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Post by aeternus on Sept 16, 2008 13:32:54 GMT
A new spell...
Divine Stance or Torm's Usher = lvl 5 or 6?
When a companion is Knocked down in combat, a quick prayer, by the parties priest, calls on the aid of an invisible 'Usher' from the God torm, to stand him up, then stay's with him for 'x' number of rounds to assure the companion has his feet firmly under him.
Foci = Abj? Conj? Target = single Duration = Special - Stands KD party members up, makes them immune to ALL KD effects for CL/6 (including LL's) rounds + 1 round per focus in said school. = 10 rounds with no foci in school or 6 rounds + 4 for s.f., G.S.F., E.S.F., and LL.S.F. = 14
I would suggest less number of rounds, but there are not nearly as many items that provide lvl 5 or 6 spell slots, as the 7,8,and 9 spell slots. If there were items that provided more spell slots for lvl 5 and/or 6 slots, then decrease the number of rounds per casting. If the number of rounds were decreased though, it would mean the cleric or druid resting way more often, and maybe running out of ring rests
Again, in lieu of finding a good substitute for a bard. Maybe instead of creating a quasi, spread the responsibilities amongst other party members.
Pros = Helps keep parties from being wiped by a Male and a PF in the same spawn, makes it easier to get a party started without a bard, gives existing bards another option for an epic, other than UUU....Healing spirit anyone?
Cons: gives Clerics and Druids (?) something else to do, takes up spell slots, player needs to look for additional targets to stand up, in addition to GR's being handed out, Implodes/Drowns going off, NB's etc. etc.
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Post by FunkySwerve on Sept 16, 2008 13:58:17 GMT
We're actually adding an ability to do this, rather than a spell, which all players will have.
Funky
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Post by aeternus on Sept 16, 2008 14:20:38 GMT
wow....cool, thnx, ahead of time. =)
Aeternus
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Post by athos42 on Oct 11, 2008 20:11:58 GMT
I'd also appreciate changes to the Contagion spell:
1) Let the DC scale with PM/legendary levels 2) Maybe a scaling saves penalty for affected targets?
I also feel Pale Masters lack a good Necromancy or Illusion spell on Level 5.
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Post by dodrudon on Oct 28, 2008 5:30:28 GMT
Could Ghoul Touch get buffed a little? It's already a touch spell for mages that tend to stick to long-range spells, and has such a small AoE. It also has a low DC for being such a low level spell. Perhaps a bit bigger AoE, or a weaker version of Eyebite, or a chain lightning-like effect.
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Post by bort on Dec 8, 2008 17:56:27 GMT
Please make Displacement a Warchanter spell (so that the duration is acceptable for non Bard CC Warchanters) Thanks
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Post by Delfestra Ruinvorn on Dec 9, 2008 20:00:38 GMT
I would like to recommend alterations to the mage versions of Charm Person, Charm Monster, and Mass Charm.
Currently, few caster types have reason to pick enchant, certainly not over illusion. These charm spells DAZE monsters, an effect that is almost unique to enchant (on the PC side at least).
As such, I'd like to recommend the following to make them more useful: 1) DC bonus to Charm Monster. Currently, its level 4 and respects mind immunity - just like rainbow pattern, but it is single target short range. However Rainbow Pattern is a trap, can be left out in front, and has the secondary effect of adding miss chance, and is a radius spell, and is illusion - which more casters have. There is literally zero reason to take Charm Monster over Rainbow Pattern, which does more things to more monsters at the same DC and same range. Especially when more mages have illusion foci than enchant anyway.
2) Mass Charm - make it bypass mind immunity. As it is, Weird has a far higher DC, bypasses death immunity, and is a higher level spell at base, from a more popular sphere. And nearly everything you can mass charm, you can weird dead at a higher DC, so why use mass charm? It might help out the enchant school if you can mass daze things that you can't weird down. It'd also be an interesting addition I think. (assuming you break the dc check, which is lower and I am not suggesting it be raised)
3) Range increases. These spells are short range. It might further differentiate them from illusion counterparts by increasing the range from short to medium or long. That way you have a choice between short range illusion spells with more effects that are clouds, or single target range spells. Or, in the case of mass charm - you can hit clumps you aren't standing in, unlike weird which is also short range (but kills).
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Post by Rain on Dec 10, 2008 8:50:58 GMT
Cleric lvl 6 spell --- Blade Barrior I'm not sure how this exactly works on HG but as the description says, it changes to " ignores SR and loot breaking". so after some test, i think the damage is still capped at 20D6 as the default nwn blade barrior is. would like to see the damage go up maybe capped at 60D6 like other evocation spell which makes it useful. and another thing is even if the mob go past the blade, they donot actually have any check or take any damage at all till they stay in the barrior for about 3secs or so which is a bit differernt from the default nwn blade barrior too. so my suggestion is making it do damage the instant mob go onto it and up the damage cap as well. thanks.
