https://www.ddo.com/forums/showthread.php/501032-First-Look-U41-New-Spells-amp-Spell-Changes

First Look: U41 New Spells & Spell Changes
Hello! We're here today to talk about some new Spells and changes to Spells coming in Update 41. This adds seven new Wizard and Sorcerer spells, and upgrades the damage on quite a few of their other Damage spells; this is meant to boost Wizard and Sorcerer's overall DPS and fill some gaps in their casting rotations.


The version you see below is what will be on Lamannia when that comes up (timing still TBD), but in the meantime we'd love your feedback!


(And if you'd like more information, the Weekly Wednesday Livestream from this week showcases a discussion between myself and Cordovan about these changes!).


NEW LEVEL 1 WIZ/SORC SPELLS

Fire Bolt
Freezing Bolt
Acid Bolt
Electric Bolt

(Fire Bolt is a real D&D spell - We've kept the naming convention over to the others to reflect their similar nature and make it easy to read.)


Each of these fires a single-target bolt that does 1d6+2 damage of the appropriate element per caster level, to a max caster level of 10. They cost 2SP each at their base and have a 4.5 second cooldown (3.5 on Sorcerers) shared among all four spells (so realistically, you can only use one right now). These exist in the Wizard and Sorcerer spellbooks, and can be taken at level up. Scrolls of these will be available at scroll shops.

There are a few goals with these spells:
Provide a spammable low-level nuking spell for several arcane builds at a low SP cost
Help low-level elemental/nuker casters have more options
Help fill out long-range casting rotations (most of the low-level damage spells are touch range, and some characters aren't built to handle that without dying)



NEW LEVEL 9 WIZ/SORC SPELLS

Iceberg
(3.5 book Frostburn)
Drop a big ol' iceball on your target
Single Target Evocation Spell: 1d6+27 per Caster Level, Reflex Save for Half Damage. Max Caster Level 20.
40 Spell Points

Acid Well
(This doesn't exist in a P&P source; it came directly from Player's Council feedback.)
Acid bursts forth from the ground in an area the size of Snowball Swarm.
Area Conjuration Spell: 1d6+18 per Caster Level. Fortitude Save for Half Damage. Max Caster Level 20.
40 Spell Points

Thunderstroke
(From 4th Ed Arcane Power page 37)
A big ol' lightning strike to a single target.
Single Target Evocation Spell: 1d6+27 per Caster Level, Reflex Save for Half Damage. Max Caster Level 20.
40 Spell Points


Upgraded Spells
We’re upgrading the player versions of several damage spells, as outlined below. The Max Caster Level of these spells will remain unchanged, and Monsters will continue casting the existing versions of the spells (so that we don’t get a sudden spike in enemy caster damage).


The spells that are improved generally follow all of these guidelines:

They are Damage spells in the Wiz/Sorc spell book
They do not confer extra effects (CC, etc)
They do not have multiple projectiles that scale with caster level (Magic Missile, Frost Lance, etc)
They are not persistent AOE spells (Cloudkill, etc)
They are not DOT spells



Level 1:

Acid Spray is now 1d6+1 per Caster Level.
Burning Hands is now 1d6+1 per Caster Level.
Shocking Grasp is now 1d6+2 per Caster Level.

Level 2:

Scorch is now 1d6+2 per Caster Level.
Snowball Swarm is now 1d6+2 per Caster Level.

Level 3:

Acid Blast is now 1d6+3 per Caster Level.
Fireball is now 1d6+3 per Caster Level.
Lightning Bolt is now 1d6+3 per Caster Level.

Level 4:

Fire Trap is now 1d6+4 per Caster Level.
Negative Energy Burst is now 1d6+4 per Caster Level.

Level 5:

Ball Lightning is now 1d6+5 per Caster Level.
Cone of Cold is now 1d6+5 per Caster Level.

Level 6:

Chain Lightning is now 1d6+6 per Caster Level.
Otiluke's Freezing Sphere is now 1d6+6 per Caster Level.
Necrotic Ray is now 1d6+12 per Caster Level.

Level 7:

Delayed Blast Fireball is now 1d6+7 per Caster Level.

Level 8:

Polar Ray is now 1d6+16 per Caster Level.

Level 9:

Meteor Swarm now deals 1d3+1 Fire Damage per Caster Level and 1d2+1 Bludgeoning Damage per Caster Level on each meteor. It has a maximum caster level of 30.

Last edited by Steelstar; 11-14-2018 at 01:25 PM.
We don't only build for the builds that exist.
We don't only build for the builds that are good right now.

The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.
Reply With Quote Reply With Quote 11-14-2018, 01:21 PM #2
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FAQ:

Why weren't Lesser Death Aura, Death Aura, and most other Negative spells included?
We're going to get around to a Pale Master revision eventually, and we'd like to adjust those spells with that pass.

Why weren't (other spells) included here?
Probably because they didn't meet the guidelines above. Or because changing it to these standards would have been a net reduction in damage (lookin' at you, Niac's Cold Ray). We're not setting out to up-push all damaging spells game-wide; we're looking to upgrade Wizard and Sorcerer nuker spells specifically.

If other classes have access to these spells, will they get updated as well?
Yes! Everywhere those spells exist should get upgraded. For instance, Artificers get Lightning Bolt through Arcanotechnician, and Clerics can get it through Air Domain. These would both use the upgraded damage numbers.

Where does this put Wizards and Sorcerers relative to other caster nukers?
This does move up Wizard and Sorcerer's standing relative to other Arcane nukers (Druids, Arcanotechnicians, Clerics/Fvs, etc.). We're still gathering data (Lamannia will help with that), but we believe them to be slightly ahead of most other nukers now. They don't have healing (outside of PM) to fall back on, or a lot of the other resources that other nuking classes get; we're of the mind that should put them a little ahead.