Spells Suggestions Thread

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

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Empress of Neon

Rather than see the virulent bomb spell become woefully neutered in its variety/thematic possibilities, I'd like to suggest the team remove the mass version of it (for obvious balance reasons) and maybe even expand on its damage-variety types v.s just making it another negative-energy spell solely for the purest necromancers.  :-\

Tala

I usually don't comment on suggestions here, but since you're not on discord-

The mass version will be entirely removed. It's already been adjusted to behave like the single version.
If the non-mass version ever has the other 2 damage types again, the spell circle will go to be 4th at the minimum.

Aside from that, using negative-energy spells doesn't mean in the slightest of being a NECROMANCER. I'm baffled every single time why people make such comments and these OOC misconceptions leaking in IC are not helping anyone.

zerotje

Summon Shovel (level 2)
Summon Grapple (level 2)

Conjure a one-use shovel that digs where you stand.
Conjures a grapple gun (with grapple) that shoots where you stand.

Mages are avoiding having these tools in their inventory because they weigh alot.
Why not let them sacrifice a spell slot instead, so they at least have the option.

Thought of this because of Hearthfire.


Dredi

Change to "Mass Charm" (only really accessible via Sorceror Mesmerizer perk)

At present it functions like vanilla charm and so the charmed creatures are not "Dominated" and also, since there is no party mechanics, they just continue to attack your companions. Additionally it has an extremely short range and can also, for some reason, effect the caster as well as all allies in range of the effect. Since it also functions off of HD it can fairly often not function at all.

So there are a number of options to fix this.
The easiest thing to do would be to swap out the token's spell for pretty much anything else, (Charm Monster, Dominate Person, Confusion?)

You could rework the spell to function appropriately, in line with other spells (either allow the Caster to have more than 1 creature dominated in this particular hedge case, or Dominate the highest HD creature and daze any others)
You could rework the spell to function simply as a mass Daze spell, increasing its range, add a HD limit (Maybe 7 instead of 5 like the cantrip so it still retains some usefulness at higher levels of play where low HD monsters are less of a thing)

Either way, please either extend its casting range, or remove its ability to effect the caster as its very difficult to use it at present without also rolling to charm yourself too.

Affinity

I wasn't sure if this was a bug or intended behavior, so I'll put it in this thread for now.

Lightning Avatar, when applied to an ally from invisibility breaks invisibility when you deal lightning damage to enemies in-between, which makes sense.

The ongoing damage that pulses afterwards from the ally seems to be attributed to the caster (appears in my combat log), breaking invisibility every time it goes off on an enemy for a pretty long duration. If this is intentional, I'd like to suggest that when this spell is applied to an ally that the lightning damage is attributed to them instead and will not break invis after the initial cast when it deals the ongoing damage to enemies near the buffed person.

Dredi

I can confirm the above - I will also note that the per round proc of AOE damage associated with Lightning Avatar can, because it is attributed to the caster, proc GSF Lightning, allowing the damage to Arc to other targets which greatly improves the spells - and GSF Lightnings - Utility.
If you do change the damage to be coming from the target to maintain invisibility, are you able to maintain this element?


Otherwise:
Storm Sphere.
Level 4 Wizard/Sorceror
Duration 1 round / 2 caster levels (increases with SF and GSF Evocation like Wall of Fire and Wall of Ice do. to 1 round and 2 rounds per level respectively)
Saves: Reflex, Partial
Casting range: Medium
Effect Size (Small/Medium)

The caster creates a turbulant sphere of swirling air and lightning at the target location which remains there for the duration of the spell. Creatures standing inside the sphere take 3d6 Bludgeoning damage per round from the swirling winds. Each round the sphere will send out, up to a medium distance, a bolt of lightning dealing 4d8 damage to a single hostile creature (reflex save for half). Hostile creatures inside the sphere are targetted at a higher priority  and take a -4 penalty to their reflex save to avoid the effect.

