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Main Forums => Suggestions => Topic started by: BeteNoire on March 12, 2011, 03:47:25 AM

Title: Additional spell adjustments
Post by: BeteNoire on March 12, 2011, 03:47:25 AM
Resistance - Change duration from round to turn / level

Divine favor - Change duration to 2 rounds / level rather than a static 1 turn. This means it would remain unchanged for a level 5 cleric and adjust accordingly above or below that.

Protection from alignment spells - Change to +10 vs mind effecting rather than grant immunity.

Blindness / Deafness - Apply a save for each effect.

Battletide - Change duration to 2 rounds / level rather than 1.

Circle of Doom - Change damage from a static 1d8 + caster level to 1d6 / level with creatures failing a second fortitude save losing 1d2 con.

Monstrous regeneration - Change duration to 1 turn / level.

True sight - Change from granting See Invisibility to granting See invisibility, Darkvision, and a bonus to spot for the duration. (It currently only grants See Invis with no bonus in anything else)\
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Post by: Relinquish on March 12, 2011, 03:58:19 AM
True seeing gives immunity to the entire school of illusions. And has some more interesting RP to it.
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Post by: Knight Of Pentacles on March 12, 2011, 04:51:20 AM
Time for mort to make a witty post about our new "CLERIC OVERLORDS"
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Post by: Yalta on March 12, 2011, 10:52:04 AM
Like the Pf Alignment change.
 
Maybe have True Sight improve with SP/GSP Divination?
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Post by: Listen in Silence on March 12, 2011, 11:12:54 AM
I like all of these actually, except perhaps the Divine Favour change. It can already be extended, and for a level 9 cleric to get 4 rounds/level +3 bonuses would be very unbalanced.
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Post by: Egon the Monkey on March 12, 2011, 11:20:12 AM
Yeah, this does come off a bit as "My PC is a L9 Cleric, L9 Clerics need more stuff". ;)

I don't think divine favour needs changing at all, it's an amazingly strong spell for L1, especially extended. True Seeing, though yes. Since the auto-detect was removed, a Spot bonus seems fair and Darkvision makes sense without being any sort of gamebreaker.

Resistance is a flat 2 Turns regardless of level, not round/level. It's already a good spell if you pick when to use it. Turn/level would be giving casters a constant +1 universal, too good for a cantrip.

Monstrous Regen I agree could use a buff, since it's not much better than the Heal skill or Ymphian Jungle March, but it's dispellable, lasts a measly 4 rounds and is in a L5 slot. Anything to make Spell Resistance/Slay Living not the default.

Circle of Doom is indeed a crappy spell. It's like Neg Burst without the drain. However, it's the Inflict version of Healing Circle, which itself could use a buff to 2d8 + 1/level or something. Inflict Spells aren't meant to be uber necromancy nukes, they're the exact flip side of Cures.
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Post by: Drakill Tannan on March 12, 2011, 05:24:41 PM
Quote from: BeteNoire;228931Protection from alignment spells - Change to +10 vs mind effecting rather than grant immunity.

Please. Thought i'd say +8 rather than +10.
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Post by: One_With_Nature on March 12, 2011, 05:40:23 PM
yes to all but true seeing. Hell no to pfa change.
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Post by: TheDarkMoon on March 12, 2011, 05:47:31 PM
With the pfa change, I find this as a simply "Now you can get nabbed from my hold person wand" rather then be immune to it
And other mind effects, PFA makes people immune for good reason, a good majority of creatures in efu use a mind spell here and there and with +10/+8 pvp will notonly be dominated by people launching out mind spells more then ever against a low saved fighters cowering behind a faint buffer of will, but also it will turn into people suddenly makeing more and more mages, like when the spell changes happened, Or a sudden explosion in clerics whom never preach thier faith nor do anything that makes them anything other then "Blessed" fighters.
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Post by: Yalta on March 12, 2011, 05:56:57 PM
+10 is still pretty good resistance.
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Post by: Anonymous Bosch on March 12, 2011, 07:20:16 PM
+10 is really good, and PfA lasts for ages.  I've always thought that total immunity was too powerful for a lvl 1 spell, and still do >_>
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Post by: Capricious on March 12, 2011, 07:33:32 PM
That change to PfA is also like a kick in the nuts to classes with low Will saves, however. In any quest where mind effects are spammed they'll be missing their saves quite often, even with protection up...not to mention the spamming of said effects in PvP since players will jump all over that new advantage.
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Post by: Anonymous Bosch on March 12, 2011, 07:38:10 PM
To be fair, +10 is still pretty much immunity to wands.
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Post by: The Old Hack on March 12, 2011, 08:56:19 PM
I agree with Capricious. Pure rogues and fighters will be at the mercy of casters specialising in will saves. It is not difficult for a mage to achieve a will save DC of 22 or 23 with his hold person spell and at that point some hapless rogue with a +3 on his will save is pretty much screwed. Even with +10 added it is a very uncertain proposition. Quest mobs are likely to have lower DCs but even if it is only at 16 or so it will not be a happy experience once they start spamming their spells. Even so, it is in PvP the effect will be the most horrendous as mages and clerics will start to completely dominate.

