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Demivrgvs

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  1. I've updated the first post with all well established changes regarding 5th lvl spells. There still are a bunch of spells I'm unsure of (e.g. Feeblemind) and I may bring them up to the discussion again when everything else will be set in stone. I'm writing a new post for 6th lvl arcane spells, but it takes time, and in the meanwhile I'd like to say my opinion on the above discussion on summons. Certain summons should be able to perform as "tanks/cannon fodder" imo, and the AI shouldn't always be scripted to ignore them and recklessly attack the caster. Scripting all opponents as uber-intelligent beings is a huge mistake imo, as quite a lot of AI creatures aren't supposed to be intelligent in the first place! When used against players instead what aigleborgne says is often correct, though multiple "minor threats" can still pose a real threat imo. Speaking of Summon Shadow for example, you may decide to ignore a shadow to focus on his summoner, but 3 shadows may end up draining your STR too much, and wraith's level drain is a big deal imo.
  2. Ok, 5th lvl spells...this may actually be the toughest spell lvl to discuss. Breach Back then it seemed we reached a consensus about making this spell at least slightly less "game-ending" for mages, and at the same time somewhat more similar to its PnP version (which would simply remove target's immunity magical weapons - not only spells such as PfMW, but innate immunities too). SCS also uses it as a counter to spell protections granting immunities to elemental/magic damage, but I don't remember anymore if it uses it against spells such as Free Action, Chaotic Commands, and Death Ward. If yes, I guess we can keep Breach working against them too (they still grant immunities, thus it would still somewhat fit the spell's concept). Long story short, let me know if the changes below look fine. The specific protection spells dispelled by Breach are: Protection from Evil, Resist Fear, Resist Fire and Cold, Magic Circle against Evil, Death Ward, Free Action, Fire Shields, Protection from Acid, Protection from Cold, Protection from Electricity, Protection from Fire, Chaotic Commands, Protection from Magic Energy, Protection from the Elements, and Protection from Energy. The combat protection spells dispelled by Breach are: Mage Armor, Shield, Armor of Faith, Barkskin, Protection from Missiles, Spirit Armor, Stoneskin, Protection from Normal Weapons, Protection from Magical Weapons, Blade Barrier, Physical Mirror, Mantle, Improved Mantle, and Absolute Immunity. I think this tweak isn't going to lower the huge value of Breach, but it can instead raise the relatively low value of certain spells (e.g. Mage Armor, Shield, Armor of Faith), turn some already good spells into real threats (e.g. Fireshields, Blade Barrier), and keep certain crucial protections up more consistently (e.g. Stoneskin). Chaos Meh...within V3 I made it almost identical to AD&D PnP, but I'd really prefer it to be something different than just Confusion on steroids. Cloudkill Its school is changed from Evocation to Conjuration, not because I prefer 3E over AD&D, but only because it makes much more sense. I have doubts about Acid Fog (though acid-based spells almost alway belong to Conjuration, possibly indicating a pattern) and Incendiary Cloud, but I have no doubt regarding Stinking Cloud (what can possibly tie it to Evocation?) and Cloudkill (poison isn't part of Evoker's domain). Cone of Cold I may try to improve its animation but other than that I think it's more or less fine as it is. This is a really devastating spell (it's actually more damaging than it should, as in PnP it's capped at 15th lvl) but unfortunately it's hugely underused by both players (if gore option isn't turned off cold dmg can potentially break the precious loot) and the AI (which can't handle its unfriendly AoE). Conjure Lesser Elemental Details on summons will be discussed elsewhere, but lesser elementals seems more or less fine as they are. We simply discussed about giving elementals slightly less staying power (though this should apply more on greater ones), and perhaps a bunch of new features (e.g. Air Elementals should get their Whirwind ability, while Fire Elementals may set targets on fire, but become vulnerable to cold damage). Ardanis would put all elementals into the same spell, but I think I'd opt for that only if really necessary to make room for new spells. Domination The only charm spell working as it should. This spell is incredibly powerful imo (3E moved it to 9th lvl!!), but for some reason I think it's fine as it is. Do you think I should nerf its save penalty from -4 to -2 (as per vanilla)? On a side note, but extremely important, using a custom secondary type we should finally be able to provide a counter to charm effects. Break Enchantment and Freedom will hopefully "cure" charmed allies within V4. Feeblemind We discussed this ages ago, to no avail. This spell simply pales in comparison to the other enchantment spells at this lvl (Domination, Chaos and Hold Monster). It currently doesn't offer any peculiar advantage, nor unique feature (let's be honest, it's just a single target Hold Monster, and its longer duration doesn't matter in almost any situation unless used by the AI against players). I haven't found any new idea, so my suggested solution still is to give it a secondaty "psychic damage" (very 4E like I know), which at least gives pure Enchanters something his/her other spells currently doesn't offer. Hold Monster It should be fine as it is imo, but then again, do you feel the current -4 penalty to save is too harsh? From my old games I actually felt vanilla's -2 was making this spell not enough appealing compared to Chaos (same save penalty, almost as disabling, but with HUGE AoE). Lower Resistance The current solution is perfect imo. Minor Spell Turning Some of you may know the huge planned revision behind deflection/reflection spells. Let's just say we want to make them effectively work, instead of just being a shield to avoid being directly breached. Monster Summoning III Details on summons will be discussed elsewhere, but I think at this level the current ogres should be fine. Oracle I'm still planning to make it a sort of Mass Know Opponent + Detect Illusions (but unlike the planned Dispel Illusion it won't dispell illusionary creatures). P.S Ardanis recently suggested me to "merge" the almost pointless 2nd lvl Detect Alignment into 2nd lvl Know Opponent, and I think it's a really good idea. Phantom Blade I really like the idea we had to make it an illusion spell, and I may try to find subtle ways to refine such concept, but the most importan question is: is this spell worth a 5th lvl spell slot? Does it need to be improved? Protection from Acid/Cold/Electricity/Fire Now that ToBEx allows spells included in sub menus to be used in contingencies/triggers we're going to make these 4 spells a single spell which allows 4 choices (aka a la Spell Immunity). We'll make sure to make this change AI-friendly. On a side note, how the hell should we call the main spell which includeds all 4 Pro(element) spells? We probably need to rename either ProElements or ProEnergy and steal such name...any suggestion? Protection from Normal Weapons Here I really don't know what to do. As it is now this spell may be effective within BG1, but even there opponents worth a 5th lvl spell slots probably have magical weapons/attacks, making this spell worthless imo. Within AD&D this spell also reduces 1 point of dmg from physical attacks, but I don't think 5-10% physical resistance is going to make this spell great. We could rename it Protection from Weapons and make it grant a huge AC bonus, but I don't know if it would still fit the original concept, and I also fear it would "steal" such role from armor spells such as Mage/Ghost/Spirit Armor. Any suggestion? Shadow Door I think I did a great work within V3, making this spell almost identical to PnP. It's now very unique amongst II-like spells and extremely efficient as an "escape button". I'll just remove the current huge -4 penalty to its save against the maze-like effect. Spell Immunity You all know how I feel about this spell: it never existed within PnP, it's ridiculously OP for its lvl, and it doesn't even work as intended (e.g. SI:Abj doesn't work against most abjurations; you can still buff yourself with spells which belong to a school you're supposedly immune to; and so on). Long story short, I and Ardanis would actually prefer to get rid of this spell, completely. Other spells will still fill the role of the various sub spells of SI: - V4 Non-detection should be able to act as an efficient SI:Divination - V4 Spell Shield can replace SI:Abjuration and actually work better than it - SR's True Seeing already grants immunity to "offensive" illusions such as Spook and Dimension Door - SR's ProEnergy (and lesser versions) can easily perform as SI:Evocation - the suggested Mind Blank can easily fill the role of SI:Enchantment - Ardanis suggested to import NWN's Shadow Shield to offer a SI:Necromancy option for players Recent "investigations" seem to prove that SCS is currently using only two sub spells of SI, SI:Abj and SI:Div. Let us know if our assumption is wrong. If it's not, we just need to make SCS use Spell Shield instead of the former, Non-detection instead of the latter, and we would have no compatibility issue at all. So, what do you think? Spell Shield The latest versions of SCS are actually using our fix ("invented" by me and coded by Ardanis) to finally make Spell shield work as intended. So, V4 will re-introduce this Spell, but with a possible additional twist: making it grant immunity to dispel effects. Such tweak will make this spell the true Spell Immunity:Abjuration, outshining the original SI which actually never worked against any Abjuration spell removal. Summon Shadow This currently is the only necromantic spell available at 5th lvl (though I'm going to suggest adding Waves of Fatigue). On paper this spell is actually better than Conjure Lesser Elementals, but I never managed to test it enough on an actual game. Sunfire I'm thinking about renaming it Fireburst as per PnP (perhaps it's just me but the "sun" part is kinda "out of place" imo). I think the current solution is really fine, but feedback is welcome. PnP version uses d8 dices for damage, but I'm not sure this spell needs more dmg output, does it?
