Much obliged for the kind words! Yeah, I'm trying first to get a sensible effect that makes sense for Conjuration, then one that's practical to use, and then finally figuring out what level to assign.
On that note, I suddenly realized none of the spells actually say they need a ranged touch attack. Let me fix that.
Conjuration can only produce effects that already exist in some natural form, and only to the extent that they can scale. And, as noted, there's… really no logical justification for e.g. a ball of mundane electrical damage (ball lightning appears to either do no damage or blow up a fair-sized area, from the limited research I know of, neither of which fit a single-target spell) or mundane sound damage.
Checking [cold] spells in Core real quick, it seems that all are Evocation. However, there's an Abjuration, a Transmutation, and yes a Conjuration [fire] spell that each cause fire damage in some fashion. Still, varying the subschools a little seems like a good plan. Keep acid uniquely suited to Conjuration, and so forth. (Dimensional lock around a caster, or a similar effect on the plane in general, will prevent them from casting orb of fire/cold.)
I am trying to limit systematic problems (actually, improve on them), but I consider there to be a meaningful barrier to further spells of different types. Well, meaningful in principle, at least; the school of summoning and calling will never really lack for good things to use.With that said, that's a systematic concern that you may not be worried about for a small tweak like this. As long as you don't start writing a bunch of other spells that are consistent with this logic, it shouldn't cause much of a problem.
It scales directly in duration only, not damage per round, precisely the same way I'm considering.Why does Acid Arrow scale directly, then? I don't actually have a conceptual problem with saying that more powerful casters can create/summon more of whatever powerful stuff they're working with. It makes sense to me.
Pretty much just that the latter is numerically much more powerful (and has subtly different interactions with various effects; for example, the acid it creates doesn't just drop into nothingness in an AMF, nor immediately poof away when the spell ends).(Come to think of it, what is the difference between Acid Arrow and Orb of Acid, except for the fact that the latter is numerically much more powerful?)
You could make Evocation versions of all of these, but I find "1d6 [fire/cold/acid/electric/sonic/force] damage/level, ranged touch attack, save against rider, SR Yes" to be fundamentally boring.
Because a) they only make sense (if at all) as Evocation, not Conjuration and b) they're non-trivial to explain (Force was just a convenient "yeah OK this will only take a second" spell).WHy did you get rid of orb of electricity and sound?
I'm trying to improve both logical consistency and game balance: the former by fixing spell scaling and effects, the latter by fixing spell scaling and only including a subset of energy types and making it impossible to swap them.I never really thought the Orb spells needed Fixing,a nd im not really understanding your reasonings here.
I just thought the was that WOTC did the old Conjuration need to do everything.