Closed Marcloure closed 2 years ago
I mean, sure, Death Clutch and Memento Mori deal 1d6 damage, but I don't think 3.5 damage covers the longer duration of paralyzed.
Is it the save difference (Will vs. Fort) that makes Fuse Flesh paralizing at 2 mana balanced with Stasis stunning at 2 mana? I mean, paralyzation is considerably stronger... if that is it, then I really wasn't expecting Fortitude saves have such a higher success rate.
Also, Archon's Trumpet augment maybe have to be adjusted then.
@mlenser minor note - Stasis's range is 10m and not 20m, so either the spreadsheet is wrong or the website is wrong.
Is it the save difference (Will vs. Fort) that makes Fuse Flesh paralizing at 2 mana balanced with Stasis stunning at 2 mana? I mean, paralyzation is considerably stronger... if that is it, then I really wasn't expecting Fortitude saves have such a higher success rate.
Fort and Will are different, especially when used each round.
https://www.kryxrpg.com/spells/fuse-flesh
The spell paralyzes the target for 1 min/concentration at 3 mana. Other paralyzing spells such as Death Clutch and Memento Mori paralyze the target for only 1 round at 3 mana.