Quartz
September 13, 2009, 10:14pm
21
Hoopy_Frood:
It’s been a while, but for example, darkness required a light spell equivalent that was one full spell level higher.
Also Harm used to be hitpoints reduced by 1d4 rather than <level>d10 or whatever they changed it to.
Nitpick: Harm reduced your HP to 1d4 in 3.0; in 3.5 it did something like 1d10 damage per level.
MHaye
September 13, 2009, 10:30pm
22
Hoopy_Frood:
It’s been a while, but for example, darkness required a light spell equivalent that was one full spell level higher.
Also Harm used to be hitpoints reduced by 1d4 rather than <level>d10 or whatever they changed it to.
There are no dierolls for Harm in 3.5. It’s a straight 10hp per level.
Much more balanced than 3.0, where the cleric could get off a quickened Harm followed by a regular Inflict Light Wounds, and the enemy was dead.
MHaye:
There are no dierolls for Harm in 3.5. It’s a straight 10hp per level.
Much more balanced than 3.0, where the cleric could get off a quickened Harm followed by a regular Inflict Light Wounds, and the enemy was dead.
Another nitpick: quickened harm would be 11th level. A regular harm followed by quickened inflict light wounds, however, is just two sixth-level spells delivered via two touch attacks :).
Yeah, the “by” was a typo. I meant “to”.
Still, you can’t say going from 1d4 remaining to Level * 10 isn’t a huge nerf of the spell. Granted, the spell was ridiculously overpowered for its level with 3.0.