The idea of using the point system negates that rule in my opinion. At 11th level you have 73 points, you could burn those on casting eight 6th level spells compared to normal wizard spell slots where you would have one 6th level spell. I would just at 11th level give them the points for a 6th level slot 9. Its pretty much 15 dmg if you consider there could be additional decimals from the 11 dmg at 30 str. It has a faster gain on lower stats. At 40-50 agi you gain 3 points from 90-93 stamina. Stamina, Evasion and Accuracy stats got kinda messed up due to lack of sleep. Gives you a% to get the spell block that reduces the spell damage with. Spell Points ( DMG p288) In the default rules all characters know a certain number of spell slots of each level per day, and use those slots to cast any spell that they have prepared. For example, a fifth level wizard has four 1st level spell slots, three 2nd level spell slots, and two 3rd level spell slots.
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Description
A JavaScript utility designed to assist players in tracking spell points for the variant player rules in the 5th Edition D&D Dungeon Master's Guide on page 288.
Traditionally, a caster must use spell slots to keep track of spells. For instance, a level 4 wizard will normally have 4 level 1 spells, and 2 level 2 spells. This is easy to keep track of, but limiting, since you can't sacrifice your level 1 spells to increase the number of level 2 spells available. Spell points solve this problem at the cost of complexity, giving the player a pool of points to use as he or she sees fit on any available spell levels. For instance, a caster may choose to spend all magic on level 2 spells, exhausting the ability to cast any level 1 spells, but gaining more castings of the more powerful spells in the bargain. This utility aims to remove the complexity of keeping track of these spell points.
Features
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Level Selection:
Automatically calculates maximum spell points according to caster level after a caster's long rest.
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Arcane Recovery:
Mysql server download mac free. Warns when spell points reach 50% of maximum, then allows the player to add half their maximum spell points through a short rest.
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Manually Add Points:
Allows player to manually add or remove points in case of mistakes.
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School Selection with Level Titles:
Pick your caster's school of magic and display an associated msytic symbol along with level titles that reflect the special features of your arcane tradition. You get a new title at each level where your tradition bestows new powers.
Requirements
Any modern broswer.
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Contributors
ESO FAQ >> What Are Types Of Damage
- Flame, Frost, Shock Damage
- Bleed, Poison, Disease Damage
In ESO there are a number of different damage types with associated effects, strengths and weaknesses. You will often see these referenced in the tooltips of abilities. You will see references to Magic Damage, Physical Damage and more. This tells you which type of damage is being applied to the target. The type of damage is important to note, because it determines what stats mitigate its damage and which buffs will increase its damage.
All types of damage are mitigated by either Spell Resistance OR Armor (Physical Resistance).
The different damage types are also effected by various buffs and passives, not to mention Champion Points.
Quick Reference
Type | Effects Damage | Mitigated By |
Magic Damage | Spell Damage Max Magicka Spell Crit |
Spell Resistance |
Flame Damage | Spell Damage Max Magicka Spell Crit |
Spell Resistance |
Frost Damage | Spell Damage Max Magicka Spell Crit |
Spell Resistance |
Shock Damage | Spell Damage Max Magicka Spell Crit |
Spell Resistance |
Physical Damage | Weapon Damage Max Stamina Weapon Crit |
Armor (Physical Resistance) |
Bleed Damage | Weapon Damage Max Stamina Weapon Crit |
Armor (Physical Resistance) |
Poison Damage | Weapon Damage Max Stamina Weapon Crit |
Armor (Physical Resistance) |
Disease Damage | Weapon Damage Max Stamina Weapon Crit |
Armor (Physical Resistance) |
Magic Damage
Magic Damage comes from spells, most commonly Class Skills and Staff Skills. Magic Damage is mitigated with Spell Resistance.
If a Skill uses Magicka it will deal Magic Damage unless the tooltip specifically states otherwise.
Physical Damage
D D Dmg Spell Points
Physical Damage is mostly from Weapon Skills (except Staffs) and Stamina morphs of Class Skills. Physical Damage is mitigated by Armor (also called Physical Resistance).
If a Skill uses Stamina it will deal Physical Damage unless the tooltip specifically states otherwise.
The damage received from falling is also classified as Physical Damage.
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Flame, Frost, Shock Damage
These damage effects are like Magic Damage but they also have slightly different additional effects. Flame, Frost and Shock Damage are still mitigated with Spell Resistance but they also have their own additional mitigation – Flame Resistance, Frost Resistance and Shock Resistance. These secondary mitigation apply on top of Spell Resistance. So for example Flame Damage will first be mitigated with Spell Resistance and then Flame Resistance before applying damage.
5e Dmg Spell Points Chart
Flame Damage
Flame Damage has the chance to apply the Burning Status Effect which applies Flame Damage over time to the target. This effect deals moderate damage over 3 seconds.
Flame Damage will also have the chance to cause the Explosion Effect on NPC targets which are particularly susceptible to fire – such as zombies, troll and stranglers. The Explosion Effect deals a burst of Flame Damage but can only effect NPCs and not enemy players.
Vampires take 25% increased Flame Damage.
Frost Damage
Frost Damage has the chance to apply the Chilled Status Effect which reduces the target movement speed by 40% for 4 seconds.
Shock Damage
Shock Damage has the chance to apply the Concussion Status Effect which reduces the damage of the target by 15% for 4 seconds.
Bleed, Poison, Disease Damage
There is also Bleed Effects, Poison Effects and Disease Damage in ESO which can come from various Skills like Poison Arrow and also Weapon Enchants.
Bleed Damage
The Bleed Effect can be triggered from a number of Weapon Skills like Blood Craze (Dual Wield) and Cleave (2H) and applies a damage over time to the target. Bleed Damage is mitigated with Armor (Physical Resistance).
Poison Damage
Poison Damage can come from a variety of sources but most commonly from Poison Arrow (Bow) and Lethal Arrow (Bow). A number of Dragonknight ability morphs deal Poison Damage. Poison Damage has the chance to proc the Poison Status Effect which deals Poison Damage over 12 seconds. Poison Damage is mitigated by Armor (Physical Resistance).
Dmg Spell Points
Werewolves take 25% increased Poison Damage while in Werewolf form.
Disease Damage
5e Dmg Spell Points
Disease Damage comes from Weapon Enchants and and also from a number of Nightblade ability morphs. Disease Damage has the chance to proc the Diseased Status Effect which reduces the healing received by the target by 15% for 10 seconds. Disease Damage is mitigated with Armor (Physical Resistance).
Rating: 4.4. From 45 votes.