  3. Ok, we've not set everything into stone but most things seem decided up to 4th lvl spells. I'll put down a few more thoughts before moving to 5th lvl spells. Acid Arrow While I'm still uncertain regarding Flame Arrow as a whole (# of arrows, max dmg output, etc.), I'm quite certain I'd reintroduce its physical damage. I know Acid Arrow never had it, but what about adding a small 1d6 physical damage to it? I think it would really suit it and make more clear its concept as a Conjuration spell (in 3rd edition this spell even bypass magic resistance because it's considered a real arrow). I'm obviously speaking of adding 1d6 dmg to the dmg output on hit (1d6 missile + 2d4 acid), the ongoing damage each round would remain unchanged (2d4 acid). Contagion I use it on some necromancers, it is efficient on fighter. Despair is overall better, but Contagion also slows its target, which is a good point.The problem is that Contagion's effects are only slightly worse than Emotion's ones, but the latter has a huge friendly AoE. Generally failing the save against single target "save or else" spells means the target is almost completely doomed (charmed, polymorphed, feebleminded, petrified, insta-killed, and so on) whereas in this case the target is severly hampered but can still pose a serious threat. Long story short, this spell cannot truly compete for a 4th lvl spell slot imo unless: a) on a failed save the disease effects are even more "damaging/disabling" than now b) we add a secondary effect (e.g. a lesser disease?) with no save c) we make it affect multiple targets (either via classic AoE or my suggested plague-like solution) Speaking of Emotion vs Contagion again, one more thing we could do is adjusting their saves. Within V4 I'm going back to a more AD&D-like save penalty system (unlike V3 which makes all save directly tied to spell's lvl and only to that - a la 3rd edition), thus we may for example opt to have Emotion's save vs. spell at -2 penalty and Contagion's save vs. death/poison at -4. Otiluke's Resilient Sphere & Polymorph Other Considering this lvl has a bunch of "must-have" such as Stoneskin and MGoI, I expected true Enchanters to fill the remaining 4th lvl spell slots with Confusion, Emotion and Malison. Anyway, I do think Polymorph Other is a valid spell, I just don't know its true effectiveness because I couldn't use it much. Otoh Resilient Sphere isn't a valid option at all even after V3 improvements, though its defensive role can be effective sometime. Considering ORS doesn't harm the target at all, I'd probably vote to assign it a -4 penalty against its save, to make it at least appealing as an offensive save or else disabling spell. Polymorph Self This spell rocks within SR imo, and V4 will make it even more cool with Fire Salamander and Troll forms offering even more variety. It's really a shame SCS doesn't have dedicated Transmuters. Simbul's Spell Matrix This is a good idea, since for example, all these spells are a pain for sorcerer with their small limitation of spells.And memorize, sleep, and then replaced by another spell, sleep again... painfull !! Ok, it seems we have large consensus on this matter, which is good considering it's a pretty huge change. I'll be back for 5th lvl spells asap.
  4. And this is only the tip of the iceberg. ih ih ih Fortunately V3 is already a wonderful base, we can still do a lot, but at least it's not like the huge gap between IR V2 and V3 imo. Flame Arrow We've discussed this more than you can imagine. There are tons of variables and we still haven't decided which solution is best. I'll try to put down everything to see if we can find together the solution. Damage Type: we were discussing the possibility of reintroducing a small part of physical dmg (which is fine considering the spell is a conjuration), but I'm not 100% sure (Acid Arrow has always been fine as acid-only, why not Flame Arrow?). If we opt for re-introducing it I'd go with missile dmg instead of vanilla's piercing, and it shouldn't be half of the total dmg, but only enough to simulate an arrow's dmg, thus 1d6 per arrow. Save for half damage or no damage: conceptually I think this save is supposed to simulate the missing "touch attack" (even Acid Arrow would need a hit roll in PnP, but for balance reason it's fine as it is imo). If you make the save you have avoided the arrow, if you fail the save you take full damage. Having the arrow still hit the target but deal half dmg on successful save make little sense imo. No? Not to mention that since V3 this spell consider each arrow separately, thus you still have to make many saves in a row to avoid all arrows! Damage output: how much total damage is this spell supposed to do? Right now it deals "only" 1d6/lvl, but I think it should deal slightly more damage than Fireball considering the latter can hit quite a few targets with its huge AoE. The amount of damage though largely depends on damage type (two dmg types are more effective) and save type (if the save negates only half dmg than a smaller dmg output can be fine). One very daring thought I just had could be of drastically lowering both dmg per arrow (e.g. 2d6) and total dmg, but making the spell not allow a save at all. This way the spell would work as a mix between Acid Arrow (no save) and Magic Missile (multiple hits, no duration). Let me know what do you think of the various variables I discussed above, then I'll try to find the most balanced solution based on your feedback. Nooo, sadness.