Summary: effectively, a Lightning Variant to the "Wall" series of spells, except instead of a line, its a smaller sphere AOE (think Lightning Avatars ball, but on the ground, or in the area around the target area) but it is able to attack creatures within a medium AOE (think your standard "Aura", like  battletide size around the sphere, or a fireball explosion radius) instead of the other effects wall of fire or wall of ice might inflict.


zerotje

Quote from: zerotje on December 26, 2021, 09:30:25 AM
Summon Shovel (level 2)
Summon Grapple (level 2)

Conjure a one-use shovel that digs where you stand.
Conjures a grapple gun (with grapple) that shoots where you stand.

Mages are avoiding having these tools in their inventory because they weigh alot.
Why not let them sacrifice a spell slot instead, so they at least have the option.

Thought of this because of Hearthfire.

Better idea, make a Spell Change, make the spell called "Jump" actually jump and pass Climbing Zones.

White_Ice

Improve entropic shield so that it's concealment effect vs. ranged attacks increases with casting level, perhaps by 5% for every 2 levels?.

E.g., at level 1, the spell provides the base 20% concealment vs. missile attacks
At 3, 25%,
At 5, 30%
At 7, 35%
At 9, 40%

Coffee

QuoteClear skies
Spell circle: 2
Classes: Druid, Cleric (Domains: Air, nature, Sun), Bard

Sets weather conditions to clear.


LoveLess

Vampiric Touch have an additional effect linked to it's Temporary HP, so it's gone when it's lost? Such as some Negative Damage Immunity or something else as beneficial? It's a great spell but it would also be nice to throw on some niche uses.



Perhaps some time themed spells for those who want to spit at the so-called King?

Given that damage seems to be recorded to some extent and both of the spells are a sort of way to heal for classes that don't normally have such things:

Time Lapse(?)
School: Divination
Class: Sorcerer/Wizard (4? 5?)
Save: Will, no save for targeting an ally
Range: Short

After X seconds, revert the target's health (and position?) to what it was Y seconds ago . This does not reverse death, if that should occur.  They cannot lose or gain more than Z points per caster level. GSF benefits increase the cap of modification in either direction.

Minute Leech(?)
School: Necromancy
Class: Sorcerer/Wizard (3?)
Duration:  1 turn
Save: Fortitude, no save for targeting an ally
Range: Touch

Deal damage to a target and they regenerate that much health over the duration of the spell. GSF benefits increase the initial damage dealt, and this increases the total amount they can regenerate.

Something about clocks
School: Divination
Class: Sorcerer/Wizard (2 or 3?)
Duration: 1 round per 2 caster levels
Range: Short
Save: Will, negates spell

Deal divine damage to the target and they are then slowed, or hasted, for one round. This effect repeats itself at the end of every round for the rest of the duration.

sankarul

Some illusion stuff! And a divination one...

Phantasmal <Not Killer, but it's little brother. Maybe... Stabber?>
Innate level: 3
School: Illusion
Class: Sorcerer/Wizard (3?)
Components: verbal, somatic
Range: Long
Area of Effect: Single target
Duration:  Instant
Save: Will, save halves
Spell resistance: Yes

Deal 1d6/level single target damage to one target. Depending on the name, maybe some text like... An illusionary dagger appears, stabbing them in the chest! Understanding it's fake makes it less painful.


Maybe someone can think up some fun GSF effect to make it worth being a single target  other than it being Will vs 1d6 dmg single target, as fireball etc. are AOE. But maybe it being will, is enough?
Some GSF: Illusion effect could be to give them a Wounding effect on a failed save due to stabbery, or since it's an illusion it could burst in a bunch of light and blind them for 1 round once the "stab" is done.

Hypnotic Pattern
Spell Level: wizard/sorcerer 3
Innate Level: 3
School: Illusion
Components: verbal, somatic
Range: long
Area of Effect: Huge
Duration: One round per level
Save: Will negates
Spell Resistance: Yes

Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the area who see it must make a will save or be <what's the condition for "stunned, but breaks on damage" called?>


Basically the same effect as Slumber, except it's not targeting sleep so I suggested the area be huge instead of colossal, and no HD check instead. Maybe a HD check should be used? Either way, these would give illusion a CC and damage spell, and on a fun spell level where illusion lacks fun stuff!


DIVINATION STUFF!!!!

