Complete Arcane: Black Lore of Moil

Endur

First Post
Is this Metamagic feat from Complete Arcane correct? You can modify necromancy spells, it doesn't raise the level of the spell, it just increases damage in exchange for spending gold?
 

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It adds additional dice of negative energy damage (save for half) (between +1d6 and +5d6).

So you get an extra 3.5 hp of damage per 25 gp and one hour spent. You get an extra 18 hp damage with a 8th/9th spell.

Not overpowered IMO. But I also wouldn't allow Metamagic on the bonus damage (no Maximize, Empower, or Twin).
 

I suppose its just a different type of balancing. This bonus will be particularly useful for necromantic area affect spells, like the mass inflict wounds spells.
 

Note it doesn't specify that it only works with necromancy spells that deal damage, it just states necromancy spells.


Bestow Curse?
Enervation?
Cause Fear?
Vampiric Touch?
Etc.
 

The feat is not that different from the energy mage feats in Arcana Unearthed by Monte Cook. Having a Magister in the party I DM for, I can say from personal experience these feats are not that overbalancing and powerful.

The extra dice can allow for some exciting moments, and most characters will have a limited supply of components allowing them to use the feat.
 

I like this.

A 20th level wizard who casts an Horrid Wilting (L8 spell) would cause 26d6 damage to all living enemies (save for half). Also, no energy res applies to that spell.

Nice.

If maximised and empowered (say by a 24th level epic wizzy), it could cause 180 + 15d6 damage, average 232.

VERY nice.

And all that at an extra cost of 200 g.p., which is peanuts for high level casters.

:D
 
Last edited:

Sejs said:
Note it doesn't specify that it only works with necromancy spells that deal damage, it just states necromancy spells.


Bestow Curse?
Enervation?
Cause Fear?
Vampiric Touch?
Etc.

ALL necromancy spells. It is additional neg damage, even if the base spell doesn't damage oponents. If the spell doesn't allow for a save, neither will the extra damage.
 

Trainz said:
I like this.

A 20th level wizard who casts an Horrid Wilting (L8 spell) would cause 26d6 damage to all living enemies (save for half). Also, no energy res applies to that spell.

Nice.

If maximised and empowered (say by a 24th level epic wizzy), it could cause 180 + 15d6 damage, average 232.

VERY nice.

And all that at an extra cost of 200 g.p., which is peanuts for high level casters.

:D

Thats not right... a 8th level spell would be +5d6 not +6d6, so 25d6 save for half. And 125 gp.

The next bit... maximised and empowered is a 13th level spell slot, or some sudden metamagics or whatever epic casters get.. regardless, its still an 8th level spell, so you're looking at 120 (the original 20d6 maximised) + 10d6 (the empowered bit) + 5d6 (the moilian bit). So 120 + 15d6, not 180 + 15d6. And it still costs 125 gp. I'm not quite sure you you arrived at 200gp, that would seem to imply +8d6 negative energy from the moilian spell, which would only be possible if you heightened it to 14th...
 

Diirk said:
And it still costs 125 gp. I'm not quite sure you you arrived at 200gp, that would seem to imply +8d6 negative energy from the moilian spell, which would only be possible if you heightened it to 14th...
Probably mixed up spell level and # of damage dice as multiplier.
 


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