doesn't take your action or a spell slot, but we're talking 1st or 2nd level spell damage there. It takes two rounds, your concentration, a fifth level slot, and two failed saves to deal one target 12d6 points of damage of the most resisted damage types in the game.












Immolation master spell divinity