Possibly a really dumb one, but I saw the spell in the D&D 5e list and thought, maybe it'd be fun to have it work here in a NWN-way...? My own main worry on this one: How would you deal with it and hostilities? Would casting it bring you out of invis? Would it mean you gotta have a DM if cast in a hub? Would you need to hostile them before casting it...? Could be a bad idea for those reasons

Detect Thoughts
Spell Level: wizard/sorcerer 2
Innate Level: 2
School: Divination
Components: verbal, somatic
Range: long
Area of Effect: Single target
Duration: A minute maybe?
Save: Will negates
Spell Resistance: Yes

The caster reads the target's mind. Successful save, and the target knows something happened. Failed, and perhaps the target can't see that they were a target of a spell? Or is that impossible to implement?

My idea of "reading their thoughts" would be that you can now see all text written as if from their perspective too, fed into your combat log.

Example...

Bob is talking to Steve, whispering.
You cast detect thoughts on Steve, he fails it. Steve does not know about it now. For a minute, you can now see all their whispered conversation, including anything Bob says, as long as Steve can hear it. Obviously, if cast from invis, they would both receive the "Someone is casting spells from invis" prompt.

The Best Thing About Me

A suggestion for a lower level offensive spell that'll benefit from GSF Illusion, stolen in concept from Pathfinder, with the overarching idea of eroding a target's ability to disbelieve spells after the fact.  Could be neat attached to Shadow Conjuration's rarely used offensive subspells as well, with each missile of Magic Missile carrying the effect as a 4th level spell, and Web and Acid Arrow being usable 5th level versions that repeatedly tick. Usable for those with GSF Illusion, and I think thematic in that shadow Acid Arrow and shadow Web are applying "illusory poison", but appropriately not quite at 4th and 5th level spell tier on their own since SC/GSC are meant for flexibility.

For balance, I mostly compared to Poison, Phantasmal Killer and the big unreliability of double saves and mind-affecting in the mix basically discounting a spell down two tiers, like Finger of Death vs. Phantasmal Killer. The outlier of danger here is the nasty combo of more easily killing things with Feeblemind, so scaling wisdom poison and a different GSF effect maybe if that's an issue? But I do think they're solid as written below.

QuotePhantasmal Affliction
Spell level: sorcerer/wizard 2
Innate level: 2
School: illusion
Descriptor: mind-affecting, poison
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: single
Duration: instant
Save: will and fortitude
Spell resistance: yes

The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.

SF Illusion: DC on Fortitude save increased by an additional +2
GSF Illusion: On a failed Will save, regardless of Fortitude save, the target also suffers 1 point of Wisdom damage


QuoteMass Phantasmal Affliction
Spell level: sorcerer/wizard 3
Innate level: 3
School: illusion
Descriptor: mind-affecting, poison
Components: verbal, somatic
Range: long (40 meters)
Area of effect: huge (6.67 meter radius)
Duration: instant
Save: will and fortitude
Spell resistance: yes

The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.

SF Illusion: DC on Fortitude save increased by an additional +2
GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage

Quote
Shadow Conjuration / Shades

Offensive subspells from Shadow Conjuration(4th level, magic missile), Greater Shadow Conjuration(5th level, acid arrow, web) and Shades(6th level, fireball, cone of cold and wall of fire) can also afflict targets with Phantasmal Affliction if the caster has GSF Illusion.










Zickery

Here's some Divination spell suggestions! I focused mainly on combat with one idea for a utility spell. Some of them are pretty weird, and I have no idea how viable or balanced they actually are in NWN.

Blood Transcription
Spell Level: Wizard 2
Innate Level: 2
School: Divination
Components: v, s, m
Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying partial gold cost (50%.) Experience cost is applied to the blood donor. This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.

Requires: Blood Vial from an Arcane Spellcaster.
(SF: Divination) increases the maximum circle a spell transcribed can be by 1 to a total of 5.
(GSF: Divination) increases the maximum circle a spell transcribed can be by 2 to a total of 6.
(SF: Necromancy) and (GSF: Necromancy) also both increase the maximum transcribed spell circle by 1 respectively (leading to a maximum circle level 8 with GSF: Div.)
(Spell School: Divination) reduces the gold cost by an additional 25% but doubles the experience cost for the blood donor. In addition, the spell now tries to prioritize spells of higher circles.