  5. Yeah, sorry for that, I had a couple of very tough months. Dire Charm Would be nice, what do you need?I need the opcodes to work as they should. Right now the AI correctly can't control a charmed creature (only a dominated one) but when used by players even 1st lvl spell Charm Person allow full control. In theory the 1st lvl one shouldn't let you control the target, it should mainly work as a sort of daze/hold spell, or for quest related purposes (doesn't BG1 uses it in a bunch of circomstances?). Dire Charm instead should add a sort of berserker state to the target, making him fighting on your side, but only in melee. Domination is the only charm spell working as it should, granting complete control over the target, spellcasting included. Confusion As I told you in chat, Confusion is the most canonic of the two spells, thus I'm really against removing it. Contagion Indeed Despair is a much better option. Contagion has slightly more appeal for the AI because players have to deal with its very long duration, but it's hard to find a slot for it anway considering all the great spells at this lvl (e.g. Stoneskin, Emotion, Improved Invisibility, Malison, Polymorph Self, etc.) are way more appealing. Enervation is a really great suggestion imo but disease is a really underused effect within BG and I feel it's a pity to remove one of the very few sources of it. What about making it a sort of lesser Plague (aka PnP Mass contagion)? Target creature can avoid getting sick, but still brings the incubation around potentially infecting nearby allies. Bad idea? Dimension Door So we have two options:* moving the current version to a lower lvl (perhaps I'm mad but I'd say even 1st lvl could be fine, especially with Line of Sight limit) * moving it to 5th lvl as you suggest Let's see what players think about it. Fire Shields Will it still be possible to use Fire shield + BLue Shield in a sequencer in you do that ?Yes. Making it work via sub-menu a la Spell Immunity was possible even before, but afaik ToBEx is now making possible to use those sub-spells via contingencies and triggers (making SCS mages not "cheat" anymore when using SI that way). I kinda like the concept (mainly because I dislike the blue version of this spell), but in the end I think we'd mess too much with something all players got used to use and see. No? Spirit Armor I thought it was ok, but I the competition for that spell slot is tough. I'll think about possible small improvements. Kit Revisions I'm kinda stuck with the Wizard Slayer (and I also depend on Ardanis for a bunch of code related things), everything else is done.
  6. Sigh, I was hoping for more feedback before moving to 4th lvl spells. Anyway... Skull Trap I do think it would be very appropriate, almost a must. With a higher casting time and slightly smaller AoE compared to Fireball, I would finally not be bothered by Skull Trap having the higher damage output and better damage type (though a 3x ST sequencer would ignore the casting time tweak and still be clearly superior to a 3x FB). Early on, because later on it's actually more damaging. Anyway, my only doubt is the dmg output progression, I wanted to know if players prefer the current SR's solution or SCS one. Fireball Fine with me. Spell Thrust Each spell removal (lesser ones in particualr) need something to make it somewhat special, different from the others. For example Secret Word now belongs to a different school (Enchantment), and has the clear advantage of having an instantaneous casting time (as all PW spells). I think this spell could remain the only one able to bypass Improved Invisibility without the need of Detect Invisibility, TS or similar spells. 4th lvl Arcane Spells Break Enchantment I really like what we did to the old Remove Curse. If I can I'll make it work against charms too. Confusion Many players asked to reduce the duration and I'm probably fine with it. My biggest concern though is finding a way to make Confusion and Chaos more different. Contagion I think I never used this spell in my life, not even after SR's buff. What do you think of it? Is there something I should do? Dimension Door I was thinking to move it to a lower lvl spell slot. With or without "line of sight" limitation it's simply not worth a 4th lvl spell slot imo, am I wrong? Then there's the neverending doubt above the just mentioned LOS and its potential game breaking behaviour. Emotion: Despair A very nice debuff against melee oriented parties, it probably doesn't need any change unless you want me to make it identical to PnP (aka a Mass Doom spell). Enchanted Weapon I'm changing its school from Enchantment to Conjuration as the concept and description suggest ("This spell conjures forth a +3 enchanted weapon..."). If you prefer I can rename it Magical Weapon, but it's really not a big deal imo. Farsight & Wizard Eye Really too much similar. I would at least make the latter an actual conjuration/summoned creature. Fire Shields They are fine, but we're thinking of making them work "a la Spell Immunity", sharing the same spell slot and allowing the choice between the two "on the fly". Greater Malison What about making it count as a not dispellable curse? It does fit the concept imo, and this buff may please those who didn't liked me making this spell as per PnP (aka halving the monstrous -4 penalty to saves). I'd obviously make Break Enchantment work against it. Ice Storm I think it's fine, but I'd like to know players opinion. Does many of you use this spell? How does it perform? Improved Invisibility It's fine as it is, and the tweaks to Detect Invisibility and TS will actually make it better. Minor Globe of Invulnerability It's obviously fine as it is. Monster Summoning II & Spider Spawn I'll discuss all summons in a separate topic. Otiluke's Resilient Sphere Did I do a good work on it? Is it fine now? Polymorph Other Did I do a good work on it? Is it fine now? This spell is really a pain to balance and I need your feedback. Polymorph Self The flaming halberd wielding Flind form will be replaced by a much better Fire Salamander form. I would add a Troll form, but it may not necessarily replace the Ogre form as the latter offer an option with a +2 blunt weapon (aka an anti-golem form). Secret Word I simply love what I did to this spell in V3. Simbul's Spell Matrix As discussed elsewhere. We're seriously thinking to make all sequencer and contingencies innates at will abilities gained by mages at lvl up. It would make SCS fights more fair (SCS mages always have all triggers/contingecies ready), and it would eliminate the odd "rest - prepare triggers - rest again" routine I hear from most players (though I never did it). Spirit Armor Is it fine as it is? Stoneskin It's obviously fine as it is. Teleport Field If I'm not wrong most of you think this spell should not allow a save as per vanilla, am I correct? As a side note I will probably add a Dimensional Anchor spell.
