I've been toying with the concept of providing wizards, sorcerors and bards the ability to choose arcane bonus feats that modify signature spells of their spell focus. The following would not be a result of having Spell Focus: X, but rather, be new feats that have a requirement of Spell Focus: X.
One idea I had was "Cowering Fear" with required feat SF:Necromancy, where their Scare and Fear spells also immobilize the frightened target (they can't move but aren't paralyzed, and suffer an AC penalty, instead of the -2 saves/skills/check modifier associated with being frightened).
Another is "Ghost Armor" where a caster with SF:Conjuration becomes ethereal-ish (CutsceneGhost) when they cast Mage Armor, allowing the target to walk through other creatures for the duration of the spell. This could be pretty useful after the 1.69 collision improvement, denying creatures the ability to block passages or exits.
After the work I did for adding new cleric domains, I think arcane casters need some love. Anyone agree, and think this is the right path to take?
DEFINITELY
Yes, I wholeheartedly agree. One character I tried out in the beginning was an evocation sorcerer, who was completely useless even at level 5. Something like this would have helped him, and would undoubtedly create an incentive to create Wizards/Sorcerers that are more concerned about casting spells on themselves/at enemies than buffing other players.
Mmm, evocation gives me an idea, Chain Missile. A single magic missile, but it does a chain attack. Maybe it gets upgraded to two missiles at level 4, and 3 at level 6, and 4 at level 8. (This is one level later than the normal missile progression, and still does less damage than Gedlee's Loop, and without the stun chance, although admittedly in a lower spell slot and doing magic damage.)
This sounds awesomly cool, Scotty
For necromancy, it would be more interesting to be able to use ghoul or vampiric touch as a ranged touch attack instead of melee.
Great ideas!
*kisses ScottyB*
I wholeheartidly agree with this, please do so if you can.
I can't actually change the spell (as in, make it ranged vs. melee) I can only change the effect of the spell. After one round of spell modifications per school has been added, perhaps a second round could follow, making more spell changes available, and of course, costing a bonus feat to use.
This ties interestingly into an idea I had while playing Ovrid, a month or so ago. If you check his journal, you will find inside a large diagram with six circles representing levels 0-5 of arcane casting in the game. On the outer border are symbols representing each of the 8 commonly-accepted schools. My idea was to put in this diagram the symbols for every spell on NWN from level 0 to 5, and convince other mages IC to draw their 'arcane lines' - consisting of those spells they favored above all others, from the outer border (cantrips) to the center (level 5).
Now, while at that time my idea was for this to be some sort of supplementary roleplay element for wizards (which as we know are consistently difficult to portray in a persistent world where DMs can't hold your hand at every second) I sort of entertained a wild notion that through scripting, certain arcane lines (spell sets) could become more powerful than others, if many characters were using/advocating them. Naturally since that whole thing would probably be very difficult to script, this may be an appropriate alternative. It would definitely give each wizard a more unique feel, and help with portraying them by offering each character a reason to stick to certain spells over others, thus enabling them to roleplay those spells to perfection whenever they are cast.
Scotty, I am curious...In this proposal, you are suggesting taking away the + to DC effect of spell focuses, right? In return, you get signature spells from the schools of focus? Or in addition to?
My two cents!
Meow-mix
Can we access it through the crafting menu?
These would be new feats, similar to how the Planar Turning feat adds the ability to turn Outsiders to any cleric's Turn Undead ability.
So it would be something like...
[indent]Ghost Armor
Type of feat: Metamagic
Prerequisite: Spell Focus: Conjuration
Specifics: The Mage Armor spell has the additional effect of allowing the target to move through other creatures, similar to an ethereal being.
Use: Automatic, when Mage Armor is cast.[/indent]
This has nothing to do with Spell Focus except as a prerequisite. You would choose it when you level up, and it would be made available via downloadable override. Thus, the changes to spells cannot be significantly powerful, but rather, flavorful (though of course, still worth spending a feat on; or two feats, if you otherwise wouldn't have taken Spell Focus.)
(And most importantly, it doesn't exist yet, but it would be easy enough to do.)
This is a pretty sweet idea, IMO. But changing your spells in such a cool way does seem more like a GSF thing, to me!
I'd definately burn a few feats on this kind of thing, but I would sugest they be item granted feats as well, so DM's can toss these out to rocking casters.
Anything that makes Wizards and Sorcs terrifying is a good thing. "I could turn you to a greasy spot on the floor with one word" should make even the biggest, toughest bastardsword powerbuild stop and think "can I really close with him in time", not "haha I'll just PfX/Clarity and heal past it".
Personally, I would love to see a SF:Abjuration required feat that strips all mind-spell immunity on a target hit by one of your Dispels. That would go a LONG way to negating the "35 GP potion beats L4 Confusion" That or a SF: Enchantment one that means Hold Person doesn't use mind saves any more, just flat will saves.
