Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st."
It would be kind of overpowered to have a spell doing 2d12 or 3d12 (etc.) damage per round, with no save or attack roll. Even heat metal is only d8's, second level, it a damage type often resisted, and only works in limited cases -- foe with metal armor.
Perhaps an additional die of ongoing damage every two spell levels would be an appropriate compromise, making it basically on par with cantrip damage when upcast. If you're going to be dropping a 3rd level or higher spell slot on Witch Bolt and be forced to use your action AND concentration AND be within 30 feet of the target to maintain it and do nothing else except deal damage with no ability to crit, that seems reasonable.
All cold and lightning damage do that, regardless of source.
I'm just asking for the ability to actually cause the extra damage at higher levels for more than the first damage, basically I'm asking for it to work like it is supposed to.
And that's because 10 rounds of it is actually decent damage, the trick being you need to get all 10 rounds off. It's supposed to be used against a boss with a huge hp pool, then it becomes really efficient.
I don't like Witch Bolt - I think it would be better if you could switch targets during your turn. But it's damage isn't the issue.
That's the thing. It already is working as intended RAW, since the upcast clause in the spell specifically mentions only the initial damage. Witch Bolt is just a subpar spell.
If your table was running it otherwise, it wasn't RAW. Perhaps the DM came to the conclusion that the spell wasn't very good and decided to run it as you say.
This makes witchbolt a lot more viable, even though you can't target the same person twice.
That said, you still need to actually hit with both and you'd also have to twin cast every subsequent round to do the follow up damage to each target. If it's cast at level 2 it can be impressive.
Otherwise it's a very skippable spell. Even magic missile is generally better even before you get all the broken items you can tack onto it, especially as a 2nd level cast. MM caps out at 8-20 (4D4+4) while Witchbolt caps out at 2-24 (2D12). As a level 1 cast it's an even bigger difference.
You wouldn't 'Twin Cast' every subsequent turn. Twinned Spell let's you target an additional creature with a spell that normally targets one creature - but it isn't two spells, it isn't two casts. It's still just one spell that now targets two creatures instead of one.
Witch Bolt says that you can use your action each turn to automatically deal 1d12 damage to the target(s) of the spell.
So, assuming that the spell hits both targets, and you don't lose concentration, you can use your action each turn to deal 1d12 damage to both targets. This isn't casting a spell, it's using a special action that is only available to you while concentrating on this spell.