Larloch's MINOR drain.
Worg
Member Posts: 170
This spell does not age well. Sure, I'll use it for lvl 1 and 2. But I do not remember using it anytime thereafter. It is stuck as if the caster is forever level 1. Oh and I checked the 2ed. pnp players handbook and I could not find it, so it is probably a BG homebrew.
I think it should be seriously improved upon.
Hell, 4 damage +1 per level would be badass or just 1damage per level.
I think it should be seriously improved upon.
Hell, 4 damage +1 per level would be badass or just 1damage per level.
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Comments
It is good till about character lvl 5 (20% hp), then the almighty magic missile takes over. I don't mind it not scaling because it'd be too powerful if it did.
Worst case scenario, you can run it like a poor man's Arcane self-only Cure Light Wounds, healing 1d4 instead of 1d8. I could seriously imagine an RPing party where the Necromancer restores some minor damage by siphoning it off of the party's dwarven frontliner with 19 con, and nearly gets bashed by a hammer before the party manages to resolve the conflict.
@Sulla I see your point. In IWD2 it sounds like a wise and a smart thing to do. In IWD2 the extra hit points last 1 hour I believe, in bg 1 turn. That is about 60 seconds. While having a few hit points for 60 seconds does give you something, I am not good enough a planner to make that work for me except in rare instances.
@DMC Well, Invokers get magic missile. Transmuters get Burning hands. Necromancers get Larloch's minor drain. Only one of the three is nigh useless. I would perhaps mention chill touch, but my wizard died trying to use it. yay.