Best of all, the mind ward still makes the cleric or mage invulnerable. They have good will saves to begin with and probably have spellcraft added in.
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Post by: Anonymous Bosch on March 12, 2011, 09:11:49 PM
There's still clarity, which is a more sensible level for the huge benefits of total mind immunity.
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Post by: Spiffy Has on March 12, 2011, 09:45:40 PM
Clarity could be increased to turn/level, to make up for this. It is a third circle spell I believe for a reason.

I agree with the change to PfA, it is desirable in my book. Would also cut down on the number of CN illusionist cyrists who desire to balance the server.
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Post by: BeteNoire on March 12, 2011, 09:47:35 PM
Quote from: Capricious;229042That change to PfA is also like a kick in the nuts to classes with low Will saves, however. In any quest where mind effects are spammed they'll be missing their saves quite often, even with protection up...not to mention the spamming of said effects in PvP since players will jump all over that new advantage.

That's exactly the point of the change. Plenty of fighters, rogues, and barbarians have a decent enough will save and adding 10 to it would still avoid most things, but those people who completely ignore a stat and save shouldn't be fully immune to a type of effect by chugging a
-very- common and -very- cheap potion. In the end, there are still a million clarity potions that many people chose to treat as trash that can now be put to use.

Edit - Technically it would be +8 to mind saves, and +2 to all saves against that type of enemy.. Just an FYI.
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Post by: Capricious on March 12, 2011, 09:58:11 PM
Personally I have a hard time agreeing with any change that will make rogues worse in PvP than they already are.

And Thomas, how would it cut down on them? Alignment would no longer be an obstacle to PhK someone from invisibility even if they have PfA up, especially a rogue.

This is a big buff to druids, clerics, sorcerers and wizards, none of whom need it.
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Post by: GoblinSapper on March 12, 2011, 10:08:07 PM
On this note i'd also like to say that magic weapon is way too powerful as it totally gives you +1 atk and +1 dmg and lets you bypass DR for hours. And bulls str can increase your str modifier by 2 or even 3 if you fall on an odd numbered base. thats +3 to atk and dmg. Totes needs a nerf tbh, it's only a lvl 2 spell.
 
PS: I don't know, it all seems very...ehh, I dunno...Mechanical.
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Post by: MrGrendel on March 12, 2011, 10:16:51 PM
Quote from: BeteNoire;229058Plenty of fighters, rogues, and barbarians have a decent enough will save

wat

Quote from: BeteNoire;229058Those people who completely ignore a stat and save shouldn't be fully immune to a type of effect by chugging a -very- common and -very- cheap potion.

Memorize a dispel magic?

Also, I agree monstrous regen sux, buff plz.
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Post by: Anonymous Bosch on March 13, 2011, 12:03:01 AM
Dispel magic is lvl 3.  PfA is lvl 1.  Having cast dispel magic and used a valuable lvl 3 slot, the target can chug another cheap potion, forcing another dispel to be cast.  

There is some disparity there, but this is easily corrected by the fact that there is a lvl 3 spell that makes a character immune to mind effects.
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Post by: Morsyn Redtower on March 13, 2011, 12:35:14 AM
Quote from: Anonymous Bosch;229070Dispel magic is lvl 3. PfA is lvl 1. Having cast dispel magic and used a valuable lvl 3 slot, the target can chug another cheap potion, forcing another dispel to be cast.

Sorry, let me elaborate.
 
