Ice Storm... Full round?

Simplicity

Explorer
Something I noticed while playing ToEE... An ice storm lasts a full round. I'm not sure I fully understand what this means. Does this mean that creatures in the ice storm at the time of casting take damage and then take damage again at the end of the full round? Or is it only 5d6 and only people who walk into the ice storm after it has started get additional damage?
 

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Its just the 5d6, but if someone enters the area they'll take it. It also counts as continuous damage, making it harder for people to cast spells while inside it.
 

Ice Storm sucks for a 4th level spell. I house ruled it. Here is my version:

Hail falls for one round every 4 levels, dealing 3d6 points of bludgeoning damage and 3d6 points of cold damage to creatures in the area.
 

die_kluge said:
Ice Storm sucks for a 4th level spell. I house ruled it. Here is my version:

Hail falls for one round every 4 levels, dealing 3d6 points of bludgeoning damage and 3d6 points of cold damage to creatures in the area.

Yeah, I never really understood the whole "Cold damage is worth more levels than fire damage thing that 3e/3.5e has going for it... Kind of makes 4th/5th level magic suck compared to 3rd...
 

In the Bluffside book, there are several cold variations of standard spells that you might find useful. An ice version of fireball and meteor swarm, and a few other cold based spells (ice prison is particularly nasty).

My next character is going to be a cold-based sorcerer. I love the concept.
 

Simplicity said:
Yeah, I never really understood the whole "Cold damage is worth more levels than fire damage thing that 3e/3.5e has going for it... Kind of makes 4th/5th level magic suck compared to 3rd...
Personally, I kind of liked the idea that the energy types aren't identical. Fire should do the most damage, but fire protection is quite common (both as "fire resistance," having the fire subtype, and demons). Cold and lightning should do slightly less, but resistances are less common. Finally, acid and sonic should do the least damage but have other advantages - resistance is rare, sonic does full damage to objects, and acid generally does continuous damage.

Too bad they screwed that up with things like Energy Substitution.
 

No save. Can do double damage for essentially little cost (+1 spell level, extend spell). Can distract spellcasters, like Acid Arrow. Other fringe benefits.

I've never heard anyone claim the spell was overpowered, but I think it's not so bad. After all, a fireball does 10d6 at CL 10, but save for half. Against a Rogue/Monk/Evasion character, you're better off with the Ice Storm to do any damage whatsoever.
 

die_kluge said:
Ice Storm sucks for a 4th level spell. I house ruled it. Here is my version:

Hail falls for one round every 4 levels, dealing 3d6 points of bludgeoning damage and 3d6 points of cold damage to creatures in the area.

I thought that it totally sucked as well when I first read it as well, but then I decided to compare it to other spells and decided that it was a bit on the weak side, but not devastatingly so.

It has no save and no spell resistance.

It does 5D6 total damage, the exact same damage if you saved versus a Fireball (without Evasion or Spell Resistance).

It lasts for an entire round which means that anyone, regardless of AC, regardless of protections (with the exception of cold protection), regardless of spell resistance, regardless of Evasion, will be taking damage and so will anyone attempting to pass through it.

This spell is a bit unique in that it doesn't do a lot of damage, but it creates an "extremely short term minor damage barrier" that virtually nothing in the game protects against (and cold protections only help versus part of the damage).

If a caster were to Extend the spell duration and/or Empower it and cast it in an area where opponents had a difficult time of getting away, it could be very devastating as to the total damage it does.

When you compare it to Blade Barrier at two levels higher, it averages slightly less damage and lasts a lot less time, but it guarantees that you will damage opponents (whereas Spell Resistance or Evasion might prevent that with Blade Barrier).


Having said that, I might add a house rule that it protects versus attacks within or through it just like Blade Barrier does.
 

The fact that it can disrupt casters as continuing damage is a pretty useful change. It was used on us last weekend and our casters were not happy with the concentration checks ;)

Concentration checks in the mid 20's can ruin a mid level party's whole day....or round.

That is a correct interpretation now, right?
 


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