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Lawlight

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Everything posted by Lawlight

  1. Animate Dead I agree. Evil clerics control / summmon undeads, while good clerics destroy / repulse them and neutral clerics do what they want. -> I'm fine with that. In addition, I'm agree with Demi & Salk, that in term of consistency Repulse Undead should be for good (neutral) clerics only. Holy Smite & Unholy Blight While it makes perfectly sense that good aligned priests and paladins would not harm non-evil creatures imo (neutral aligned priest should at least take half damge) and their gods wouldn't support this either, it makes absolutly no sense to me, that evil aligned priests would not harm evil creatures, because an evil aligned priest gives a sh** about who he might hurt with his spells and so do their gods. In my opinion it should look like that: Holy Smite Damage: 0% against good / 50% against neutral / 100 % against evil creatures Unholy Blight Damage: 100% against each and everthing That almost every enemy in the bg series is evil aligned is no problem imo. Neutral or evil aligned partys / party members will no longer have an advantage in some fights, if UB deals alignment undependent damge. Implementing my suggestion would ensure that every one in this game, who should be effected by those spells, is actually effected by them, and that using these kinda spells is appealing for priests of all alignments. Cure Wounds & Cause Wounds Merging these two spell concepts in a single spell makes actually sense gameplay wise, but I don't like the idea much. Storm Shield I've pretty much the same opinion here. Summon Insects I'm against lowering it casting time to 5, but actually agree that the insects should ignore MR for beeing summonend creatures. Since there are offered so many protections against this spell then (which is a good thing imo), this change should be balanced.
  2. Flame Blade Clerics Spiritual Hammer on the same level performs better in every single aspect. It can be used to perform ranged attacks, the enchantment lvl / thaco / damage scales with caster lvl & last but not least it uses the better damage type. I don't think they should be equalized, but Flame Blade deserves at least a small boost imo (and my main concern is the enchantment level too) Goodberry Moving it at 1st lvl is actually a good idea and I also like the fatigue-idea.
  3. Yes this level is very underpopulated, even more if Symbol of Stunning, Symbol of Weakness and Bigby's Clenched Fist get moved at 7th level. Executioner's Eyes My all-time favorite IWD spell. The lack of Divination spells justifies it not beeing a classic PnP spell. I had rather liked to see this implemented as lvl 7 spell to give cleric's access too (it'd go nicely with some deities), but now that we agreed that it should be a lvl 8 spell it could at least be an excellent candidate as a HLA for some divine Kits like Priest of Helm or Inquisitor. Mind Blank Another spell with a fairly large base of fans, I suppose. 'Nuff said... Lightning Ring I've almost forgotten that spell. Nice find! If I rember right there was also an alternative way to use this spell and I'm a fan of flexible spells. Furthermore I think that would be pretty cool: You could release one charge (or two - depending on edition) per round (save for half) like you said (I'd agree that the random target part is probably the best way to implement it - and it'd be unique) and be 100% protected from electrical damage for the duration, or you could discharge all energy at once in a massive overload, which made the ring exhaust itself... BÄÄÄM! So lets say the LR has a duration of 10 rounds for example, which equates to 10 charges: You could release 10 charges at once.That could be implemented in the following way: now that ToBEx should allow to create subspells to work on contingencies, you could make this spell work like SI (submenu). The first sub-spell would work like you suggested and the second sub-spell releases (following you random target suggestion again) all charges/lighting bolts at once, each targeting a random opponent. That could be pretty high single target damage against a smaller group of enemys (following my example 10*5D6 electrical damage) and pretty bursty in comparison to Chain Lighting. Abi-Dalzim's Horrid Wilting would be still better to use on 3+ enemys. If only on target is around it would be like a Disintegrate with a different damage type, but it fits to electric based spells imo. Polar Ray I'm in favor to move Bigby's Icy Grasp at 7th lvl, because this lvl is missing a cold based spell. I never really understood why on earth a ray attack should be concidered as a ranged touch spell and I was happy that SR seems to move away from this pathatic concept of "hit or wasted" spells in many cases (Vampiric Touch, Shocking Grasp, Cause Wounds spells etc.). But I don't like it to become a spell like desintegrate either, because I don't connect this with cold based spells. Imo cold based spells are all about secondary effects. And this one deserves a fresh and cool one: something like a) "the coldness drains the heat out of the body making the target even more vulnerable to cold damage" (my favorite ) or b) "the caster concentrates the ray on the victims head inflicting a painful brain freeze (yes you all know this pain ) that slows spell casting of the target (spell failure is possible too). Mass Polymorph I like this one. 'Nuff said. Polymorph Any Object PoA is really more of a (if not THE) candidate for a possible Transmuter HLA. Solipsism I like it, but Kalindor has a point. Symbol of Insanity vs. Sphere of Chaos / Maddening Whispers First of all I want to say, that I'd be very sad if Sphere of Chaos gets removed altogether, because I like what you did with it. Changing it to Maddening Whispers on the other hand is an excellent idea and should stop all the complaints about SoC not beeing a PnP spell. In summary, I would move SoC at 8th lvl and change/adjust it to Maddening Whispers. BTW again, I don't mind if Chaos gets removed, even if SoI does not make it into the game.... I fear the same. But I don't like Symbol of Insanity anyway.... Totally agree here. On a side note. I'd opt for iplementing Mass Charm as the ultimate HLA for Enchanters. Monster Summoning VIII I'd opt for Fire Salamander Nobles and Frost Salamanders. Create Greater undead I like the Boneguard more. Conjure Elder Elemental You are probably right here.