Cast dispel magic followed by hold person. Fixed.
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Post by: MrGrendel on March 13, 2011, 12:37:13 AM
Quote from: Anonymous Bosch;229070Dispel magic is lvl 3.  PfA is lvl 1.  Having cast dispel magic and used a valuable lvl 3 slot, the target can chug another cheap potion, forcing another dispel to be cast.

Sorry, let me elaborate: Cast dispel magic then followed by hold person.
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Post by: Anonymous Bosch on March 13, 2011, 01:24:01 AM
I agree that it's not that hard to invis gank haste, dispel then hold.  It's not the point as far as I see.

Immunity to paralysis: lvl 4
Immunity to death magic: lvl 4
Immunity to mind affecting: lvl 1

Even if pfa was a very useful +10 to saves, clarity is only lvl 2 or 3.  Make it useful, and while we're at it make it so will saves are needed for something other than resisting slow.
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Post by: Relinquish on March 13, 2011, 01:31:21 AM
Don't most of these threads get shot down with Not everything is meant to be balanced?
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Post by: Divine Intervention on March 13, 2011, 01:55:31 AM
These are largely cleric spell changes, a class that is powerful enough as it is. Definately against changing pfa so mind spells can crush even more.
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Post by: Knight Of Pentacles on March 13, 2011, 02:30:20 AM
On a more serious note: no to every thing but true seeing getting ultravision.  Big no to monstrous regeneration lasting for 1 turn per level. That's OP as hell.
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Post by: TheImpossibleDream on March 13, 2011, 03:57:39 AM
here is a fun fact. it's easier to dispel protection from evil than freedom of movement. Cast lesser dispel. Then cast your mind spell if you're so eager to do so. Also before you say "but he can just drink a potion in that time" if he can do that you're initiative roll sucked and you should not use dex as a dump stat.

Also monsterous regeneration giving 3 hp a round for 1 minute per level would be crazy. If it gave 1 hp per round that would be a different story however.
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Post by: One_With_Nature on March 14, 2011, 09:18:40 PM
Changing pfa would be the most unbalanced thing ever. Sure its a powerful level 1 spell but its widely available to all and one of the most common and easily aquireable potions in the game.

Mages do not need making more powerful then they already are.
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Post by: 9lives on March 14, 2011, 09:29:04 PM
Arm

Chair

Generals

I like your suggestions VP, and amongst the DM team we've discussed adjusting PFA more than once.
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Post by: MrGrendel on March 15, 2011, 12:36:24 AM
Hm... Instead of "adjusting" PfA, what about changing phantasmal killer and hold person so before they hit they also apply a dispel magic to the target?
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Post by: Egon the Monkey on March 15, 2011, 12:50:51 AM
My worry is as people have said, mobs with spammed mind saves or high DC ones becoming wrecking balls. A couple of goblins out of 30 get Hold Person off and it's Hello TPK.

Clarity is not as common as muck, it's considerably rarer than PFX and way more expensive for wands or brews, for a duration that doesn't let you use it as a persistent protection. It's damn useful, and people do use. Not least as it's harder to dispel than PFX pots due to a higher Caster Level. If it was common or cheap to brew, and lasted longer, it'd be a decent prebuff counter. You'd still need more Remove Fear/Remove para devices around too or both effects would be Death in all but name.

@Bosch
Mind Affecting is a descriptor for spells that generally makes them weaker anyway (more ways to buff saves vs it), whereas Death/Paralysis indicate powerful ones.

What would be better IMO is a few spells that break through Mind Affecting Immunity for a short time. For example making Command not Mind Affecting as it's only a 1 round effect. Or to nerf spells like Hold Person/Fear to, say, 1 round/2 levels or 1+1 per 2 levels, but make them not mind affecting. A caster would be able to use them to disable a PC for a decent time, but a HP wand would only have a round of effect. Useful, but not enough to be insta-win if held through PFX. Currently, an Extended Hold Person off a Cleric is pretty much You Are Dead. If paralysis spells were harder to protect against but less effective, you could reliably buy a few rounds of free Missile shooting or Cleric Smiting, but not lock someone down for the best part of a fight.
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Post by: Anonymous Bosch on March 15, 2011, 02:00:22 AM
That's the thing, Egon.  Mind affecting covers a lot of spells, and some are devastating when they work.  PfA just seems cheap though.
I'm morally against anything that is prejudiced towards TN.

