Spells Suggestions Thread

Started by Tala, December 03, 2016, 10:02:46 AM

Previous topic - Next topic

Egon the Monkey

Increase the Range on Dancing Lights to Long.
It's a 'signal flare' spell, but the range is to short for it to be useable to mark directions, targets etc. Boosting it to Long range would let you use it more as a tactical signal.
https://www.giantitp.com/comics/oots0512.html

Providence

If you have GSF Abjuration, I think it'd be wonderful quality of life if all the Shelgarn's spells came with a 5/- to all elements, OR a precast Endure Elements on them.

Egon the Monkey

Make Dismissal do damage vs all Outsiders and Elementals.

I've been using Dismissal a fair bit lately, but only as I have it off a ranger token.
It's not worth preparing because for the cost of a L3 slot you could just use a L3 slot to kill or disable the summoner, or fireball the whole encounter. And that also, conveniently, works on non-summoners! So Dismissal is only good off items. It also doesn't work on 'Summoned X of Y' type Djinn that turn out to be actually perfectly normal spawns, or that are summoned off a Nazaru when they die, etc.

So, here's my thought to make it something worth taking as a situational spell.
What about if it did 1d4 Divine Damage per level to all Outsiders and Elementals, no save? Then it will always mess up 'summoned creatures' regardless of whether they are a Summoned Creature mechanically. No save means it's not just a cheaper, situational Castigation. It means it's weaker, but reliable at what it does.

This won't really affect PvP vs summoners as it already deletes most of their horde due to the massive DC. It will mean that the thematically cool thing of "pray for an exorcism loadout when we go to beat up some Djinn" is worth doing.