  7. I had nothing to do at work this morning thus I've used the spare time to continue a discussion I left hanging for really too much. Let's procede with 3rd lvl arcane spells! Clairvoyance I think V3 version is a really nice solution to create a unique and effective Divination spell, isn't it? Detect Illusion I have mixed feelings about this. At least the planned changes to Detect Invisibility will finally make this spell an alternative with really different properties, but I always thought this spell should actually be Dispel Illusions (that's what it does), which in PnP is an Illusion spell. If either SR or KR will ever offer an option to make opposite schools more rationale, making Illusion the opposite of Divination (and not the random Conjuration!) the change would be even more crucial. As always, feedback is welcome. Dire Charm I'd love to make all charm spells as they should, but it all depends on ToBEx I guess. Dispel & Remove Magic Back then there was a discussion about adding a cap (or at least a slower progression after 20th caster lvl) to these spells to prevent them being "the ultimate antimagic spell despite cheapness" for very high lvl characters...but in the end I guess we decided to do nothing, haven't we? Fireball Would you like its AoE to match PnP's 20 feet radius instead of vanilla's 30 feet? It may seem a nerf, but it doesn't necessarily is so for experienced players imo. A slightly smaller AoE allows a more controlled use of it, letting casters use it more often even close to the battle while more easily avoiding to hurt allies. Flame Arrow Now, this spell is a pain to balance. Both its vanilla and V3 version suffer of an unbalanced power lvl progression, which makes this spell a really poor choice early on, and a slightly OP 3rd lvl spell later on. After discussing it with Ardanis I'd suggest to make it grant more arrows more quickly (e.g. 1 arrow every 2-3 lvls), while we can balance its early dmg output by making the save negate all damage (you still have to make a separate save for each arrow!) and its later potential by capping it at a lower lvl (e.g. 12th caster lvl). Ghost Armor V3 made this spell more appealing imo, but I still feel something could be done to make it shine a little more, I just don't know what. Halt Undead I guess there's nothing to discuss here. Haste & Slow Custom secondary types will finally allow me to make them correctly cancel each other as they should. I'd love to make Haste grant "only" +50% movement rate, but I'm not sure I can. One thing I do want to do is making Slow actually work on non-warriors too, by making it halve the attack rate of creatures with apr 1 by 1/2. I'd dare to say this is a fix rather than a tweak! Hold Person I guess there's nothing to discuss here. Invisibility Sphere I'm unable to make it work as per PnP, but I think a small tweak can at least make it serve a purpose. I suggest to reduce its casting time to 1, but heavily nerf the duration down to 10 rounds. This way the spell won't be a cheap Mass Invisibility, but either a very fast "escape" option or a powerful choice for multiple mage-thief backstab combos. Lightning Bolt Unfortunately I still haven't found a solution which really satisfies me. Let's hope BGEE will make projectiles more "moddable". Melf's Minute Meteors I guess they are fine as they are. The only suggestion could be to make them deal 100% fire damage instead of missile+fire, but either solutions are fine imo (and both have pros and cons). Minor Spell Deflection The whole Spell Deflection/Turning system will be heavily changed as an optional component to work in a more consistent and effective way. Monster Summoning I We have discussed (and we will discuss) this more in depth in a separate topic. Let's just say I'd love conjurers to have a MS spell (or at least somthing similar) for each spell lvl (even 1st and 2nd lvl). Non-Detection As discussed here, I'll make it work much more similarly to PnP. When targeted by Detect Illusion, Oracle, or True Seeing the protected creature will be allowed to make a save, a successfull save means the divination fails, a failed save means DI/Oracle/True Seeing are able to detect the protected creature. Protection from Missiles This spell is considered OP by some players, but I don't see many alternative solutions (other than the current one, which more or less is as per Forgotten Realms PnP) to make it appealing. Btw, IR V3 makes Dispelling Arrow work against SR V3's PfM. Skull Trap I'd love to make it 100% as per PnP, but I can't because the AI wouldn't handle it well. I'm starting to think DavidW made a more balanced choice when we decided to nerf its dmg output (he used vanilla's 1d6/lvl but capped it at 12th caster lvl, I used PnP 1d4/lvl capped at 20th caster lvl). What do you think? I'd also apply a relatively small conceptual tweak, making its damage count as necromantic negativy energy as per PnP. That means it won't harm undead creatures anymore (opening new tactics for necromancers) and we may also think about making Negative Plane Protection work against it. Spell Thrust I think this spell removal may actually keep its small AoE to keep it appealing. What do you think? Vampiric Touch This spell probably suffers the same (or similar) problem of Flame Arrow and Skull Trap, should we alter its dmg/drain progression?
  8. Potions Potion of Healing Effects: Cures 10 hit points Usable By: All Notes: vanilla's potion cured 9 hp. I've also changed its base price from 75 to 25gp (keep in mind that within IR you don't get the huge 50% discount from having a high reputation). Potion of Extra Healing Effects: Cures 30 hit points Usable By: All Notes: vanilla's potion cured 27 hp. I've also changed its base price from 450 to 100gp. Potion of Superior Healing Effects: Cures 50 hit points Usable By: All Notes: vanilla's potion cured 40 hp. I've also changed its base price from 650 to 200gp. Potion of Regeneration Effects: Drinker regenerates 1 hp per second for 60 seconds Usable By: All Notes: regeneration rate is 3 times faster but duration is 3 times shorter. I've also changed its base price from 500 to 250gp. Antidote Effects: Cures poison effects Usable By: All Notes: unchanged. Vanilla's base prices was 100, is it too high? Elixir of Health Effects: Cures disease and poison effects, restores 10 hit points Usable By: All Notes: I've made it cure blindness/deafness as per Cure Disease. In theory I'd like the elixir to not cure poisons, in order to make antidote potions more appealing, but I don't know if the AI can handle that (SCS AI does use this potion, and I suppose it gives such effect for granted). Vanilla's base prices was 250 and it seems fine. Potion of Hill Giant Strength Effects: Drinker's STR is set to 19 for 10 rounds Usable By: All Notes: vanilla's potion lasted 10 turns instead of 1, but it was easily dispellable whereas all IR's potions are not dispellable. Base price still is vanilla's 300gp. Potion of Stone Giant Strength Effects: Drinker's STR is set to 20 for 10 rounds Usable By: All Notes: same as above, but I've changed its base price from 500 to 350gp. The difference between STR 19 and 20 or between 21 and 22 is marginal compared to the difference between 20 and 21, 22 and 23, or 23 and 24, and I've reflected this in their prices. Potion of Frost Giant Strength Effects: Drinker's STR is set to 21 for 10 rounds Usable By: All Notes: same as above, but I've changed its base price from 750 to 500gp. Potion of Fire Giant Strength Effects: Drinker's STR is set to 22 for 10 rounds Usable By: All Notes: same as above, but I've changed its base price from 1000 to 550gp. Potion of Cloud Giant Strength Effects: Drinker's STR is set to 23 for 10 rounds Usable By: All Notes: same as above, but I've changed its base price from 1250 to 750gp. Potion of Storm Giant Strength Effects: Drinker's STR is set to 24 for 10 rounds Usable By: All Notes: same as above, but I've changed its base price from 1500 to 1000gp. Potion of Fire Resistance Effects: Grants +50% fire resistance for 5 turns Usable By: All Notes: almost as per vanilla. The effect is now undispellable making it much more effective, but it can now be detected by the AI and removed by a Breach spell (and Pierce Shield for SR players). Duration is reduced from 10 to 5 turns. I've changed its base price from 400 to 250gp. Potion of Cold Resistance Effects: Grants +50% col resistance for 5 turns Usable By: All Notes: same as above, but its base price already was 250gp. Potion of Insulation Effects: Grants +50% electrical resistance for 5 turns Usable By: All Notes: same as above, but I've changed its base price from 170 to 250gp. Potion of Invisibility Effects: Drinker turns invisible for 5 turns Usable By: All Notes: I've simply modified it to make it detectable as an 'illusionary protection', reduced the base price from 250gp to 150, and reduced the duration from 12 hours to 5 turns. Potion of Defense Effects: Grants +4 AC for 5 turns Usable By: All Notes: Vanilla's version set AC to 0, while PnP has various versions which grant from +1 to +5 bonus to AC. I've opted for +4 AC and made