Talk:Table of Spells

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Spell Damage Balance, Revised

Magic
Points
Spell
Level
One Target
Save Halves Damage
One Target
Save Negates Damage
Several Targets
Save Halves Damage
Several Targets
Save Negates Damage
CR
1min or glass
Scroll
1 ~1st 4 (1d8) 6 (1d12) 3 (3d6) 5 (1d10) Common
2 1st 9 (2d8) 13 (2d12) 7 (2d6) 11 (2d10) 1/4 Common+
3 2nd 18 (4d8) 26 (4d12) 14 (4d6) 22 (4d10) 1/2 Uncommon-
4 ~2nd 22 (5d8) 32 (5d12) 17 (5d6) 27 (5d10) 1 Uncommon
5 3rd 27 (6d8) 39 (6d12) 21 (6d6) 33 (6d10) 2 Uncommon+
6 4th 36 (8d8) 52 (8d12) 28 (8d6) 44 (8d10) 3 Rare-
7 5th 45 (10d8) 65 (10d12) 35 (10d6) 55 (10d10) 4 Rare
8 ~5th 49 (11d8) 71 (11d12) 38 (11d6) 60 (11d10) 5 Rare+
9 6th 54 (12d8) 78 (12d12) 42 (12d6) 66 (12d10) 6 Very rare-
10 7th 63 (14d8) 91 (14d12) 49 (14d6) 77 (14d10) 7 Very rare
11 8th 72 (16d8) 104 (16d12) 56 (16d6) 88 (16d10) 8 Very rare+
12+ 9th 81 (18d8) 117 (18d12) 63 (18d6) 99 (18d10) 9 Legendary
One Target, Save Halves = Level * 9 (2d8)
One Target, Save Negates = Level * 13 (2d12)
Several Targets, Save Halves = Level * 7 (2d6)
Several Targets, Save Negates = Level * 11 (2d10)

Overpowering. One extra damage die per magic point. New spell spike beyond overpowering limits at 5 pts (5th level), 9 pts (11th level), 13 pts (17th level).
Level scaling. Higher levels should have better range and area, possibly better riders.
Strong Riders. Damage spells with powerful riders (e.g., naydra's breath) should have damage dice reduced proportional to the rider. E.g., a 7-point spell with a 2-point rider should only deal a 5-point spell's damage.