A Few Spell Changes

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Rary
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Post by Rary »

I would like disease and poison to more for pvp style. Poison should remove hp's per round unless saved and if saved twice in a row or neutralized, then remove it. Disease should be maybe same effect but drop stats or another funky thing. Have their arm fall off.
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Lord Mephisto
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Post by Lord Mephisto »

Rary wrote:I would like disease and poison to more for pvp style. Poison should remove hp's per round unless saved and if saved twice in a row or neutralized, then remove it. Disease should be maybe same effect but drop stats or another funky thing. Have their arm fall off.
Poison and disease have not done hit point damage per round since second edition. It might not fit the third edition rules well.

But indeed, poison and disease should be made better. In fact, instead of the standard disease DCs once per turn or hour, it should be changed to something harder to resist inflicting bad stuff upon you more often. That would make it quite deadly.

But of course, one must be careful if it isn't going to become overpowered.
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Rary
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Post by Rary »

If I can find out that I can change poison and disease they will probably get changed to actually be useful.
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Casas
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Post by Casas »

Having poison drain HP/round would be cool. Could script it to a wounding type effect.
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A95

Post by A95 »

Than you are making it like maggots.
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T3hRedMage
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Post by T3hRedMage »

Maggots is CON mod, poison could be more like wounding. Except... like... 1 every 2 caster levels.

-Edit-

So far we have on the list:

Stinking Cloud
Cloud Kill
Acid Fog
Incendiary Cloud
Natures Balance
Poison/ Disease
Ball of Lightning


Does tendrils do 1d4 damage now?
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Lord Mephisto
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Post by Lord Mephisto »

Does tendrils do 1d4 damage now?
I am not sure, it says so in the journal. But the spell is now as useless as it used to be before some strange overpowered Bioware update about 1 year ago.

Why not change it to something more similar to the DnD 3.5 edition?

Evard's Black Tentacles
Wizard/Sorcerer 4
Area of effect: 20 feet radius
Duration: 1 round per level
Target: Creatures within area of effect
Saving Throw: Fortitude partial
Spell Resistance: None
Description: This spell conjures a writhing field of black tentacles which attempt to grapple both friend and foe. 1 creature per 2 caster levels in a 20 feet radius are randomly grappled each round. The tentacles have a grapple bonus of 4 + caster level. A crappled creature takes 1d6 +1 per 2 caster levels (maximum 1d6 +10) bludgeoning damage every round it is grappled and is considered to be held for that round. A successful fortitude save reduces the damage to half. All creatures in the area can only move at half speed. The tentacles are immune to damage, but can be dispelled.
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Rary
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Post by Rary »

Maybe have disease make you weak. (Lose AB or lose abilities or lose damage type of thing)

I'll see if I can change it. I do know I can change the spell versions, but unsure on the weapon buffs with them.
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Rary
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Re: A Few Spell Changes

Post by Rary »

T3hRedMage wrote: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.
Cloud Kill is now:
Player less than Caster-10, instant death.
Player equal or less than Caster, save or die.
Player higher than caster, save or get d10 damage.

Acid Fog is now:
8d6, 4d6 - Power you suggested seems a bit high.

Incendiary Cloud is now:
12d6, 8d6 - Power you suggested seems a bit high.
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Casas
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Post by Casas »

Yea, the damage does seem a bit high since it's duration effect.

I believe Cloud Kill will need to be revamped again though.
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