Additional spell adjustments

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

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BeteNoire

Resistance - 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)\

Relinquish

True seeing gives immunity to the entire school of illusions. And has some more interesting RP to it.

Knight Of Pentacles

Time for mort to make a witty post about our new "CLERIC OVERLORDS"

Yalta

Like the Pf Alignment change.
 
Maybe have True Sight improve with SP/GSP Divination?

Listen in Silence

I like all of these actually, except perhaps the Divine Favour change. It can already be extended, and for a level 9 cleric to get 4 rounds/level +3 bonuses would be very unbalanced.

Egon the Monkey

Yeah, this does come off a bit as "My PC is a L9 Cleric, L9 Clerics need more stuff". ;)

I don't think divine favour needs changing at all, it's an amazingly strong spell for L1, especially extended. True Seeing, though yes. Since the auto-detect was removed, a Spot bonus seems fair and Darkvision makes sense without being any sort of gamebreaker.

Resistance is a flat 2 Turns regardless of level, not round/level. It's already a good spell if you pick when to use it. Turn/level would be giving casters a constant +1 universal, too good for a cantrip.

Monstrous Regen I agree could use a buff, since it's not much better than the Heal skill or Ymphian Jungle March, but it's dispellable, lasts a measly 4 rounds and is in a L5 slot. Anything to make Spell Resistance/Slay Living not the default.

Circle of Doom is indeed a crappy spell. It's like Neg Burst without the drain. However, it's the Inflict version of Healing Circle, which itself could use a buff to 2d8 + 1/level or something. Inflict Spells aren't meant to be uber necromancy nukes, they're the exact flip side of Cures.

Drakill Tannan

Quote from: BeteNoire;228931Protection from alignment spells - Change to +10 vs mind effecting rather than grant immunity.

Please. Thought i'd say +8 rather than +10.

One_With_Nature

yes to all but true seeing. Hell no to pfa change.

TheDarkMoon

With the pfa change, I find this as a simply "Now you can get nabbed from my hold person wand" rather then be immune to it
And other mind effects, PFA makes people immune for good reason, a good majority of creatures in efu use a mind spell here and there and with +10/+8 pvp will notonly be dominated by people launching out mind spells more then ever against a low saved fighters cowering behind a faint buffer of will, but also it will turn into people suddenly makeing more and more mages, like when the spell changes happened, Or a sudden explosion in clerics whom never preach thier faith nor do anything that makes them anything other then "Blessed" fighters.

Yalta

+10 is still pretty good resistance.

Anonymous Bosch

+10 is really good, and PfA lasts for ages.  I've always thought that total immunity was too powerful for a lvl 1 spell, and still do >_>

Capricious

That change to PfA is also like a kick in the nuts to classes with low Will saves, however. In any quest where mind effects are spammed they'll be missing their saves quite often, even with protection up...not to mention the spamming of said effects in PvP since players will jump all over that new advantage.

Anonymous Bosch

To be fair, +10 is still pretty much immunity to wands.

The Old Hack

I agree with Capricious. Pure rogues and fighters will be at the mercy of casters specialising in will saves. It is not difficult for a mage to achieve a will save DC of 22 or 23 with his hold person spell and at that point some hapless rogue with a +3 on his will save is pretty much screwed. Even with +10 added it is a very uncertain proposition. Quest mobs are likely to have lower DCs but even if it is only at 16 or so it will not be a happy experience once they start spamming their spells. Even so, it is in PvP the effect will be the most horrendous as mages and clerics will start to completely dominate.

Best of all, the mind ward still makes the cleric or mage invulnerable. They have good will saves to begin with and probably have spellcraft added in.

Anonymous Bosch

There's still clarity, which is a more sensible level for the huge benefits of total mind immunity.