What makes a man turn neutral?
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Post by: Drakill Tannan on March 15, 2011, 03:39:09 AM
Egon-

That would be fine for an arena server, but there are NPCs here also. Why whenever mecahnics are discussed is PvP the only thing taken into acount? Quests are not just "Get supplies for PvP", they are part of the fun too and there are people who enjoy them.
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Post by: MrGrendel on March 15, 2011, 03:55:15 AM
Quote from: Drakill Tannan;229492Quests are not just "Get supplies for PvP", they are part of the fun too and there are people who enjoy them.

Lots of goblin NPCs spoiling your fun quest loadout of hold person and PhK by running around with Protection from Good, are they?

Quote from: Anonymous Bosch;229481Mind affecting covers a lot of spells, and some are devastating when they work. PfA just seems cheap though.

Foiling a hold person with PfA bought you a round of time. Getting HP off buys you up to ten times as much. One cheap turn deserves another.
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Post by: BeteNoire on March 15, 2011, 06:02:18 AM
This would be a universal "nerf" for all classes and is not a buff to any single class, although the usage of mind effecting spells may seem as if it empowers certain classes, it also allows those classes that cast this to be vulnerable in a relative manner.

The truth of the matter is that people can run around on 6 or 8 wisdom characters with horrid will saves and completely ignore it. I did it on a prominent figure myself and many others have as well. It's overpowered for the magic level we utilize here and an abused luxury I think.

@Egon - Yes, most suggestions stem from the usage of their abilities and spells. This is in fact my third Cleric capable of casting many of those spells and I have played just about every other class. Now I  toss my opinion in on a few of the spells as a player who certainly sees them far more often than you do and actively uses spells beyond the "norm".
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Post by: Egon the Monkey on March 15, 2011, 10:14:08 AM
A slight tweak to the OP's suggestion:
How about Protection From Alignment applies +10 vs Mind, and Magic Circle From Alignment applies Immunity? That way you need to use a L3 not a L1 spell for immunity. Low will PCs can still use PfX as an effective but not invulnerable defence, but also the rarer Magic Circle loot as a more powerful one rather than just saving it for when you want to quest without a caster. This further means that higher level casters will have a better defence than say a Fighter 4 Cleric 3 who can cast PfX. Finally, this means that a quest full of Mind saves isnt TPK-Ville because a buffing caster CAN drop immunity on his team.

I think one problem is that relatively weak spells like Bane and Doom are blocked by something mostly used to stop Win Buttons like Hold Person and PhK. Perhaps even strip "mind affecting" as a descriptor from the weaker spells, leaving PfX as a defence against one-shot spells, so long as you can keep it up.
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Post by: FlowerEatingElf on March 15, 2011, 01:50:59 PM
How about stop whining about changing shit constantly and instead just play and have fun? Nerf this, nerf that, change this, change that.

It's getting old and tedious.
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Post by: Drakill Tannan on March 15, 2011, 03:02:31 PM
Quote from: MrGrendel;229496Lots of goblin NPCs spoiling your fun quest loadout of hold person and PhK by running around with Protection from Good, are they?

The thing is, in PvE there are two situations when it comes to npcs and mind affecting spells, either:

-They don't do a thing (You have PFX)
-They rape you within seconds (You don't)
-They dispell you at times so you have to be carefull (You have numerous casts of PFX/Potions, else the second point is what happens)

The dispell thing may be a middle point, but it affects other stuff as well, namely buffs. If a quest was wished to involve mind affecting spells without dispelling, it would be imposible. Egon is right in his point as well, Wisdom is almost completly a roleplaying stat, there is no point in a will save when you are inmune to ANYTHING that triggers a will save even though you may be a level 2 barbarian with 8 wisdom. Furthermore feats like iron will also become quite useless, and  items with +will saves too, in PvE.

+10 saves vs X would make characters with decent wisdom and say, iron will or a few +will items practically inmune to mind affecting, but would leave 8 wisdomers vulnerable as they should be. However it would be a middlepoint between my points 1 & 2, since with such a save they could easily save half the time, that way mind affecting spells in quests are still an issue, not just a visual effect, but they are not as devastating.

The server is kinda relying in PFX granting inmunity, maybe adding a few +will items would be required, also spells such as "clarity" or "mind blank" would actually be used now.

