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Main Forums => Suggestions => Topic started by: Knight Of Pentacles on July 12, 2016, 11:11:10 PM

Title: Spell Change Suggestions
Post by: Knight Of Pentacles on July 12, 2016, 11:11:10 PM
True Strike
GSF: Enchantment- +1 ab to all nearby allies for 1 round per level

Alarm
GSF: Divination - Identifies by name those who cross over node.

Whispering Winds
GSF: Divination - Can send a brief message to an individual.

Charm Monster
GSF Enchantment - Failed save reduces saves vs MA by 4, reduces ab by 2, and movement speed by ten percent on failed save for one round per level.

Charm Person
GSF Enchantment: Dispels PfA

Stoneskin
GSF Divination: 25% concealment bonus
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Post by: sharkinajar on July 12, 2016, 11:43:31 PM
Stoneskin
GSF Abjuration: increases absorbtion rate by 25

Shield
GSF Abjuration: increases duration to 2 turns/level

Ray of Enfeeblement
SF/GSF Necromancy: increase DC by +1/+2

Magic Circle of Against Alignment
GSF Abjuration: Also grants Endure elements to all in range

 
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Post by: One_With_Nature on July 14, 2016, 09:20:58 PM
Contagion
GSF:Necromancy: Applies an additional negative effect on a failed fortitude save.

Vampiric Touch
GSF: Necromancy: Applies 2 con damage to target and applied a temporary 2 con bonus to caster

Flame Arrow
GSF: Conjuration - increases arrows to 3.
GSF: Evocation - Target is hit with level 1 combust (as spell)

Shadow Conjuration / Greater Shadow Conjuration
GSF: Illusion SC - Applies shadow shield for 1/round level GSC: Applied shadow shield for 2rounds/level



 
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Post by: prestonhunt on July 15, 2016, 05:17:12 PM
Negative Energy Burst
Vanilla - Will save removed from Strength Damage and reverted to NWN standard
SF: Necromancy - Base Damage of spell changed to 1d8+2, adding +1 per level
GSF: Necromancy - Base Damage of spell changed to 1d8+4, adding +1 per level

I'm not entirely sure why the strength damage was added to the will save waaaaay back in EFU1, but the strength damage being unblockable is in my opinion the reason why the damage on this spell was kept at it's very mediocre levels rather than it being nearer to being on par with lightning bolt and fireball.
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Post by: Hound on July 15, 2016, 09:54:48 PM
Quote from: prestonhunt;n661766Negative Energy Burst
Vanilla - Will save removed from Strength Damage and reverted to NWN standard
SF: Necromancy - Base Damage of spell changed to 1d8+2, adding +1 per level
GSF: Necromancy - Base Damage of spell changed to 1d8+4, adding +1 per level

I'm not entirely sure why the strength damage was added to the will save waaaaay back in EFU1, but the strength damage being unblockable is in my opinion the reason why the damage on this spell was kept at it's very mediocre levels rather than it being nearer to being on par with lightning bolt and fireball.


Will Save is also bizarre because almost every other instance of negative energy traps, monster special attacks and other sources of damage that effect Strength are Fortitude saves.
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Post by: Stranger on July 18, 2016, 05:32:55 AM
Ghoul Touch, the touch spell with Fortitude-based paralysis,could do for a tune-up. Perhaps one that is particular to Necromancy specialists. It is an uncommonly seen spell as is and rarely effective. Its paralysis effect is currently blocked, for no evident reason, by an immunity to mind spells (such as Protection from Alignment).

You might consider...

a) ...a burst of negative energy damage, similar to its analogue Combust.

b) ...the correction that it is not a mind-affecting spell, as it acts on the body rather than the mind.

...or...

c) ...a single-target Slow on the target after a failed save, using the duration of this spell (1d6+2 rounds)
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Post by: zDark Shadowz on July 18, 2016, 10:23:55 PM
I agree with Stranger, this fortitude based spell shouldn't be blocked by mind immunity ( it uses a fortitude save AND it doesn't have it in the descriptor).

He'll probably kill me with it :D but also it contains negative in the descriptor, could we check if saving throws vs negative are working for it?
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Post by: VanillaPudding on July 19, 2016, 05:15:05 AM
It was changed to have no touch attack but effectively be a necromancy version of "hold person" (touch range still) AFAIK.
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Post by: Pentaxius on July 20, 2016, 03:09:54 PM
For the discussion about Ghoul's touch, its important to point out that a spell doesn't need the mind-affecting descriptor to be considered applying a mind-affecting effect. This means that bonus saves vs. mind-affecting do not apply. However - mind-affecting immunity blocks all "paralysis" effects except monk a) stunning fist b) assassin death attack, and c) acid blob trap effect.

I do agree that the spell is bad in its current state.

To complement stranger's suggestions, I'd add another possibility :
GSF necromancy : Target is paralyzed for 1 round regardless mind-affecting immunity.

As pointed out above, negative energy burst is also not worth a spell slot. 1d8+8, assuming level 8, is equivalent to 3.5d6 damage...
Make it a super undead booster : with GSF necro, Undeads hit by the spell benefit from Haste for 1 round/2 level.

