Spell Modifications/Adjustments
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- Lord DM Supreme
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keep the lvl progression of greater magic fang the same and let it cap out higher..somewhere between +4 to +6 maybe. keep in mind that would be lvl 20, 25, or 30 depending on the enhancement that it caps at. in looking at balance should a lvl 25-30 caster be able to cast a spell for their summon that would bypass DR spells? i would think so, especially that a redesign of DR spells are being looked at in the future for pure classes.
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Magic Vestment: Loses its use by the time you even have access to it. Its amazing buff for really low levels, but you can only cast it at level 6. Now, by level 6 you are most likely wearing +2 AC gear.
The progression for this spell is +1 AC per 3 Caster Levels.
So at level 6, you're going to be casting +2 AC. However, the armor most people wear at level 6 already has a +2 Bonus. So its basically useless once you get it.
Edit: Forgot suggestion. It only goes up to +5, which all items go up to +6. Perhaps raise the cap to +8?
Considering if you kept with the current progression, you'd get +8 AC by level 24 which is clearly overpowered.
Its a Transmutation spell, perhaps have it capped out at 5 normally, and for each Spell Foucus in Transmutation you take it goes up 1. So with Epic Spell Focus Transmutation would give +8 to your AC. A good bonus to AC, but something you still have to work for.
The progression for this spell is +1 AC per 3 Caster Levels.
So at level 6, you're going to be casting +2 AC. However, the armor most people wear at level 6 already has a +2 Bonus. So its basically useless once you get it.
Edit: Forgot suggestion. It only goes up to +5, which all items go up to +6. Perhaps raise the cap to +8?
Considering if you kept with the current progression, you'd get +8 AC by level 24 which is clearly overpowered.
Its a Transmutation spell, perhaps have it capped out at 5 normally, and for each Spell Foucus in Transmutation you take it goes up 1. So with Epic Spell Focus Transmutation would give +8 to your AC. A good bonus to AC, but something you still have to work for.

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Some good ideas for Gr Fang but as you can see I like rewarding those who take the feats instead of a across the board change so here is my idea. Keep the progression the same but offer + per feat
Epic Focus Trans +3
Gr +2
Focus +1
Giving a fully focused caster +6
Keep in mind it also increases their AB for the same amount and its magical damage.
Epic Focus Trans +3
Gr +2
Focus +1
Giving a fully focused caster +6
Keep in mind it also increases their AB for the same amount and its magical damage.
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In reply to some peoples questions about why I am making a lot of spells focus dependant.
I always thought offering those who focus in a certain specialty/domain should get a little more and it brings a new level of possible builds to this world. For cleric types it offers choices other then the pretty much standardized ones out there although not exactly the same most follow the same design. Nothing wrong with building something to maximize it but giving people a real option for a different route. For the arcane types it’s the same thing, offering those who want to specialize in a less used field, one that has in the past offered little appeal, gives them more strength then the caster who doesn’t bother using feats for it, transmutation is obviously one of my favorites.
So that is my motivation behind it and even though whats changed so far may not have had a huge impact on what people think is a realistic option it will hopefully offer those who want to try something different whether its out of curiosity, for RP, or they just think it’s a fun build a little extra then giving the same increase across the board.
No reason to post replies about this on this thread, I would still like to see suggestions for spells, this is explain the reason many spells are being tweaked the way they are. There has been almost nothing reduced or “nerfed” but those who focus will reap the biggest rewards.
PS Many spells are not being touched yet since they are being considered to be used for pure class bonuses, these tweaks have nothing to do with what pure classes will bring.
I always thought offering those who focus in a certain specialty/domain should get a little more and it brings a new level of possible builds to this world. For cleric types it offers choices other then the pretty much standardized ones out there although not exactly the same most follow the same design. Nothing wrong with building something to maximize it but giving people a real option for a different route. For the arcane types it’s the same thing, offering those who want to specialize in a less used field, one that has in the past offered little appeal, gives them more strength then the caster who doesn’t bother using feats for it, transmutation is obviously one of my favorites.