Overhall i think it would make the server more fun.
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Post by: One_With_Nature on March 15, 2011, 03:42:10 PM
I would like to point out again that PfA is only protection from a single alignment on the scale i.e. Evil,Good,Chaos,Law.

Will saves are one of the most important and devestating saves in nwn. Mind affecting and death effects. If you're a mage and your going to open with a mind spell unless you catch someone unaware then you're ultimately going to fail.

By changing PfA also every single spell involving will saves would need to be changed to deal weith balance issues. Just think a level 6 cleric casts extended hold person on you, thats a single level 3 slot for 12 rounds of free actions on said target.

Not everyone is going around constantly with PfA up, especially non-caster classes. Its all situational. Dispel is in the game for a reason and there is no way of telling what alignment someone is unless you're a paladin and can at least detect evil so you still have to make an educated guess as to what alignment to protect from.

This change would basically make caster classes even more op then they already are. Lets face it a fighter even with high wisdom and Iron will is still going to have shit will saves so everything becomes weaker and casters become more powerful and those with access to Spellcraft.

Just for clarification: A buffed caster using mind spells with a focus in a paticular school will have a dc of around 20-26.
Lets say fighter X has fear cast on him and he has +10vs mind spells and has a typical will save of say 6. He still has a 50% chance of being ultimately screwed over by a single spell. This would be opppose to a wizards 10 will. +10vs spells and +5vs spells from spellcraft.

Speaking from experience, mages can quite happily destroy multiple targets in very few rounds. So this suggestion to me is just ridiculus for this setting.
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Post by: Morsyn Redtower on March 15, 2011, 03:48:19 PM
Mind-effecting spells often do not scale well, they either fail or allows an enemy to be crushed completely. This is why immunity is a completely appropriate type of defense.
 
PfA can also already be dispelled quite easily, so it definitely does not need any additional nerfing in PvP.
 
Player casters are already savvy enough, or should be, to cast dispel magic before their mind spells... not only because of PfA.
 
However, if this is an issue in PvE... Then the simple solution is to add more dispel magic to situations in PvE where mind-effecting spells come into play via spells, traps, etc.
 
This solves what is being described as the "problem" in this thread without throwing a huge wrench into pvp balance.
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Post by: MrGrendel on March 15, 2011, 03:50:02 PM
Mind-effecting spells often do not scale well, they either fail or allow an enemy to be crushed completely. This is why immunity is a completely appropriate type of defense.

PfA can also already be dispelled quite easily, so it definitely does not need any additional nerfing in PvP.

Player casters are already savvy enough, or should be, to cast dispel magic before their mind spells... not only because of PfA.

However, if this is an issue in PvE... Then the simple solution is to add more dispel magic to situations in PvE where mind-effecting spells come into play, via spells, dispel traps in combat areas, etc.

This solves what is being described as the "problem" in this thread without throwing a huge wrench into pvp balance.

Edit: Additionally, drop a lot more potions of the radical soul. >_>
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Post by: Drakill Tannan on March 16, 2011, 04:10:52 AM
Except that dispell screws you more than with just mind affecting-protection buffs. Dispell also means goodbye to bull's strenght, magic weapon, endure elements, you name it, that can make quests VERY dificult.

Also consider the necesary stuff to get a DC of 26, it would have to come from a min-maxed sun elf wizard who happened to be buffed, level 9 and specialised on the spellschool (For hold, or level 8 for phantasmal killer, level 8 can also be for a 24 DC hold person), also that is not extended, unless your wizard is level 11. That is an extreme level of specialization, and yet the fighter with a potion nearly as common as ale would have 50% chance of ignoring the spell completly.

And if that the fighter gets his 50% chance right, he drinks a clarity potion and it's inmune for enough time to get to the wizard and spam knockdown on him. How much chances does a wizard have of surviving that?

EDIT: Actually i can only think of one way to get a higher DC, that is having a specialized enchanter druid or level 10, maxed wis and max owls wisdom + owl's insight for a total of 28 DC- that is the most powerfull DC anyone will get below level 12, and yet the fighter would have a 40% chance of ignoring the most specialized encharter in the history of EFU.
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Post by: Caddies on March 16, 2011, 05:04:44 AM
I'm trying to understand the balance issue with PfA blocking mind affecting spells? Its done that since EFU's inception and as far as I recall there hasn't been a single problem. PfA is easily dispellable, especially in potion form.