it non-cumulative with itself. Cosmetically it's a "metallic" version of SR's Barkskin, and I'm also using vanilla's Ironskin portrait icon (not used anymore within SR). Duration has been reduced to 5 turns, and price from 700gp to 350. Potion of Speed Effects: Drinker is hasted for 10 rounds Usable By: All Notes: Previously named Oil of Speed. Oils are applied upon a creature/item (which requires quite some time), they are not imbibed, and in PnP they were clever enough to make it a potion and not an oil. Duration is reduced from 5 turns to 1 turn. Price has been reduced from 500gp to 250. Potion of Freedom Effects: Free Action for 5 turns Usable By: All Notes: I've modified it to make it detectable as 'specific protection', while duration still is 5 turns. This is a rare case where vanilla's price seems too cheap to me. It was 250gp, but I've raised it to 400. Potion of Clarity Effects: Immunity to charm, confusion & fear for 5 turns Usable By: All Notes: I've only modified it to make it detectable as 'specific protection', and removable with Breach. Ironically it's completely different from PnP, because PnP Potion of Clarity grants True Seeing! Price has been reduced from 700gp to 500, while duration still is 5 turns. Potion of Invulnerability Effects: Immunity to non-magical weapons, +2 bonus to AC and saves for 1 turn Usable By: Warriors Notes: I've made it as per PnP. This potion now grants immunity to normal weapons, and +2 bonus to AC and saves; instead of setting AC to 0 and granting +5 to all saves. The effects last 1 turn instead of 5. Can still be used only by warriors, but I wouldn't mind to remove this restriciton. Vanilla's price was 1200, IR's one is 750. Potion of Master Thievery Effects: Grants +20% bonus to Hide in Shadows, Move Silently, Pick Pockets and Open Lockets for 5 turns Usable By: Thief Notes: In vanilla it granted +40% to Pick Pockets and Open Locks, while in PnP it grants various bonuses based on user's level (a la aTweaks). Multiple uses of this potion won't stack anymore. Duration has been reduced from 15 turns to 5. Price has been reduced from 400gp to 200. Potion of Perception Effects: Immunity to backstabs, +20% bonus to find/remove traps & detect illusions for 5 turns Usable By: Thief Notes: In vanilla it granted +20% to Find/Remove traps, Pick pockets, Open Locks, and Hide in shadows. I've opted for +20% to Find/Remove Traps and Detect Illusions, plus 'immunity to backstab' which is very appropriate imo. Multiple uses of these potions won't stack anymore. Duration has been reduced from 30 turns to 5. Price has been reduced from 350gp to 150. Oil of Fiery Burning Effects: Weapons coated with it deal 1d6 additional points of fire damage on contact - the effect lasts for 1 turn Usable By: All Notes: Completely changed from a lesser Potion of Explosions to something quite unique. Price has been reduced from 500 to 250. Potion of Explosions Effects: Inflicts 6d6 points of fire damage to all within 30 feet from the point of impact (save vs breath for half damage) Usable By: All Notes: almost unchanged, but I've made it bypass magic resistance and changed its base price from 450gp to 250. Potion of Firebreath Effects: Target suffer 6d10 points of fire damage (save vs breath for half damage) Usable By: All Notes: Is vanilla's 6d10 points of damage too much? Price has been set to 250. Potion of Heroism Effects: This potion is imbued with a powerful enchantment, which blesses the drinker with great bravery and morale in battle. The imbiber's morale is raised by 2, as well as attack and damage rolls. The potion also increases the recipient's hit points by 10%, and these bonus hit points are lost first when the recipient takes damage. Multiple uses of this potion are not cumulative. The effect lasts for 5 turns, and cannot be dispelled. Usable By: All Notes: I've made it similar to its PnP version and set its price to 400gp. Potion of Power Effects: This elixir blesses the imbiber with a +2 bonus to attack and damage rolls, grants +20% to all thieving skills, and raises morale by 2. In addition, any spells cast after drinking this potion will be cast as if the caster were two levels higher. Finally, the potion increases the recipient's hit points by 20%, and these bonus hit points are lost first when the recipient takes damage. Multiple uses of this potion are not cumulative. The effects last for 5 turns, and cannot be dispelled. Usable By: All Notes: I've made it similar to its PnP version and set its price to 1000gp. Potion of Mirrored Eyes Effects: Immunity to all forms of gaze attacks for 5 turns Usable By: All Notes: vanilla's description was misleading, as the potion worked more or less like a Potion of Protection from Petrification. I've made it work as it should. Current price is 200gp. Potion of Sight Effects: Drinker is able to see in darkness as easily as in daylight, and detect invisible creatures. The imbiber is also cured from any form of blindness and is immune to it for the duration of the effect, which is 1 turn Usable By: All Notes: Replaces Potion of Infravision. I've made it work as per PnP. Price is 300gp. Potion of Stone Form Effects: Grants 5 layers of stoneskin for 5 turns Usable By: All Notes: Completely changed, as it previously set AC to 0, lowered DEX by 3 and improved saves by 3. I hope your warriors will like it! Btw, I've set its price to 500gp. Potion of Absorption Effects: Grants +20% physical resistance for 5 turns Usable By: All Notes: it was more or less another inconsistent potion of electrical resistance. I've completely changed it and set its price to 400gp. Potion of Magic Resistance Effects: Grants +20% magicalresistance for 5 turns Usable By: All Notes: I've renamed it as per PnP, Potion of Magic Resistance (instead of Potion of Magic Protection which was confusing imo). In PnP this potion has 5 doses, each granting a +10% non-cumulative bonus to magic resistance for 4d4 rounds (1 turn on average). In vanilla it granted +50% bonus for 10 turns, though being easily dispellable made it pretty weak agains non-vanilla AI (e.g. SCS's one). I've opted for +20% bonus, non-cumulative with itself, but cumulative with other sources. I've set its price to 500gp. Potion of Magic Shielding Effects: Grants +50% resistance to all forms of magical damage, and guarantees drinker will always be successful when rolling saving throws. The effects last for 1 turn, and cannot be dispelled. Usable By: All Notes: In PnP it doesn't grant 50% resistance to elemental and magic damage (successfully saving against damage-dealing spells already do that) and I'm not too much against it, let me know what you think. This incredibly powerful potion shouldn't have a duration higher than 1 turn imo, and its price has to be considerably high, 1000gp. Potion of Magic Dispelling Effects: Dispell all magical effects on the drinker Usable By: All Notes: Replaces Potion of Magic Blocking (too much powerful effect for a potion, and there's a green scroll doing the same thing). Following aVENGER suggestion I've turned it into a "simple" dispelling potion (with 100% chance to work), and no anti-magic effects. Its price is reduced to 300gp. Potion of Rage Effects: The drinker gains a +1 bonus to attack rolls, a +2 bonus to damage and a +2 bonus to saves vs. spell. However, the enraged character is also unable to perform actions that require concentration, like casting spells or using thieving skills. The effect lasts for 1 turn, and cannot be dispelled. Usable By: All Notes: Replaces Potion of Strength. Potion price is 150gp. Potion of Evasion Effects: The drinker can evade the effects of the following spells: Burning Hands, Fireball, Lightning Bolt, Call Lightning, Flame Strike, Cone of Cold, Sunfire, Chain Lightning, Delayed Blast Fireball and all forms of Dragon's Breath. The effect will last for 1 turn, and cannot be dispelled. Usable By: Thief Monk Notes: Replaces Potion of Agility, but I'm not 100% about this solution. We've decided to make it usable only by monks and thieves to avoid heavy armored characters using it. Potion's price is 350gp. Potion of Toughness Effects: Drinker's hit points are raised by 20% for 5 turns Usable By: All Notes: Replaces Potion of Fortitude. Price is 250gp. Potion of Vocalize Effects: Drinker is immune to silence for 1 turn Usable By: All Notes: Replaces Potion of Genius. It works as a Vocalize spell. Very useful for clerics, druids, paladins and rangers, as they previously had no way to counter a silence effect. Price is 250gp. Potion of Restoration Effects: Lesser Restoration Usable By: All Notes: Replaces Potion of Mind Focusing. It works as a Lesser Restoration spell. Price is 300gp. Potion of Memory Effects: The drinker brings back into memory two spells of 4th-level or lower that have been previously cast Usable By: All Notes: Replaces Potion of Insight. It works more or less like Word of Recall, but it can restore two spells no higher than 4th lvl (instead of 5th). I think its price should be considerable to prevent rich spellcasters from getting an almost infinite amount of mid-low lvl spells. It currently is 500gp.
