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Main Forums => Suggestions => Topic started by: Vlaid on November 09, 2008, 09:18:39 AM

Title: Invisibility Sphere
Post by: Vlaid on November 09, 2008, 09:18:39 AM
Not too long ago I took this spell as one of my spells for hitting 5th, not really sure what to expect when I chose it. After picking it, I experimented with it IC with a few people....and was left feeling it was severely underpowered.

The area of effect is so small, and the duration so short (rounds/level) that it would be near impossible to even find a situation that casting it would be do more than mildly annoy someone. Maybe it was viewed as overpowered before, but I think making it match Magic Circle of Protection might be appropriate, and simply make it act as if you cast invisibility on everyone in the area of effect (with invisibility's duration).

Basically I'm just suggesting a change from rounds/level to turns/level.
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Post by: Letsplayforfun on November 09, 2008, 12:37:21 PM
Empowering that spell a little would certainly be nice, although making it turn per lvl would be probably to much IMO.

A middle ground would be cool, so that it could allow a little movement before wearing off.
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Post by: Vlaid on November 09, 2008, 12:47:49 PM
Empowering it would require access to a level 5 spell slot. Looking at level 5 spell slots, I would hardly think a couple extra rounds would be worth that. As it remains in it's current spell slot, I doubt I would ever memorize and would be surprised if anyone would (aside from possibly a Sorc with an illusion theme spell set).
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Post by: Cruzel on November 09, 2008, 06:48:08 PM
There are times when it can be useful, but it's more useful to keep a scroll or two of it rather than keep it memorised. As for Let'splayforfun's suggest vlaid, I think he meant empower as in 'beef up the spell' not the metamagic. :P

I agree that giving it the same duration as invisibility to everyone near you is kind of lame, though.  I would suggest maybe 3 rounds/level,
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Post by: Jayde Moon on November 09, 2008, 08:37:01 PM
Does it still only stay in effect as long as you remain in the sphere?

I recall that anyone stepping out of the sphere dropped invis?

If you can leave the sphere and stay invis, then it's probably just right (5 rounds of everybody invis, RUN AWAY! or ATTACK! is fine)

But if you have to stay within the sphere, turn per level should be good, as everyone has to coordinate their movements to stay in the sphere, which I don't think is a huuuge radius.

5 minutes of: "OK, step... nooow... step.  Right, step.  OH!  Rufus!  You stepped outside the Sphere, you ding dong!!!" is good for RP, lulz, and is tough enough to make the greater duration not overpowering.

IMO.
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Post by: JackOfSwords on November 10, 2008, 01:04:37 AM
Not long ago, a member of our party used it on our party to walk through the wild.  I was outside the circle when it was cast.  It seemed that all those that were within the circle as it was cast remained invisible even though they did not keep close to the caster as they moved.  If this is true, it is powerful enough as is - it would be a wonderful tool for getting out of harm's way, or to get the party past that deadly group of archers.
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Post by: Relinquish on November 10, 2008, 02:52:38 AM
The spell is invisibility 1round/level on everyone around the caster the moment its cast, they retain invisibility if they leave the casters side, and those that are not invisible do not become invisible by going near the caster. Though I must say 1 invisibility purge will make this spell fail.
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Post by: Garem on November 10, 2008, 04:10:23 AM
It's not a very good spell, but it can be extremely useful in certain situations or with special tactics.
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Post by: The Beggar on November 10, 2008, 05:00:14 AM
People need to really adress the bigger concern, that we have a 5th level caster walking around begging for a mugging.

I wouldn't mind seeing it go up to turn/level
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Post by: Nufferz on November 10, 2008, 05:13:37 AM
Seems to me like turning up to turn/level would make tracking down PCs with a group much more interesting when you can make the group all invisible for 6 or 7 turns.  I am for this being 1 turn / 2 levels - still effective but not exceedingly useful.
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Post by: Vlaid on November 10, 2008, 05:49:48 AM
Yes, even 1 turn/2 caster levels would be good. Just think it doesn't work very well in it's current implementation of 1 round/level in a small radius around the caster (which is likely to never happen in the heat of battle).

Another possible solution would be to make it 2 rounds/level and then make the area of effect much bigger to make it a "everyone flee" spell.

Just tossing that out there.
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Post by: Cruzel on November 10, 2008, 05:54:25 AM
It's not really a 'combat spell' as it is now, tbh. It's more of a "Everybody needs to get the fuck out, NOW - spell, or a 'SNEAK UP AND SMASH- spell.  It's current use is ideal for a quick group strike or a quick group retreat/past a group/single tough foe, etc.  For that, it is very useful, even now.

I stand by my 3 rounds/level suggestion, btw.
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Post by: Vlaid on November 10, 2008, 06:29:45 AM
Well even at rounds/level, unless they are standing twenty feet away, it won't last long enough to reliably get you there for a "quick strike", especially with so many other forms of invisibility available.

And to be a "get out now" kinda spell, the area of effect would have to be bigger so you aren't so constrained to get everyone to hug you.

Just saying, the situations you might be able to successfully use it under seem pretty limited, considering how prevalent and easy it is to get invisibility already in EFU:A....it should likely be amped up a bit.
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Post by: The Crimson Magician on November 13, 2008, 02:12:19 AM
I suggest a turn/3 levels.

That way, at level 5, you'll be able to hide your whole party for a minute, leaving you enough time to run half the way out of a dungeon. Or to gank that special Cruzel walking down the street.