This would just be one more buff for wizards, who are the most common casters of, and have the most to gain from, mind-affecting spells.

Most of the other suggestions I generally like.
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Post by: TheImpossibleDream on March 20, 2011, 06:03:39 AM
Quote from: Drakill Tannan;229656Except that dispell screws you more than with just mind affecting-protection buffs. Dispell also means goodbye to bull's strenght, magic weapon, endure elements, you name it, that can make quests VERY dificult.

Also consider the necesary stuff to get a DC of 26, it would have to come from a min-maxed sun elf wizard who happened to be buffed, level 9 and specialised on the spellschool (For hold, or level 8 for phantasmal killer, level 8 can also be for a 24 DC hold person), also that is not extended, unless your wizard is level 11. That is an extreme level of specialization, and yet the fighter with a potion nearly as common as ale would have 50% chance of ignoring the spell completly.

And if that the fighter gets his 50% chance right, he drinks a clarity potion and it's inmune for enough time to get to the wizard and spam knockdown on him. How much chances does a wizard have of surviving that?

EDIT: Actually i can only think of one way to get a higher DC, that is having a specialized enchanter druid or level 10, maxed wis and max owls wisdom + owl's insight for a total of 28 DC- that is the most powerfull DC anyone will get below level 12, and yet the fighter would have a 40% chance of ignoring the most specialized encharter in the history of EFU.

Yes dispel magic strips most spells. Thats why its so good. Dispel does not have a limit on how many spells it can dispel from a target, a dice is rolled for every single spell. PfA has the easiest DC possible to dispel. This means that whether the target is buffed with other stuff or not has no effect on you casting dispel magic to remove thier mind immunity. So I really have no idea why you mentioned that early on in your post.

A mage can very easily destroy a fighter in a single round. Taking proper precautions will make you incredibly difficult to hit. If they even survive long enough to make a roll to attempt to hit you through your spells. If you're caught unprepared you lose. Simple as. Casters require prepartion. It's a trade off. If you don't like that aspect, don't play them.

Oh and a level 7 wizard or level 5 cleric can cast extended hold person. (it goes into a level 4 slot, or 3 slot for clerics)
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Post by: Drakill Tannan on March 20, 2011, 03:51:39 PM
Not with a DC of 26. (For that you need hold monster, wich can't be extended as a wizard untill level 11)
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Post by: TheImpossibleDream on March 20, 2011, 04:57:44 PM
Quote from: Drakill Tannan;230401Not with a DC of 26. (For that you need hold monster, wich can't be extended as a wizard untill level 11)

Your dc would be only 2 lower even 50% chance to resist the "best enchanter" would be too little as the "best enchanter" is too retarded to use his spells properly. Moral of the story is that if you want to play a caster you need be clever. Casting one spell from a school thats entire flavor is "mega crippling/auto kill or nothing at all" without taking the time to ensure your targets protections are down is pretty dumb.
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Post by: Drakill Tannan on March 20, 2011, 05:03:58 PM
Yeah, meaning there are still better ways to invis gank a PC. I never said otherwise. As i said before, i'd lilke this change mostly for PvE. I don't care much for PvP, my point was making it give +10 saves does not make a fighter unable to defend himself against the caster, it gives him a very decent chance of survival if built well.
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Post by: TheImpossibleDream on March 20, 2011, 08:45:28 PM
+10 mind effecting would only allow a caster to spam a spell over and over without taking the time to dispel buffs, meaning you could just not prepare a line of paralysis mindlessly and save other spell slots for damaging spells (ignoring the need for any other kind of protection)

It would also have absolutely no effect on pve as most monsters dont have higher than dc 16 mind spells they spam (with +10 saves a fighter with 8 wis could have enough will at around level 6)
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Post by: Udenbur on March 21, 2011, 08:48:51 AM
Quote from: BeteNoire;228931Resistance - Change duration from round to turn / level - Yes

Divine favor - Change duration to 2 rounds / level rather than a static 1 turn. This means it would remain unchanged for a level 5 cleric and adjust accordingly above or below that. - No. 1. screws up potion form, 2. don't like the idea of a buff than only affects a single class that's already in a good spot (sorry Pals!)