For Contagion and Poison I would advocate :
GSF necromancy : Allows plague selection or poison selection in the crafting tool menu. Customized "plague/poison theme focuses" can be found IG (this is for Granny!). This is a lot of work, but would be a boon.
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Post by: Apocryphal Misconceptions on July 20, 2016, 03:46:09 PM
GSF Necromancy: Casting the spell Negative Energy Ray on an undead minion will cause an eruption of Negative Energy Burst around it.
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Post by: Anonymous Lemur on July 20, 2016, 07:41:22 PM
Quote from: Pentaxius;n662083For Contagion and Poison I would advocate :
GSF necromancy : Allows plague selection or poison selection in the crafting tool menu. Customized "plague/poison theme focuses" can be found IG (this is for Granny!). This is a lot of work, but would be a boon.

At the moment for poison you get a random poison from ANY poison, but if gsf necromancy allowed you to select which poison you wanted it would sadly have to be nerfed. Otherwise you would most definitely pick pit fiend ichor for the dc 21 3d6 constitution into instant death save or the DC 36 2d6 strength into 2d6 strength poison for more immediate effects.

Though maybe SF and GSF could eliminate 5 poisons each from the list so you can eliminate some of the weaker possibilities.
 
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Post by: Pentaxius on July 21, 2016, 02:26:23 PM
Fair enough. Another more reasonable possibility would be to leave it as is, and make "poison/plague focuses" that can be found IG which set your plague or poison to a particular type befitting your concept. That would be neat.
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Post by: Tala on July 21, 2016, 03:31:28 PM
There is something like that for Poison already, but I guess can probably have a few more.
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Post by: Pentaxius on July 26, 2016, 01:05:17 PM
List of spells who could use some improvements.

I'll rate them as
b = bugged
* = Never, ever memorized. Because its either awful or plain redundant.
** = rarely if ever memorized

CLERIC
Sanctuary (**) | Add 10/+1 DR with GSF abjuration as long as the effect doesn't break with a hostile action
Glyph of warding (b) | Fix it.
All inflict spells (**) | Remove touch attacks, add 1/2/3/4 point of STR drain for GSF necro
Neutralize poison (*) | add immunity poison for hour/level for GSF conju
Circle of doom (*) | Up damage to 1d8/level negative
Flame strike (*) | Add combust burning aftereffect for 1d6+level with GSF evocation

DRUID
Healing sting (*) | change con loss to 1d4 with GSF necromancy
Flame lash (*) | Inflicts searing pain. -1 AB/damage on target/3 levels, for 1d4 round
Quill fire (*) | Increase damage to 3d8+level
Flame strike (**) | Add combust burning aftereffect for 1d6+level with GSF evocation

WIZARD/SORCERER
Neg energy ray (**) | GSF necro, grant expeditious retreat on targeted undead
Scorching ray (*)  | 3d6 increased to 3d8 with GSF evocation
Ghoul's touch (**) | As suggested above
Neg burst (*) | GSF necro, Grant haste on targeted undead, AOE.
Displacement (*) | Increase concealment to 55/60% with SF/GSF illusion
Ball lightning (**) | failed save daze target for 1d4 round with GSF evocation
Cone of Cold (*) | failed save slows target for 1d4 round with GSF evocation
Flame Blast (*) | failed save causes 1 round KD with GSF evocation
Lesser Mind Blank (*) | Grants +3/+6 to caster level in order to resist dispel magic attempts with SF/GSF abjuration
Feeblemind (*) | GSF divination, drained stats are added to the caster for 1 rounds.
 
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Post by: KreShar on August 11, 2016, 09:17:31 PM
Feeblemind: make the duration longer and have it add spell failure. Pretty useless spell currently.
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Post by: Cruzel on August 13, 2016, 05:52:35 PM
Jump:  Allow it to function like a potion of levitation at the moment of casting, in addition to the standard tumble bonus.   SF: While the spell is active, allow the pc to use /c jump to dispel the tumble bonus and traverse a vertical/horizontal climbing area.   GSF: Can use the /c jump a total of two times, dispelling the tumble bonus and ending the spell after the second
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Post by: One_With_Nature on August 22, 2016, 07:03:15 PM
2x New spells:

Detect Presence (Divination) 1st Circle: Arcane version of tracking, Spellcraft + SF:GSF Divination vs track check

Minor Premonition (Divination) 4th Circle: The caster avoids the first Spell/Physical attack (whichever comes first) once every x rounds (sf:gsf Divination makes x lower) for turn/level, detecting the danger before it occurs and avoiding it.
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Post by: One_With_Nature on August 22, 2016, 07:10:25 PM
Another new spell

Disorientate (Divination) 3rd Circle: Hostile spell: Target player/creature is briefly granted an overwhelming flash of visions tied to the caster, disorientating them for 1 round/level (longer duration with sf:gsf Divination) giving them a 20% miss chance on all attacks, 20% spell failure and -2 ac. (increases by 5% miss chance, 5% spell failure, -1ac per sf:gsf divination). (Arcane defence: divination makes immune to spell)