  9. Haste Those bonuses aren't there because I'm a 3.5 fan, they are there because I do think Haste should be specular to Slow. If Slow lowers target's speed, apr, AC, to hit chances, and so on, then Haste should do the opposite (in fact, each of these spell is supposed to cancel the other). Improved Haste Who told about boosting IH? If anything my suggested changes are a slight nerf (increasing its "minimum effectiveness" but drastically lowering its maximum potential). I'm really against this for both conceptual and balance reasons. Actually I'll surely check that rumor about haste/slow opcodes affecting casting speed because that would be hugely unwelcome! This would turn an already very powerful spell into an absolute monster (with your suggested casting speed bonus it would be even worse!). This is madness!! No, this is Spartaaaa!
  10. Haste & Improved Haste Polytope's point is indeed valid (IH has much more potential if cast on multiple fighters), but I actually think even a single IH on a dual-wielder fighter can be hugely more effective than Haste on multiple fighters. First of all, you're going to cast IH on your best fighter, and granting 2x apr to the warrior wielding your best weapon/equipment/stats is exponentially more effective than +1apr to multiple characters imo (e.g. if such "champion" had 4 apr you would need at least 4 fighters of identical power level to reach the same effectiveness with a normal Haste, and you'd be using four chars to achieve what you could have done with only one, leaving the other three to different duties!). On top of that, IH lasts twice as much as Haste and doesn't cause fatigue! Long story short, if used on a dual wielder the current Improved Haste pratically is Greater Whirlwind Attack on steroids imo (lasts 20 times more, improves AC/THAC0, boosts regeneration, allows super fast movements). As you might have guessed I do think IH is kinda OP when cast on certain characters, but at the same time it's very lame when cast on non-warriors! It's ridiculous that casting a 6th lvl IH on an rogue/priest gives you +1 apr to a single character when the 3rd lvl Haste would have given you +1 apr to the whole party! So, what I already planned to suggest is to make Improved Haste grant +2 apr instead of 2x, evening its effectiveness on all characters (and all weapon styles, as it would also be a more fair solution to balance 2handers and dual wielders). Summarizing what I wanted to suggest, 3rd lvl Haste: * +1 apr, AC, THAC0, and speed factor (the latter would be a new entry) * if possible something like +50% movement rate instead of th current +100% * last 10 rounds * whole party, but 5 rounds fatigue after it (note that SR's fatigue also affect spellcaster's casting speed factor) 6th lvl Improved Haste: * +2 apr (finally affecting non-warriors), AC, THAC0, and speed factor * +100% movement rate * last up to 20 rounds * single target, but no fatigue after it
  11. Slow & Haste Yeah, I do feared that not using the original opcode could be a problem, but at the same time it would be the best way to do a "clean job". Regarding the repeating EFFs issue, as far as I remember even if Blade Barrier works through multiple 146 sub-spells you still get 2x rate. I'll try to find some time to test it. Ehh? Are you guys sure? I was almost sure neither haste nor slow opcodes had any effect on spellcasting (only the casting glow animation was affected). Sounds like I have to test it again, especially considering both spells have this line "Spellcasting and spell effects are not affected" in their description! Insect Plague It seems like most of you agree the spell itself is quite devastating when it is not interrupted. My point is that such weakness is necessary because else this very powerful omni-purpose spell (it can cause fear, it weakens opponent's AC/thac0, it can completely disable spellcasters and it damages everyone in a huge friendly AoE!) would also be fast to cast and thus really too good! I know priests cannot protect themselves as good as mages, but making their spells too fast to counter that isn't the right solution imo. See below. As Dakk says this is a known "issue", but even looking into each and every PnP book I found very few ways to improve their anti-magic defense. Yeah, but Improved Invisibility really doesn't suit druids, and we cannot turn avery druid in the game into an Avenger. Can you please report your tests to us? You really don't know how much hope I have in that tweak! If it works as intended it should finally allow priests to perform their role even wthout PfMW-like buffs thanks to their heavy armors and hp.
  12. Haste & Slow Well, this is a long story...but in short, I agree with a lot of your points. The doubled movement rate can be abused to exploit the poor AI, and being able to cast it on the entire party plus summons makes it extremely powerful for a 3rd lvl slot (the spell effectiveness is hugely dependent on how many allies can beneft from it). I think there's also a particularly huge issue that needs to be mentioned: haste opcode causes all repeating effects to take place twice as fast, which can lead to some serious problems like Blade Barrier (or any aura-like effect) triggering twice as much per round. That can be almost game-breaking depending on which repeating EFFs are affected imo. The other side effect of this is the one you mentioned about regenerating and poison effects. The latter almost never affected my games, but the former can be actually quite OP if applied on chars with very high regeneration rate (e.g. even 7th lvl Regeneration spell becomes a monster if coupled with haste).   Now, long story short I'll just list what I was going to suggest and why: - first of all, I thought about getting rid of the hardcoded haste/slow opcodes. I hope this doesn't clash with Detecable Spell system because it's pretty much mandatory for everything else - with a custom sec type we could finally make Haste and Slow properly counter each other - Haste should grant a lower movement rate bonus compared to improved haste imo (e.g. if Improve Haste remains +100% then Haste could grant +50%). - if possible I'd like Haste and Slow spells to affect recipient's attack speed factor - Slow should affect non-warriors characters too (chars with 1 apr are unaffected by the current Slow spell) - Haste and Slow spells should not affect repeating EFFs, regeneration rate and poison hp loss rate Insect Plague level 5 : I'm not sure about this, mainly for two reasons:- this is a summoning spell, and all summons currently takes a full round to be cast - this spell is really devastating imo, and having a very long casting speed is there to partially balance it Speaking of this spell, leaving aside its casting time, I'd like to have some feedback on these spells (insect spells in general) after the huge revision we applied to them. Also note that I do intend to suggest making this spell ignore magic resitance (again, this is a summoning spell), and such change would further increase its potential (quite a lot actually!). Chaos level 5: I think I already answered to a similar request quite a few times. Yes, I'm fine reducing its duration, but my try dream would be to make this spell a little more different as I hate it to be a copy of Confusion. That being said, the lower duration tweak can also be applied to Confusion. Lower Resistance: To implement them I should add new strings, because the old ones don't cover all the % values.