Protection from alignment spells - Change to +10 vs mind effecting rather than grant immunity. - No. The handful of classes than can cast PFX will still be immune with +10 vs ME and the classes that cannot will still be slightly vulnerable. NPC monsters and PCs both use plenty of dispel. Just doesn't seem to add a thing.

Blindness / Deafness - Apply a save for each effect. - No, since it strengthens the effectiveness of the spell where it isn't needed on account of it being a very useful one already.

Battletide - Change duration to 2 rounds / level rather than 1. - Yes

Circle of Doom - Change damage from a static 1d8 + caster level to 1d6 / level with creatures failing a second fortitude save losing 1d2 con. - Yes

Monstrous regeneration - Change duration to 1 turn / level. - No, unless the regeneration is tweaked to +1/round

True sight - Change from granting See Invisibility to granting See invisibility, Darkvision, and a bonus to spot for the duration. (It currently only grants See Invis with no bonus in anything else)- Yes. What about UV + See Invis + 10 Spot?\
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Post by: The Old Hack on March 22, 2011, 03:28:22 AM
Quote from: BeteNoire;228931Resistance - Change duration from round to turn / level

Divine favor - Change duration to 2 rounds / level rather than a static 1 turn. This means it would remain unchanged for a level 5 cleric and adjust accordingly above or below that.

Protection from alignment spells - Change to +10 vs mind effecting rather than grant immunity.

Blindness / Deafness - Apply a save for each effect.

Battletide - Change duration to 2 rounds / level rather than 1.

Circle of Doom - Change damage from a static 1d8 + caster level to 1d6 / level with creatures failing a second fortitude save losing 1d2 con.

Monstrous regeneration - Change duration to 1 turn / level.

True sight - Change from granting See Invisibility to granting See invisibility, Darkvision, and a bonus to spot for the duration. (It currently only grants See Invis with no bonus in anything else)\

Some comments on the original post:

DF: I am not sure about that one. The trouble with many classic D&D spells is that they tend to get exponentially more powerful as level goes up if they get too much stronger in more than one direction. DF already gets more powerful in that its bonuses increase at level 6 and 9; adding to its duration as well worries me.

PfA spells: While I agree that the spell seems very powerful as it is, it could also be seen as a counter to the fact that mind affecting spells are very powerful and need some sort of commonly available method of stopping them. Instead of discussing the spell itself, I would rather say that we should look directly at the underlying issue: do we want classes with low will saves to become even more vulnerable to mind spells than they already are? Is this needed for game balance as it currently stands?

Blindness/Deafness: One way of looking at it is like this: Is this spell commonly used or not? If it is, does it need fixing? If it isn't, couldn't that be an indication that it could benefit from being beefed up a little?

Battletide: Hm. Frustratingly short as it stands, very powerful while it lasts. It is of a duration mainly useful in PvP but enemies that see it may just decide to run and outwait it, like Acid Sheath. I am on the fence with this one.

Circle of Doom: This one I am rather itchy about. First off, it is a reversal of a healing spell; it is already multifunctional in that it can damage living enemies and at the same time heal undead minions. If it is changed, its healing reverse should be looked at as well. More, it also strikes me as becoming a potential 'mage killer' spell as mages have poor defenses against negative damage and taking the top off their CON if they fail the save would render it a possible insta killer for them.

Lastly, the game itself seems generally restrained when it comes to AoE negative damage. The matching mage spell, Negative Energy Burst, also does fairly small amounts of damage -- 1D8+level, as I recall it. It might be a good parallel to look at as clerics in general receive area damage spells around level 5 and later whereas mages get them at level 3, which is incidentally the level NEB is at.

Monstrous Regeneration: Hm. Regeneration is powerful but this spell seems sort of puny in length. It might be able to use some help.

True Seeing: Might be able to use a lift in the form of Spot bonuses. I am not sure. Ultravision does not sound unreasonable for it, either.
Title:
Post by: Money's Dew on March 24, 2011, 04:53:02 AM
Make Elemental Shield be affected by elemental bond:
-Add damage from What element is bonded
-Add the effect the bond gives you:
Ex:
Frost: Slows down enemies that hit you but not completely freeze
Fire: Does the DoT of fire when hit
Air: when hit the damage can spread to others close by
Earth: When hit reduces hitter's AC
-Change look to fit each bond
-Keep duration the same (or else it would destroy everything)
Title:
Post by: Lenthis on March 24, 2011, 06:46:41 AM
^I second this^