If you can take feats that instead of boosting your buffing powers or income turn you into a Vicious Arcane Death Machine, then hell yes. When do you ever hear people saying we NEED an Evoker or a Conjurer? No. Buffs generally work out more effective.
i think it's a splendid, creative idea to implement these well balanced additions to the escape from underdark archipelago server
some enjoyable ideas i think would be like an sf: transmutation one for burning hands, called VoLcAnO fIsTs Of FuRy, that causes those hit by the caster's burning hands to be inflicted by the combust afterburn effect. though i guess that isn't like worth an entire feat
maybe another i assume would not be difficult to implement is one for sf: divination that i will call MoNdO pReMeNiTiOn, where the spell identify also grants the user a massive +20 or something bonus to AC for the 2 rounds it is active, sort of like a reverse true strike
sup
I veto Cruzel's suggestion and raise ScottyB a NOT VETOED.
You could also have passive effects like 1 extra AC each for SF and GSF: Divination. It would add depth to wizard spell schools and different game play choices. Of course SF and GSF: Conjuration are not getting any passive enhancers for obvious reasons.
I could totally see sorcerers getting randomized enhancers or other effects (if GSF in a spellschool) for their spells and keeping them at level up if they keep the spell right now. Like combust after effect for a GSF: Evocation Fireball from a sorcerer. That would save the class from being buffbot/dispellbot/loseclass omigosh.
This seems hard to balance. Wizards already are incredibly good + scary. What they lack is lasting power on long quests or alone compared to a fighter. A wizard cannot drink a lot of potions and look badass -- this change does not seem like it would change that.
So -- not too excited about this!
I think this still has a lot of potential, as any class or combination might really. Some wizard/sorcerer spells are undoubtedly pretty useless and a creative boost hardly seems to be much of a problem, especially when a character pays the cost of a feat anyhow. Regardless of anything changing at all mechanically, I am sure clever players will usually find a way to make a certain build or whatever seem overpowered as trends change. LOL.
Almost everything on page 2 suggests to me that you're Missing The Point, and that makes me sad and angry. Mostly angry.
The point being that you don't get it directly from taking the SF feat but the SF feat being a pre-requisite for taking a bonus feat that gives you the mentioned bonuses?
I deserve lewtz and xp for this post.
Quote from: ScottyB;110897Almost everything on page 2 suggests to me that you're Missing The Point, and that makes me sad and angry. Mostly angry.
Chill out. patience is the word. How about explaining again for those who like me are below 10 INT.
I just read 'improve mages', and that sufficed, really.
Well, as Letsplay said. I saw the improvement of mages and I instantly agreed without reading anything.
Then I read into it, and found out that it was a really fun and neat idea. So, I still agree.
I am definitely in favour of this idea! Way to go, Scotty! [High fives.]
I like this suggestion, as you would still need to use a feat to further specialize your caster. Not over-powering, but neat.
P.S.-- Wizards certainly can be scary and effective opponents if they want to be, just as any other class.
So long as the feat isn't giving plays one upgraded spell it will be good. GSF should upgrade everything in that school after takng this new feat. If it were to only upgrade one spell then I don't know that it would be worth a feat unless it made said spell quite a bit stronger.
Otherwise I think this is a great suggestion either way and gives more unique flavor to the server.
I think I'm missing something. If clerics get cool stuff from their domains, why can't mages just get stuff from spell focus? Clerics don't need to spend a feat to get cool stuff so why should wizards and sorcerers? I think if a player takes spell focus or greater spell focus they should get the option to take one of these customized spell feats for free from the crafting menu for each of the focus feats.
By choosing an EFU custom domain, clerics lose the ability to choose from a different domain. By choosing a spell modification feat, wizards lose the ability to choose from a different feat. It's the same principle.
Using actual feats is much cleaner than using scripts. Additionally, I don't want to rouse any of the hateful DMs who will go "rawr, free wizard stuffs is too OP!" and shut this idea down.
I like this! I have always thought of feats/spells/skills/abilities as capable of trade-offs, feats to boost skills, skills to boost abilities (namely AC), and I think this is an awesome idea! You spend something to gain something!
The suggestions you've made are too OP.
You forgot the *rawr*
My two cents!
Meow-mix
I don't see how! The Mage Armour suggestion assumedly would not remove AoOs, so would only benefit in a few situations (running backwards through doorways blocked by fighters, running through people), whereas Scare can only affect a single creature under 5 hit die and Fear is a level 7 spell. Using two spells to make a single level 9 spell powerful (although not as powerful as ILMS or PhK, and still easily blockable!) does not seem too overpowered a trade-off to me.
I forgot my facetious tags.
Well, thinking of everything, what mages could use are abilities to take certain buffs, when cast, significantly better than on consumables by more than just duration and dispel resistance. It would help shake their "easy target" status. I've been thinking of a few.
Disappearance
SF: Illusion feat. The Sanctuary effect is applied to all Invisibility and Improved Invisibility spells cast.
That would make a cast invis significantly stronger than wands or potions, since it can't be Seen past if you fail the save. It would hower only boost it for "getaway" situations, not imp invis buffing, or ganks.
Fleet Retreat
SF Transmutation feat. Expeditous Retreat now grants 200% movement speed and a +1 Dodge AC bonus.
A way to gain an advantage over haste-chuggers.
Stunning Shocks
SF Evocation feat. Gedlee's Electric loop now stuns opponents for 1d6 rounds.
Brings it up to Soundburst level.
Touch of Death
SF Necromancy feat. All Necromancy touch range spells grant a +10 AB bonus to the caster.
Ghoul Touch is good. Vamp Touch is good. But, you have to hit the opponent. With crappy AB.
non non non