So, just a few things with relation to lightning theme elemental spells
Lightning Avatar:
Love it, super fun. Could we add 20ft Bright blue light to it? The VFX are amazing but it should definately give off light, otherwise it feels a bit..off, in darker areas.
Could we also clear up the wording a bit, change it fom "+1 Attack" to "+1 Bonus to attack rolls" as this could otherwise be interpreted as a haste-like attack per round.
I cant really speak to its efficacy just yet, though it does feel a little hard to use. Might be much more viable if the lightning damage continued beyond the target of the spell (like a regular lightning bolt) as in most situations its pretty difficult to be positioned behind mobs - though certainly not impossible.
GSF: Evocation, Lightning Bonus.
This one seems just..super inconsistant and flat out worse than fire.
So just for conjfirmation, this relates to the bonuses you get to elemental spells when you have GSF Evocation and cast a spell of your selected element. You can only have 1 selected element at a time and it typically ties into your flame weapon element.
These bonuses are:
So there are few important distinctions to make here:
Fire, Acid and Cold all occur every time a spell strikes an opponent, but they have a saving throw to negate the effects.
Electrical does not occur every time a spell strikes an opponent (Seems to be random %) requires another target to be nearby but does NOT require a saving throw.
This being said, fire only needs to fail its saving throw once to already have done more damage than electrical in practically any given situation - and even then it requires there to be 2 targets in relatively close proximity which is not always going to be the case which means the ability to take advantage of this bonus is reduced over that of the other spells.
So. In my opinion, how do we fix this?
I see two ways we could do this, either we change the effect to being a debuf, more akin to Acid and Cold (For example -2 AB for 1d3 rounds with a reflex save to negate)
Or we lean into the "Burst AOE damage" which, arcing electricity? Does feel more thematically appropriate and fun.
But to do that you'd need to make some changes. Remove the % failure rate from it so it always occurs, add a reflex save and cap it (if it isnt already) to hitting one additional target per person struck. So a lightning bolt hitting 5 targets, 5 additional targets would be chosen to take an additional hit of damage, with a reflex save to either half or negate the additional damage. You could also consider delaying this damage and "Charging" the enemies struck with it to cause damage when another hostile creature comes within 5 feet of it but thats probably a lot of work for something not particularly important as things go.
I would be tempted to consider allowing a tiny increase to the damage (1d4+1 or 1d6) if it is to be a pure damage effect, just to keep it more in line with fire. Alternatively you could scale it with the level of the spell. 1d4 for cantrip, 1d6 for level 1 and 2 spells, 1d8 for level 3 and 4 spells, 1d10 for level 5 - just throwing out ideas.
I do feel though that in its current incarnation it is particularly weak though, comparatively at least.
Lightning Avatar:
Love it, super fun. Could we add 20ft Bright blue light to it? The VFX are amazing but it should definately give off light, otherwise it feels a bit..off, in darker areas.
Could we also clear up the wording a bit, change it fom "+1 Attack" to "+1 Bonus to attack rolls" as this could otherwise be interpreted as a haste-like attack per round.
I cant really speak to its efficacy just yet, though it does feel a little hard to use. Might be much more viable if the lightning damage continued beyond the target of the spell (like a regular lightning bolt) as in most situations its pretty difficult to be positioned behind mobs - though certainly not impossible.
GSF: Evocation, Lightning Bonus.
This one seems just..super inconsistant and flat out worse than fire.
So just for conjfirmation, this relates to the bonuses you get to elemental spells when you have GSF Evocation and cast a spell of your selected element. You can only have 1 selected element at a time and it typically ties into your flame weapon element.
These bonuses are:
QuoteFire - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.
Cold - Damaged targets make a saving throw or suffer Slow for one round.
Acid - Damaged targets make a save throw or experience -2 Armour Class for 1d6 rounds.
Electrical - Damaged targets spread 1d4 electrical damage to other nearby targets.
So there are few important distinctions to make here:
Fire, Acid and Cold all occur every time a spell strikes an opponent, but they have a saving throw to negate the effects.
Electrical does not occur every time a spell strikes an opponent (Seems to be random %) requires another target to be nearby but does NOT require a saving throw.
This being said, fire only needs to fail its saving throw once to already have done more damage than electrical in practically any given situation - and even then it requires there to be 2 targets in relatively close proximity which is not always going to be the case which means the ability to take advantage of this bonus is reduced over that of the other spells.
So. In my opinion, how do we fix this?
I see two ways we could do this, either we change the effect to being a debuf, more akin to Acid and Cold (For example -2 AB for 1d3 rounds with a reflex save to negate)
Or we lean into the "Burst AOE damage" which, arcing electricity? Does feel more thematically appropriate and fun.
But to do that you'd need to make some changes. Remove the % failure rate from it so it always occurs, add a reflex save and cap it (if it isnt already) to hitting one additional target per person struck. So a lightning bolt hitting 5 targets, 5 additional targets would be chosen to take an additional hit of damage, with a reflex save to either half or negate the additional damage. You could also consider delaying this damage and "Charging" the enemies struck with it to cause damage when another hostile creature comes within 5 feet of it but thats probably a lot of work for something not particularly important as things go.
I would be tempted to consider allowing a tiny increase to the damage (1d4+1 or 1d6) if it is to be a pure damage effect, just to keep it more in line with fire. Alternatively you could scale it with the level of the spell. 1d4 for cantrip, 1d6 for level 1 and 2 spells, 1d8 for level 3 and 4 spells, 1d10 for level 5 - just throwing out ideas.
I do feel though that in its current incarnation it is particularly weak though, comparatively at least.