So that is my motivation behind it and even though whats changed so far may not have had a huge impact on what people think is a realistic option it will hopefully offer those who want to try something different whether its out of curiosity, for RP, or they just think it’s a fun build a little extra then giving the same increase across the board.
No reason to post replies about this on this thread, I would still like to see suggestions for spells, this is explain the reason many spells are being tweaked the way they are. There has been almost nothing reduced or “nerfed” but those who focus will reap the biggest rewards.
PS Many spells are not being touched yet since they are being considered to be used for pure class bonuses, these tweaks have nothing to do with what pure classes will bring.
"Wheresoever you go,
go with all your heart." - Confucius
go with all your heart." - Confucius
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Providing bonuses for taking spell focus feats is a good idea.
Weakening spells and then requiring focus feats to attain, at best, original spell strength isn't a bonus.
It's diluting already weakened classes.
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Elemental Swarm
The Elemental part - Change spell to summon a single random elemental that increases with power according to caster level. (Like mummy dust) Druids used to have a companion, this could help mitigate the loss of it.
The Swarm part - This spell can be cast anytime and the summoned elemental retains it's summon bonuses like any other summon that is cast not during combat.
Weakening spells and then requiring focus feats to attain, at best, original spell strength isn't a bonus.
It's diluting already weakened classes.
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Elemental Swarm
The Elemental part - Change spell to summon a single random elemental that increases with power according to caster level. (Like mummy dust) Druids used to have a companion, this could help mitigate the loss of it.
The Swarm part - This spell can be cast anytime and the summoned elemental retains it's summon bonuses like any other summon that is cast not during combat.
Playing clerics quite a bit, I have never given Glyph of Warding much thought or its dues. It's a nice spell and can be cast if done right similar to a scintillating sphere. You can lay it down like a Delayed Blast Fireball AoE or you can fire it into a mob as well. Its Sonic damage so less resisted than other elemental damage.
It's not party friendly or caster friendly for that matter but it is kind of neat to be given the option of set and leave or cast on the fly.
At present Glyph of Warding has:
Duration: 1 Turn / 2 Caster Levels
Damage: 1d8/ 2 Caster Levels to a maximum of 5d8 with a progression like so:
Caster Level Damage per Cast
5 2d8
6 3d8
8 4d8
10+ 5d8
I would like to see it become a straight 1d8/ 2 caster levels with a cap at level 20 giving a maximum damage output of 10d8.
Cheers
kgb
It's not party friendly or caster friendly for that matter but it is kind of neat to be given the option of set and leave or cast on the fly.
At present Glyph of Warding has:
Duration: 1 Turn / 2 Caster Levels
Damage: 1d8/ 2 Caster Levels to a maximum of 5d8 with a progression like so:
Caster Level Damage per Cast
5 2d8
6 3d8
8 4d8
10+ 5d8
I would like to see it become a straight 1d8/ 2 caster levels with a cap at level 20 giving a maximum damage output of 10d8.
Cheers
kgb
Tres Nawt {CLAD}, Tres Baf {CLAD}, Tres Leyana {CLAD}, Tres Q'sara {CLAD}



i think a nice fix to timestop as is would be remove the party friendly ability from it. currently you can chain together time stops so your opponent has no way of doing anything while your entire team/friendlies can run around unaffected.
change the spell to freeze all but the caster, since the caster is the only one who is actually stopping time (or rather speeding up his own). i would assume a spell that 'stops time' for the entire hoard of allies you have so they all can do amazing feats in a blink of the eye would rather epic...like the Wish spell or something that costs incredible amounts of gp, time to invest, and xp.
i dont exactly want to ruin the spell or time crystals, but the ease of crystals dropping + the power of the spell as is makes TS almost an exploit. if my suggestion was adopted (i believe this is what the spell is originally supposed to do) it would make using the spell much more thought-worthy. Will freezing my opponents be a better benefit to me than freezing my party? Can I take down this target with my own abilities while TS is running? I dunno...it makes the spell much more...selfish I guess and less powerful.
