A Few Spell Changes
- T3hRedMage
- Eternal War's Mortician (PU)
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A Few Spell Changes
I forgot how useless the conjuration class is for wizards minus one level 2 spell-- web.
Three spells that I'm listing, add more if you want:
Cloud Kill- No HD death cap. ( I would like the same for circle of death )
Acid Fog- 10d6 starting then 8d6 damage.
Incendiary Cloud- 12d6 damage. It is a level 8 spell.
Three spells that I'm listing, add more if you want:
Cloud Kill- No HD death cap. ( I would like the same for circle of death )
Acid Fog- 10d6 starting then 8d6 damage.
Incendiary Cloud- 12d6 damage. It is a level 8 spell.
- Lord Mephisto
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Re: A Few Spell Changes
Incendiary Cloud is a Evocation spell. But even so, it need some love indeed.T3hRedMage wrote:I forgot how useless the conjuration class is for wizards minus one level 2 spell-- web.
Three spells that I'm listing, add more if you want:
Cloud Kill- No HD death cap. ( I would like the same for circle of death )
Acid Fog- 10d6 starting then 8d6 damage.
Incendiary Cloud- 12d6 damage. It is a level 8 spell.
Do you want some other rather useless spells listed, or are you only interested in the Conjuration school?
- Lord Mephisto
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- T3hRedMage
- Eternal War's Mortician (PU)
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Yes, you can list other spells here if you would like. Let's try to keep it at that though. Less small posts about argueing.
Ball of lightning does need changing, but to what? Make it no save? It would be more comparible to missle-storm then, but a rubber belt will pretty much stop it still. If we up the damage, it could be really powerful...
Ball of lightning does need changing, but to what? Make it no save? It would be more comparible to missle-storm then, but a rubber belt will pretty much stop it still. If we up the damage, it could be really powerful...
Honestly the spell would be much more helpful if elemental DR could be tweaked. I would rather the elemental belt be -10% to all elements, instead of -5/ to all. That way, all our d4 and d6 weapons wouldn't be completely nullified, and casters would take a hit on their 100+ dmg dfbs and chains.
Try removal of evasion from ball, and leave it's damage and reflex save alone.
Next spell on the list, this one is overpowered though, is Blade Barriers. 20d6 damage and has no evasion save.
I think it should be lowered to 20d4 and keep it's evasion status.
Or gain an evasion save and it's damage can remain untouched.
Try removal of evasion from ball, and leave it's damage and reflex save alone.
Next spell on the list, this one is overpowered though, is Blade Barriers. 20d6 damage and has no evasion save.
I think it should be lowered to 20d4 and keep it's evasion status.
Or gain an evasion save and it's damage can remain untouched.
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- Lord Mephisto
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Would it not be fun to create a spell which is totally different from other elemental damage spells?Casas wrote:Honestly the spell would be much more helpful if elemental DR could be tweaked. I would rather the elemental belt be -10% to all elements, instead of -5/ to all. That way, all our d4 and d6 weapons wouldn't be completely nullified, and casters would take a hit on their 100+ dmg dfbs and chains.
Try removal of evasion from ball, and leave it's damage and reflex save alone.
For example something like this:
Channeled Pyroburst
Caster Level(s): Sorcerer/Wizard 5
School: Evocation [Fire]
Component(s): Verbal, Somatic
Range: Medium (100 ft. +10 ft./level)
Area of Effect / Target: special
Duration: Instantaneous
Save: Reflex for half
Spell Resistance: Yes
Description: This spell creates a bolt of fiery energy that blasts your enemies. The spell's strength depends on the amount of time you spend channeling energy into it. If you cast this spell as a swift action, it deals 1d4 of fire damage per two caster levels (maximum 15d4) against a single target of your choice. If you cast this spell as a standard action, it deals 1d6 points of fire damage per caster level (/maximum 15d6) to all creatures in a 10-foot-radius spread. If you cast this spell as a full round action, it deals 1d8 points of fire damage per caster level (maximum 15d8) to all creatures in a 15-foot-radius spread. If you spend 2 rounds casting this spell, it deals 1d10 fire damage per caster level (maximum 15d10) to all creatures in a 20-foot-radius spread.
