wilcoxon wrote:
Let's take a theoretical innocuous 5'R 30' Primary damage spell and combine with Pound of Flesh as you were suggesting. If you hit 3 targets, they each take Pri*2 damage and your ally heals Pri*6 damage. Not only does that do decent damage but it heals better than any other spell in the game (read very broken). Now combine Pound of Flesh with a larger aoe damage spell like Elemental Bolt and it just gets silly (16 targets max for d6+2*Pri damage (bypassing AR) and 16d6+32*Pri healing). Even at CTN 27, that is ludicrous. For even more fun, find a way to combine with a spell to do a sustained aoe vampiric spell...
I usually tend to side on the "power" side of things but this is just flat-out broken.
You're assuming A LOT and it makes for very hinky math...
First of all, the CTN of said spell is going to be pretty damn high; thus the odds of making it are low. There's a high risk the spell doesn't even go off. With high risk SHOULD come high rewards.
Next, you actually have to hit all 16 of those targets (from your completely made up, not happened AT ALL thus far in the campaign, example). That means you have to meet or exceed two defenses on 16 individuals.
AND you only heal the damage you actually do - so if those 16 targets are all minions, congrats you just healed 16 points at most. When was the last time you had 16 non-minion targets grouped together like that?
And 'A Pound of Flesh' + 'Elemental Bolt', even before any adaptations, has a speed of 7 - that makes it interruptable AND gives said targets an opportunity to get out of the blast radius before the spell goes off.
APoF+EB has a base CTN of 21, add 6 to make it an AoE that can affect at most 12 targets (using a square map). A 2.10 character will have, at most, 10 ranks in Arcanum (I'm assuming 4 at character creation, +3 each tier, not looking into Paths). Then +1 from Prodigy. If they REALLY want to get the spell off, they can boost the Arcanum roll by their Fate Score, let's say 3. Assuming no other Arcanum boosts, they still have to roll at least 13 on the dice. The dice are likely to be 3d10. The odds of that are 78%, I agree that's pretty likely. Take away the Fate boost and the odds drop to 57.7%. That's just to CAST the spell, now they have to hit the Avoidance of every target. THEN they have to roll decent damage, and only one of the primary dice can explode.
Compare that to a fighter that doesn't have to roll anything but To Hit and Damage in order to two weapon fight, mighty swing, sweeping strike, plus exceptional weapons, plus might buffs, plus rune damage, plus talents (wolf pack tactics, etc) to hit 4 targets -- and that's just mid-Tier 1!! 3 targets from Sweeping Strikes, 1 for the follow up attack from two weapon fighting. Oh, that's not interruptable and, depending on weapons, can be done twice before the mage gets that one spell off (I'm assuming the fighter uses a Fate point to wipe the Recovery).