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Post by FunkySwerve on Dec 10, 2008 17:18:12 GMT
Cleric lvl 6 spell --- Blade Barrior I'm not sure how this exactly works on HG but as the description says, it changes to " ignores SR and loot breaking". so after some test, i think the damage is still capped at 20D6 as the default nwn blade barrior is. would like to see the damage go up maybe capped at 60D6 like other evocation spell which makes it useful. and another thing is even if the mob go past the blade, they donot actually have any check or take any damage at all till they stay in the barrior for about 3secs or so which is a bit differernt from the default nwn blade barrior too. so my suggestion is making it do damage the instant mob go onto it and up the damage cap as well. thanks. We haven't added much in the way of damage to any persistent area of effect spells, because they generate massive graphics lag, as well as some server lag, and we don't want to encourage their use (though they do still have limited use). The other changes are to make the spells both low-profile and functional in a pw setting. Funky
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Post by aeortar on Dec 12, 2008 22:25:59 GMT
A few arcane spell suggestions for some of the higher level ones that don't tend to see much play: Shapechange: Have it do something similar to the polymorph spell for ranger, i.e. instead of polymorphing have it give special bonuses. Red dragon shape could maybe increase fire damage by a % based on casterlevel, Iron golem could give you some general immunities and some physical immunity, Fire giant could give fire immy based on caster level, and decrease frost vuln. based on caster level (e.g. +1% fire immy per level up to 40, and +3% fire immy per LL, with 50% frost vuln. which decreases by 2% for each LL, or just a simple 100% fire immy 50% frost vuln. at lev41+), Balor could maybe give a (non-stacking) elemental shield effect that deals twice the kb damage, and death slaad could give something else. Alternatively they could be made to be lesser versions of the relevant shifter forms, being based on caster levels (but with a penalty to put the level a bit below that of a shifter), and using conjuration feats as the relevant feats for the ability DC calculations.
Summon creature IX - what about making this choose randomly from a small selection of LL enemies (so no new ones have to be created, hence hopefully making the change a relatively quick one), with an enemy from a run of the relevant level range being added at say lev45, 50, 55 and 60? LSF: Conjuration could also possibly then be used to add 5 levels to this (so maybe having the summons go up to 65 for there to be an incentive to take LSF: Conj)
Create Undead: As with the above suggestion, have it create an undead LL enemy (this time a set one) at the relevant levels. Alternatively have it temporarily imbue undead immunities on the target, or maybe make it into a weapon buff that provides vampiric regeneration (or some other undead related effect like on-hit level or ability drain)?
Greater planar binding - what about having it (in addition to it's normal effect) immobilize/disable the target for half a round, increasing by half a round with each SF in conjuration? That is, you'd get a guaranteed very brief disabler against a single outsider, with the chance of it lasting much longer if they failed the save. A further possible addition would be to have it also deal hefty damage (say CL*5 divine?) if the save was failed, instead of the current effect.
Summon creature VIII - if IX was changed, this could mirror that, but with a 5 level penalty (i.e. you'd gain the lev55 creature from IX at lev60)
Mordenkainen's sword - Turn it into a weapon buff giving lesser breach on hit to any slashing weapons targetted (affecting bludg+piercing with LSF: Trans), or maybe just making it like black blade of disaster, but with a far shorter duration?
Protection from spells: Have it increase the save bonus to +10+1 every 2 LL at lev40 (or a less gradual progression, of say 12-16-20 for 40-50-60), or alternatively have it reduce negative penalties to saves by 1-3 based on level
Shadow shield: Have the ac bonus and damage reduction scale with levels, to end up as weaker versions of tensers and an unlimited stoneskin (e.g. +16-18 nat ac at lev60, and 20/+15 soak at lev60)
Summon creature VII - as IX but 10 levels worse (i.e. get lev50 IX summon at lev60)
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Post by Egg on Dec 16, 2008 12:18:14 GMT
Could PM levels be included in expeditious retreat. Every other caster seems to be able to self-buff it or fom.
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Post by drunkenboaster on Dec 24, 2008 20:39:09 GMT
I would like to suggest and edit to the spell Foundation of Stone. I would like to see it either be made so the spell is cast as a swift action and/or have it remove knockdown as well. There are two main reasons I want the change.
1- Often when I try to position to cast this spell, I will run to where I want to be then cast it only to find out lag has placed me not where I thought I was when I cast the spell. This means I have to cancel and reposition which usually ends up with me being knocked down.
2- A tactic I use to get beside a creature is to attack it and once I am sure I am beside the creature I will cast the spell. Problem is I am often knocked down while casting and even though the spell is cast, I am knocked down with the spell active.
I really like the idea behind this spell, and when I get lucky and find myself where I want to be, standing up with the spell active it is great. But a lot more often than not I find myself disabled or out of position.
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Post by unwitting1 on Jan 3, 2009 3:57:57 GMT
Would it be possible to add a chance that certain creatures are unable to perform their kd jump attacks while in the AoE of a web spell?
This would give the currently-ignored spell a use later in the game, and adds something of value to the shifter's drider form.
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Post by uncanny on Jan 10, 2009 18:12:27 GMT
Divine Favor: Would it be possible to adjust this slightly to help battle clerics that are non-quasi-classes? Was thinking of using strength as a modifier. For example: if more than 30 base strength points then it lasts a round per level, +10 per 5 base points above 30
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Post by Avissar on Feb 25, 2009 21:43:35 GMT
I ahve two spells I would just love to see added intot he staffmasters list of spells.
1. Expediatious Retreat 2. Light (I love the 41+light spell)
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