Something similar to this, only with electricity? A Channeled Electrofield perhaps? A little too nasty perhaps, but you get the general idea.
Of course, a totally new non-evocation spell could be added, but one has to think about the consequences about removing the amount of spells in a spell school.
20d6 for a Cleric spell is over the top in normal terms. Without a possibility for Evasion, this spell is immensly powerful.Casas wrote: Next spell on the list, this one is overpowered though, is Blade Barriers. 20d6 damage and has no evasion save.
I think it should be lowered to 20d4 and keep it's evasion status.
Or gain an evasion save and it's damage can remain untouched.
The damage should be lowered to 10d6 with reflex half + Evasion. Clerics should by definition not have the best pure damage spells. They excel in so many other areas already and doesn't need yet another uber damage spell.
- Musekaze
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i agree. blade barriers are deadly, especially when some lame cleric surrounds himself in them and makes it impossible for him to be touched by anyone without a ranged weapon. also, the blades dont damage the one who makes them! they are always running back and forth attempting to get a follower to run through. if the caster became vulnerable to it i think the spell's popularity would decrease.Casas wrote:
Next spell on the list, this one is overpowered though, is Blade Barriers. 20d6 damage and has no evasion save.
I think it should be lowered to 20d4 and keep it's evasion status.
Or gain an evasion save and it's damage can remain untouched.
and idk why, but sometimes when i have ghostly visage up, the spell doesn't affect me. i have no idea how that works.
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It's the same level as chain lighting, and has tk status - lowering to 10d6 and adding evasion is just killing the already beaten class of clerics.
d4 makes it's maximized damage 80, instead of 120. 40 on reflex save (assuming no evasion). Where as edfb does 100+ dmg to only enemies on a higher DC, with evasion however.
d4 makes it's maximized damage 80, instead of 120. 40 on reflex save (assuming no evasion). Where as edfb does 100+ dmg to only enemies on a higher DC, with evasion however.
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- Lord Mephisto
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I stand somewhere in the middle for this. I've always thought it should gain an evasion save myself as there is no reason it shouldn't. However the damage type (slashing) tends to be much more difficult to resist and it's an aoe. So for as far as power goes in my opinion I think it should stand somewhere weaker then chainlightning (for example) but remain strong enough to be used.
I think making it do 80 damage is fine with the evasion save added as well makes for a good spell. However if it's at all possible I'd like to make it act like a unnerfed harm spell on the caster should they run over it and fail there SR save. I think that would make those clerics who like to "barrier hop" give such an action a second thought. No other class gets an aoe which is so damaging and long lasting (Save SoV but that's very different type of spell) and there should be some serious penalties for taking chances with it.
I think making it do 80 damage is fine with the evasion save added as well makes for a good spell. However if it's at all possible I'd like to make it act like a unnerfed harm spell on the caster should they run over it and fail there SR save. I think that would make those clerics who like to "barrier hop" give such an action a second thought. No other class gets an aoe which is so damaging and long lasting (Save SoV but that's very different type of spell) and there should be some serious penalties for taking chances with it.
- Lord Mephisto
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Clerics have the same BAB as wizads. They are meant to be casters on this server - healers or strikers.
I'm for the d6 nerf without evasion, or remain d8 damage with evasion. The duration of bbs is more a problem then an aid - how many enemies run over bbs after it's been cast? Now compare that to how many allies run over it.
I'm for the d6 nerf without evasion, or remain d8 damage with evasion. The duration of bbs is more a problem then an aid - how many enemies run over bbs after it's been cast? Now compare that to how many allies run over it.
For such a lonely soul, you're having such a nice time.