---

Foiled Future
Spell Level: Wizard 2 / Sorcerer 2
Innate Level: 2
School: Divination
Components: v, s
Duration 1 round/2 levels
Saving Throw: will negates
Effect: Briefly bend the threads of fate to bring your target's past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.

(SF: Divination) extends the duration to 1 round/level.
(GSF: Divination) gives your target a bonus (based off your INT mod) to hit themselves.
(Spell School: Divination) makes it so that any self-targeting positive effect the target uses targets the caster of the spell instead. This includes spells cast, used abilities, and the effects of consumed items.

---

Mass Foiled Future
Spell Level: Wizard 3/Sorcerer 3
Innate Level: 3
School: Divination
Components: v, s
Duration: 1 round/2 levels
Saving Throw: will negates
Area of Effect: huge (idk what good sizes are in nwn)
Effect: Same as Foiled Future, but applies to all targets in radius. Same spell focus effects.

---

Retroactive Retribution
Spell Level: Wizard 1/Sorcerer 1
Innate Level: 1
School: Divination
Saving Throw: will negates
Effect: Pull from another timeline where your opponent's struck at you, bringing a fraction of that existence into your own. Your opponent immediately (regardless of their distance from you) lands a melee attack on you for a single point of damage. This effect can trigger damage reflection, damage shields, and other effects that apply on hit both positive and negative.

(SF: Divination) causes your opponent to make a second attack against you for an additional one point of damage.
(GSF: Divination) causes your opponent to make a third attack against you for an additional one point of damage.
(Spell School: Divination) allows Retroactive Retribution to trigger attacks of opportunity against the spell's target, allowing you to hit them regardless of distance. These are made as if you attempted to make a normal AoO and are made at a penalty.

---

Fatequake
Spell Level: Wizard 3/Sorcerer 3
Innate Level: 3
School: Divination
Duration 1 round/2 levels
Saving Throw: will, partial
Effect: Relentlessly pull, shake, and twist the threads of your target's fate, entangling their possible futures in a miasmic blend. Your target takes 1d2 divine damage per round as they are forced from one of their possible timelines to another, and they are teleported 1d3 meters away from their position in a random direction every turn. A successful will save negates the teleportation effect, but not the damage.

(SF: Divination) raises the distance teleported per round to 2d3.
(GSF: Divination) raises the damage done to 1d3 per round.
(Spell School: Divination) allows the spell to bypass PfA and other magical shielding.

---

Stutter
Spell Level: Wizard 5
Innate Level: 5
School: Divination
Duration: 1 round/level
Effect: Pluck the threads of your target's future, playing the same event twice. Your target's next action is repeated again, as if they had cast it twice in the same round. This applies to all effects. A spell is cast twice, an attack action happens twice, etc. These duplicate actions have the same target. Once this spell mimics an action it immediately ends.

(SF: Divination) increases the duration to 2 rounds/level.
(GSF: Divination) increases the duration to 3 rounds/level.
(Spell School: Divination) duplicates the action a second time, causing it to happen three times.

Electrohydra

On to the spell train...

Avoid Fate

Level: Sorcerer/Wizard 2, Fate 2
School: Divination
Components: V, S
Saving Throw: None*
Duration: 1 min/Level
Range: Touch

You forsee the targets demise and show them a path to avoid their doom at the last moment.  If the target would die while under the effect of this spell, they are first healed by 1d8 hit points, +1 per caster level and this spell is removed.

SF Divination : Healing increased to 2d8 +1 per caster level.
GSF Divination : Healing increased to 3d8 +1 per caster level and duration increased by 50%.
GSF Necromancy : When the target is healed, they also deal the same amount of negative energy damage to all enemies around them. (Fortitude half)


Electrohydra

True Dodge (ok the name sucks. Its the opposite of True Strike)

Level: Sorcerer/Wizard 1
School: Divination
Components: V, S
Saving Throw: None
Duration: 6 seconds (not extendable)
Range: Touch

The target of this spell automatically avoids the next attack made against them in the next 6 seconds. [Grants the Epic Dodge feat]

GSF Divination : Also affects the caster.