  13. I had promised myself to wait until SR v4 before starting a fresh game, but I've failed my saving throw. Time to start a fresh game! Though since you just sent in 3.1, I suppose I can spend a few more days picking mods to install. How long does it usually take to be downloadable from the main page?I don't know how long does it take...for example now it's taking more than expected because gmail hates me (delivery failure) and cmorgan is too busy with real life. I've just sent the mod to Berelinde too, but I may upload it myself to a temporary host (as I did for IR V3 beta) if necessary. You're welcome. It's indeed amazing how great this game can still be after so much time!
  14. I've just sent to cmorgan V3.1 but don't hold your breath for V4, with my times it won't be out so quickly! Regarding it being the "final" release, yes it will. Speaking of final releases, IR V3 (hopefully out within a bunch of days) almost surely is a final version too. After that I think small updates may take place (e.g. few changes, new languages. etc) but nothing major. I'll devote myself only to Kit Revisions.
  15. The 5th lvl one was disabled back then because it was bugged. I suggested a solution to finally fix it a year ago, and Ardanis coded it right away, but until SR V4 only the most recent SCS version has implemented such tweak. The 8th lvl one will indeed be renamed into Greater Globe of Invulnerability for SR V4. The original 5th lvl Spell Shield will be restored instead.
  16. Happy new year. Sounds like you aren't using the hotfixes, because those spells already works more or like as you wish. Secret Word is single target. Spell Thrust has a larger 15 feet radius AoE. Btw, the old 5 feet radius AoE wasn't there to give those spells a real AoE, but only to make them bypass Improved Invisibility.
  17. Summon Shadows Ah ok, point taken then. Against players it's probably better a "glass cannon" type of summon. The only threat they pose is their STR drain, but I guess only wraith's level drain is considered a real issue, especially considering the save vs chilling touch is quite easy to make for players (then again, I purposedly made those saves quite easy because I feared more the abuse of STR/lvl drain vs AI poor saves). If we do agree about improving shadows than I think their chilling touch is pretty much the only aspect that can be buffed. Vampiric Touch As I said, I'm all for making VT grow bigger faster. After that, the other difference could be that LMD's increased max hp should be less and quicker to fade. Multiple hp increase (note: max hp, not normal heal) shouldn't stack, thus the necromancer would surely look forward to increase his max hp by 30 (which for a mage means almost doubling his base hp) for a long time instead of by 10 for a short time, wouldn't he? Well, leaving aside Skull Trap has always been a little too much effective, these two spells should serve a completely different role. VT should be memorized only once imo, and used as a mean to heal himself (almost a full heal effect for a mage) or buff his hp while also damaging the target. Damaging the target is only a part of VT (not even the most important imo), while it's Skull Trap's only purpose. Btw, Skull Trap will probably be even more useful within V4 for AI controlled necromancers using undead summons, as I'm planning to make it count as negative energy damage (as per PnP) thus not affecting undead, and turning it into a sort of "party-friendly" AoE when used this way.
  18. Youre welcome. Mmm, shadows/wraiths seemed pretty solid back then. They should peform well as "tanks" because of 50% dmg reduction and huge amount of resistances/immunities (they are both undead and incorporeal). I may have overstimated them a little, but do they really look bad compared to MSIII's ogres or ASII's leopards? Mmm... Ok, point taken. Gnolls are not worth a 4th lvl spell. Iìll take this in mind for V4. Well, being able to completely avoid a Horrid Wilting by quickly DD away with a 1st or 2nd lvl spell woulnd' be bad at all imo, would it? There's very little of me in this, as it's mostly as its old AD&D version was, before getting nerfed to the point of being uselss. You're not the first to say that this spell has limited potential outside few great combos (e.g. Harm + TS for a cleric/mage). It's already better than in PnP, but probably not enough...I'll think about it. Good point. We could probably make VT's dmg/drain effect increase at a faster rate (2hp/lvl) and cap at a lower lvl (e.g. 15th). I have to keep VT's early/mid game dmg potential under control though, because it may be a close range spell but it doesn't allow any save and uses the most effective source of dmg (magic). Well, tomorrow morning I'll go in Toscana for a couple of days, but I look forward to more feedback as soon as I get back!
  19. You can easily notice the long description doesn't belong to SR though, because I don't use that format. If SR is installed a mod probably ovewrote SR's spell, or SR's description.
  20. It's not supposed to be stackable. I already told Demi about it and he will fix it.Yep sorry, I thought I already fixed that! I'll do it right away to avoid forgetting it again. There was a plan for V4 to "merge" Spell Deflection and Spell Turning (they never works anyway within this game because of how the AI detects/reacts to it and the whole spell removing system which doesn't exist in PnP), turning them into a NWN-like spell protections which works vs AOE effects too. It is supposed to be an optional component, and I think Ardanis already coded and tested it, I just cannot find the whole discussion behind it anymore (SR's forum has a become huge and some topics are really massive ).
  21. Energy Blades Yes and yes. Black Blade of Disaster Exactly. All bonuses apply, and as mentioned by the description the wielder can benefit from having long sword spec or mastery. As of now the only bonus that doesn't apply is STR because BBoD is considered a blade made of pure energy.
