Additional spell adjustments

Started by BeteNoire, March 12, 2011, 03:47:25 AM

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Drakill Tannan

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.

TheImpossibleDream

+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)

Udenbur

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?\

The Old Hack

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.

Money's Dew

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)

Lenthis