change the spell to freeze all but the caster, since the caster is the only one who is actually stopping time (or rather speeding up his own). i would assume a spell that 'stops time' for the entire hoard of allies you have so they all can do amazing feats in a blink of the eye would rather epic...like the Wish spell or something that costs incredible amounts of gp, time to invest, and xp.
i dont exactly want to ruin the spell or time crystals, but the ease of crystals dropping + the power of the spell as is makes TS almost an exploit. if my suggestion was adopted (i believe this is what the spell is originally supposed to do) it would make using the spell much more thought-worthy. Will freezing my opponents be a better benefit to me than freezing my party? Can I take down this target with my own abilities while TS is running? I dunno...it makes the spell much more...selfish I guess and less powerful.
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a truly evil way to control time stop might be to have it cost significant xp (1000 + 10% of what you have gained for this level, if you cant pay the cost no ts for youSquikker2001 wrote:How about leave TS the way it is, except only allow it to be cast a limited number of times per day based on spell foci.

or give each successive time stop a greater chance to summon a CR (your level +10) Time Rift Guardian that is uber and aggro to the caster (if it could be made to exclusively chase the caster, that is). Rips in spacetime must be avoided and there is an entire race dedicated to this task.
nothing explicitly stopping you from casting it.. just something that makes you not WANT to spam it

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Wail of the Banshee
Change spell so that if the target makes it's fort save and lives, it still takes 1d8sonic/casterlevel. No damage cap, no save. 40d8 @ caster level 40
Weird
Change spell so that if target makes save and lives, it still gets blinded for 1round/2casterlvls, no save. 20rounds @ caster lvl 40
Meteor Swarm
Increase size of AoE. Bump damage up to 2d6/casterlevel. No damage cap. 80d6 fire dmg @ caster level 40.
Energy Drain
Current effect plus non-cumulative -1 all abilities/5 caster levels AND -50% movement speed. Duration: Permanent until death or greater restore. -8 all abilities @ level 40.
Change spell so that if the target makes it's fort save and lives, it still takes 1d8sonic/casterlevel. No damage cap, no save. 40d8 @ caster level 40
Weird
Change spell so that if target makes save and lives, it still gets blinded for 1round/2casterlvls, no save. 20rounds @ caster lvl 40
Meteor Swarm
Increase size of AoE. Bump damage up to 2d6/casterlevel. No damage cap. 80d6 fire dmg @ caster level 40.
Energy Drain
Current effect plus non-cumulative -1 all abilities/5 caster levels AND -50% movement speed. Duration: Permanent until death or greater restore. -8 all abilities @ level 40.
Last edited by JesterOI on Mon Jan 08, 2007 5:39 pm, edited 1 time in total.
---Crumble caps at 15d6... considering how few constructs there really are, why not bump it a bit? *never* seen it used.
Heck, could have been useful against the Primus with a boost.
---Quillfire deals a very low amount of damage... yes, it's got poison, but that's not very useful compared to damage. Compare its damage to that of Call Lightning or Flame Arrow (both also level 3 spells).
---Creeping doom should be caster-friendly at the very least (the insects are summoned creatures just like a bigby or an elemental--caster should be able to control to an extent like any other summon). Party-friendly would be even better.
Heck, could have been useful against the Primus with a boost.
---Quillfire deals a very low amount of damage... yes, it's got poison, but that's not very useful compared to damage. Compare its damage to that of Call Lightning or Flame Arrow (both also level 3 spells).
---Creeping doom should be caster-friendly at the very least (the insects are summoned creatures just like a bigby or an elemental--caster should be able to control to an extent like any other summon). Party-friendly would be even better.
flesh to stone
make flesh to stone give 1/3rd of what the penalty would have been (given feats etc) even if you make the save, for 1 round.
+discipline for pure caster Tenser
have tenser's give +1 discipline per caster level to pure class casters.
otherwise for pure casters this becomes "Tenser's on your assformation"
otherwise for pure casters this becomes "Tenser's on your assformation"