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Post by polimetral on Nov 4, 2010 21:15:09 GMT
With the latest changes to Forceful Hand (discipline save vs DC), the spell was rendered useless for Bane Knights, as even the "weakest" mobs (i. e. Ice Mephits on Uro) can roll very high on the save. Would it be possible to make STR mod count twice for the DC calculation, or even some other changes to be made in order to make it useful again?
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Post by nathyrra on Nov 5, 2010 1:09:52 GMT
Energy Drain for Turners could be altered to also lower turn resistance from monsters.
In addition, we could make available for turners a Soul Bind spell, working like it does for palemasters, retaining up to 3 turner levels which could be used on the same map in which it was drained.
Hugs, Nath.
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Post by polimetral on Nov 9, 2010 21:19:41 GMT
Wouldn't be coherent (and desireable) that UUU bard epic give bonus to the generic domination (from Erynies, per example) checks as well?
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Post by gandoron on Nov 10, 2010 15:48:07 GMT
I think domination immunity would fit Death of the Dirgeless better than UUU.
-G
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Post by buddhamind on Nov 11, 2010 22:42:28 GMT
Aren't bard epics OP enough?
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Post by FunkySwerve on Nov 11, 2010 22:55:27 GMT
Aren't bard epics OP enough? Game, set ,match. Funky
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Post by Test on Nov 11, 2010 23:04:04 GMT
I am not sure if I have already suggested this or not, but I know I have been pondering it for quite a while
I would love to see Feather Fall as an option for arcanes. I think it could be used to avoid being tossed by Malebs, or as a lev option. It would admitdely be most useful to STR Staffys but would also have applications for non Genie arcane casters.
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Post by buddhamind on Nov 12, 2010 5:08:03 GMT
Re: Dom Protection - What if it was a short-duration single-target spell? Domination protection does seem like it would be in Bards' and Warchanters' repertoire. Perhaps the relatively underused Lesser Mind Blank could fill this role at CL 55 or 60.
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Post by Bring The Pain on Dec 7, 2010 3:36:00 GMT
About this whole wizard vs sorcerer thing, and to make all spells useful in end-game areas. Here is a few ideas that came to mind.
Invisibility Sphere: - Make it kind of like the Ranger spell Invisibility Purge, only scale the conceal decrease so as to not harm the rangers any. This will be hard to use on a mage as they can be squishy but just a thought. Iron Guts: - Change this to; Grants immunity to posion at caster level 21, lasts one turn for every 5 caster levels (so 12 turns at CL 60) Web: - At caster level 30 this changes to petrify any enemies within the AoE. Respects immunity to petrification. Got the idea from arachills on stygia and cania runs. (Might be a bit OP, not sure) Stone to Flesh: - At caster level 21, this spell can also destroy constructs. Pariahs can not recieve this benefit from the spell. These are just a few ideas I had. Will come up with more as I learn more about the spells and their uses. Let me know how I am doing with this and if you would like to see more!
- Pain
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Post by Test on Dec 8, 2010 19:12:36 GMT
Following multiple threads, I would like to suggest:
Treasure Scent become available to Wizards (not Sorcs) Treasure Scent become available to Assassins
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Post by tomaan on Dec 20, 2010 16:12:49 GMT
Not sure if this has been thrown out there already but:
For Pale Masters:
Neg Energy Ray and Neg Energy Burst add [CLd6]/4 vile damage for a max of 15d6 at CL60
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Post by pete on May 28, 2011 9:22:41 GMT
Detonate needs some help
In D&D this is one of my favourite spells, just because I like the idea of making someone explode, and I want an excuse to take this on my sorc, but cant justify a lvl 9 slot for it. Iv never seen a sorc with this spell and only seen wizards use it on 1 run.
So here are some suggestions: Change the range to short or medium as it is in D&D. Touch is not appealing for casters that tend to stay at the back of the party
Remove the area damage for exploding a KB mob, while it makes sense most priority targets for disintegrate are KB mobs, combined with the range this makes disintegrate a better spell
Change the type of effect from disintegrate so it occupies a different niche, perhaps to the same effect as heartbane
The potential area damage is very situational, you need mobs that take fire damage and a disintegrate vulnerable mob to explode
pete
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Post by Torin on Aug 15, 2011 17:55:27 GMT
Suggestion for Spellchanges: Weapon of Impact should be a Bard (Warchanter) spell.
Warchanters must take a bludeoning weapon (Light Mace OR Light Hammer OR Heavy Mace OR Heavy Flail = All bludeoning weapons), but can not keen it?!? They can cast Keen Edge as WC spell but not Weapon of Impact?? How ebil and illogical is that, please.
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Post by kralex on Aug 22, 2011 18:17:11 GMT
Could the level 9 arcane spell Shape Change be made useful? Maybe similar to how Polymorph works for Rangers, giving some benefits without actually polymorphing. Random thoughts: Red Dragon: Transmutation foci * 10% absolute fire immunity (not increasing existing immunity if that is already at least as high, but preventing infliction from dropping below the absolute immu) Fire Giant: 1/Transmutaton focus bonus to Str checks Balor: Edit: maybe ESF: Discipline Death Slaad: 1/Transmutation focus bonus to saves against amnesia Iron Golem: Feat-level immunity to poison
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Post by woqued on Dec 16, 2016 5:04:15 GMT
Cleric level 5 Spell Blistering Radiance: reduces conceal by CL/10 for 10 rounds, respects SR.
// RP: Idea came from Black Slaads shrouded in darkness mega conceal, counter it with blistering radiance to hinder the darkness and reveal what is concealed. // Potential for balancing the weaker schools for a regular cleric - transmutation / illusion / conjuration - if it scaled on one of those instead of CL/10 would 1%/foci capping out at 5% at PSF, but would still not be enough for those schools for an average cleric. Capped out it would still be in both scenarios weaker than a pure rangers one, and respects SR.
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