  22. Deafness I thought it was pretty good for disabling low-level spellcasters. As you may know, some of RR's Shadow Thieves carry level 1-2 spell scrolls and Deafness seemed like a nice fit.Well, as good as it can seem to you, even 1st lvl spells outshine Deafness vs spellcasters and can at the same time be used against non-spellcasters. For example Charm Person (instead of 50% spell failure you get an allied mage), Spook (it has a huge -4 penalty on its save and a fleeting spellcaster is better than one who can still cast spells 50% of times) and Blindness too in theory but against players it doesn't work as it should. I know, in fact the latest SCS is using quite a lot more spells than it previously did also thanks to this (e.g. Silence, Glyph of Warding, Symbols, etc.) and that's also why I planned Snilloc's Snowball Swarm to be party-friendly (as I do wish the AI to start using much more non-fire based spells). Anyway, if both this spell and SSS have to be party-friendly I'll have to make them "different" in another way, like making the former much less damaging than planned. Since RR already adds Sound Burst as a bard HLA, Sonic Blast sounds better to me. Hey that's not fair! I trouble myself about using a 1st lvl spell name for a 2nd lvl one and you instead use a very well known 2nd lvl spell name for an HLA?!? Sigh, I guess I have to live with the lesser famous name. Fireball Great, that would reduce the sequencer "exploit" a bit.Sequencer exploit? Unnerfed ProFire? Flame Arrow Irenicus doesn't use Flame Arrow anymore when SR is installed. Protection from Missiles I thought there was a much more wide consensus about it being OP, whereas it seems quite a few of us (me, Shaitan, Salk, Incantatar) don't consider it such. Anyway, the solution of making it grant a huge AC bonus means the spell will more or less work the same way (just less consistently). If we implement this solution I wouldn't make it protect from Melf's Acid Arrow and Flame Arrow because such immunities would be "out of the blue" for a AC enhancing spell, though Shield spell pretty much has a similar "out of the blue" immunity vs Magic Missile. P.S Am I the only one who finds starnge this spell is one of the few imposing a huge animation overlay over the protected creature despite its surely not-impressive power? Skull Trap For many reasons I really cannot make it work as per PnP. Oh, I forgot to suggest that myself! I think it's a must (Fire Trap and Glyph has 1 round casting time too), and it would also make Fireball much more appealing with its faster casting time.
  23. Deafness RR's AI does use Deafness actually. Therefore I'd prefer it is stays either party friendly or single-target, whichever is more convenient for you. Damn, we checked only vanilla and SCS AI...I hate you! May I ask why you're using such a terrible spell? Is it a must have? In theory I've no problem helping you out making it party friendly, it's just that Snowball Swarm was going to be party friendly too, and the latter has an animation which indeed looks as party friendly (I cannot extract IWD one, else I would gladly make it unfriendly), while the former looks unfriendly instead. We could live with both spells being friendly, but that would make the two spells slightly overlapping each other in terms of "usability". Btw, which name are we going to use? I'm slightly in favour of Sound Burst right now, because of the two common PHB spells (the other one is Shout) it's the closest one in terms of lvl (the same, instead of Shout's 4th lvl) and concept (burst radius, not necessarily centered on the caster instead of cone shaped starting from caster). After all the only difference between PnP and our version is that we replace 1 round stun with deafness, which may actually fits a sound-based effect more than stun. The only other candidates probably are Spell Compendium's Sonic Blast and to a lesser extent PHB's Shatter. Flame Arrow You could increase the missile fraction of damage (to distinguish from fireball), but for a creature hit by multiple flame arrows in a round allow a second saving throw for the fire portion. This would make FA a bit stronger against groups of creatures, but not overpowered against a single creature.I'm not sure I understand what you mean by adding another save... After discussing it with Ardanis I'm going to suggest this: a) caster get 1 arrow every two lvls, up to 5 arrows b) each arrow deals 4d6 fire dmg as per V2 c) on a successful save the target will avoid the entire dmg instead of halving it Protection from Missiles The 2nd ed version is actually mentioned as reducing missile damage by 1 pt per die (about 15%) even against magical missiles, which could be added.Yeah I know, but physical resistance isn't going to be much useful for spellcasters (unless ToBEx concentration check will ever work). I'm really uncertain...but if I really have to remove the immunity I'd prefer AC over resistance.
  24. I've updated the first post with what I believe is pretty much established for 1st and 2nd lvl spells. Now, 3rd lvl spells... Dire Charm As previously mentioned, I'd like to make it work as per PnP, making the target go berserk, but I have to find out if this could mess with the AI. Fireball What do you think of reducing its AoE from 30 to 20 feet as per PnP? Would that be an advantage (more controllable in case the caster is struggling to not hit his allies) or not (in case there's no vulnerable ally to worry about)? Flame Arrow Am I the only one who think this spell starts really too much weak (at 5th lvl it only does 4d6 fire dmg to 1 target) and ends up slightly too powerful (a 3rd lvl spell inflicting 20d6 dmg?)? What about having the caster get more arrows sooner (e.g. 1 arrow every other 2 lvls above 1st, or 1 arrow every 3 lvls?) and then cap a little bit earlier (9-12th lvl)? Ghost Armor I'd personally rename it Phantom Armor (its PnP name) but it's not a big deal. Is this spell appealing? Does it need a small boost? Haste & Slow Using custom secondary types we'll finally be able to make these two spells cancel each other correctly. I'm also thinking about a possible solution to make Slow really halve apr to all those classes with only 1 attack (aka all non-warriors), as the opcode itself doesn't reduce their apr to 1/2. Invisibility Sphere Following players suggestions I'd make this a short lasting (max 1 turn) but quick casting (speed 1) spell. Lightning Bolt Assuming I cannot make it work as per PnP, this spell has to be THE "1 target damaging spell" of choice on this lvl. Is the current dmg output and its progression fine? Does Flame Arrow still outshine it? Any other suggestion? Non-detection Non-Detection currently doesn't grant complete protection from Detect Illusion, Oracle and True Seeing, it does only in case the protected creature is invisible via thief hide in shadow ability, but not via invisibility spells. Using a custom secondary type we should be able to make it work more similarly to PnP (e.g. it will also protect other illusionary protections such as Blur or Mirror Image). When affected by DI/Oracle/True Seeing the protected creature will be allowed to make a save, a successfull save means the divination fails, while a failed save means Non-detection is breached and DI/Oracle/True Seeing are able to detect the protected creature. Protection from Missiles Quite a few players reported this spell to be really too much powerful, especially within BG1. Should I nerf it by making it grant immunity only against non-magical missiles as per vanilla, but granting a huge AC bonus vs missiles? It has also been suggested to make it scale with caster lvl, but doing that is kinda problematic (I have to create/add a bunch of pro files and patch all ammos and throwing weapons), especially if I also have to take into account mod-added items. Skull Trap Leaving aside that I'd really love it to work as per PnP (the skull is placed upon a conjured skeleton, and explodes when hit) but I can't do that, I'm simply thinking of making it not affect undead creatures (as per PnP) as it inflicts negative energy damage.
  25. Deafness Great idea, but I would prefer Shout. Has a much more classic PnP feel to me.Shout is indeed a real classic!Indeed, the end result I was suggesting was clearly inspired by Shout, and we actually found those other spells (Sonic Blast, Thunderclap) by looking for similar spells with a lower lvl. That being said, if most of you prefer to use that name despite the two lvl difference (Shout is a 4th lvl spell) it could be fine with me, but while PnP Shout is a cone spell, I only have thr animation for a Sound Burst-like circular AoE spell. Chaotic Commands vs Mind Blank Keep in mind CC has to remain pretty much unchanged to not mess up the AI (aka immunity to confusion and feeblemind will stay). Otoh, Mind Blank can offer even more protections, such as granting immunity to ALL enchantments including things such as Doom, Bad Chant, Malison, Crushing Despair, and so on. New Divination spell Ehm...this is really too much non-pnp imo.
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