  4. First! Clerics Bane This seems to be an obvious choice. There are many reversible divine spells and I like that aspect of divine magic. Not only 3E's name is better imo, I hope you go for 3e's standard action instead of AD&D's 1 round casting time too. Needless to say that Bane should dispel and counter Bless, vice versa. Cause/Inflict Light Wounds Yay. Again an obvious choice. On a side note, I'd like to see all spells of this series as touch spells (like Vampiric Touch) and not as "on next hit effect", because this should be the right behaviour for a reversed cure spell. Druids 1) Obscuring Mist/Fog Cloud Wasn't that a cleric spell too? Anyway, it may fit better to druids. They deserve a defensive tool here, since we all agreed that Armor of Faith should be restricted to Clerics only. Should be very handy for rangers too. 2) Animal Summoning I I opt for 1 Dire Rat per caster lvl. That'd be so cool and should help Animal Summoning spells in general to be more useful later on. It could be also a nice feature for KR's Animal Companions. Misk could use it for Boo too and kick some evil asses. 3) Frost Fingers Well, I think offensive power is quite welcome. I'd go for a slightly lesser damage progression compared to Burning Hands in favour for a small slow. Suggestion: Magic Fang It's like a single target Bless (+1 bonus on attack and damage rolls) for all summons which use natural weapons. There is a Greater Magic Fang spell for higher levels too. A scaleable version could be a possible candidate for spell lvl 3. Since summons are an elemental aspect of the class this should be very appealing.
  5. Strength of Stone Well, it could have been the perfect spell for chars like Jaheira (long duration - negates her weakness in this area), but I use it only in situations where its side effect come handy: against wing buffets etc, because the movement penalty (coupled with the long duration) makes it super annoying to use in standard situations. Really it's not just a bad copy of the wizards 2nd lvl spell, I use it quite often in the abovementioned scenarios and I understand that this movement rate decrease adds much to the flavour and realism of Strength of Stone, but I kinda agree with my previous speakers that you could just as well get rid of the movement speed decrease altogether. Another solution would be to make the movement speed penalty only take effect in combat situations, but if I remember right you don't like this solution much @Demi.
  6. I'm happy to hear that! Doom O.K. granted. Magical Stone & Melf's Minor Meteors You may laugh, but I think a bit of everything (except maybe attacks per round). BTW, what do you think about my suggestion of both MS and MMM getting their enchantment level tied to the caster's level, Demi? Shillelagh It's just one thing I noticed and wondered about, not really important for me.
  7. Armor of Faith You've simply misunderstood him. TobEx's Concentration Check feature works this way (if I understood it right): if the caster takes damage he rolls 1D20 + luck. If the outcome is bigger than spell level + damage taken, you succeed. As you can see it is an advantage with this feature installed to take less damage, because it helps you to win the conentration check. And AoF reduces damage by a meaningful amount. Faerie Fire Exactly! And it is a really canonical feature of this spell too. If you fail to imagine how this works I strongly suggest you to read one of Salvatores Drizzt novels. Barkskin With IR V3.1 planned changes in mind, I think this is actually a very good suggestion.
  8. I hope for a "new spells discussion" for these poor divine spellcasters too. Armor of Faith Yes for the duration increase. I'm not so sure if druids should have it. Yes they worship nature gods, Jaheira worships Silvanus for example, but I think the spell dosn't fit to them (especially the animation). Bless Fine now. I still love you for having halved Bless' incredible annoying casting time. I think they shouldn't have it and one could compensate it with new spells, like Anti-Vermin Barrier (aka anti Summon Insects and Co) which would leave Clerics jealous behind at druids grove. Cure Light Wounds Yes for better scaling. Doom I think it deserves to have standard action casting time. *cover* Fine with me. But I think there will be some people who hate you for that... Entangle It's fine now. Magical Stone Dunno with which solution you ended up for Mantle and Improved Mantle, but if you follow the route of making all Mantle spells some sort of PfmW spells with additional features, I'd like to see both MS and MMM getting their enchantment level tied to the caster's level. Sanctuary I agree with you for both. Shillelagh I like what you've done here and it has its uses, but am I the only one who thinks that the enchantment level should increase with caster level till +4? Spiritual Hammer is just one level higher and can become a +5 enchanted weapon. Strength of Stone Yeah, that'd probably help, but otherwise I really like it. Sunscorch I like the spell but not the casting time...
  9. Speed Factor / DEX in Armor That suits me fine. Movement Rate Penalty While a realistic feature, I for one find it extremly annoying (not in solo games, but with a party). So I'd welcome it to be not mandatory.
  10. Rod It may not be a game-breaking issue that mages are not able to use all rods, and in many cases of these weapon-rods it may not even be useful for a single-classed mage to use it at all, but it's inconsecquent and clearly offends against the "useable by anyone" part. And you are right, it absolutely makes no sense at all that mages can't use the "first weapon of mankind".
  11. Seven Eyes I suggested it just a week ago. You can find his answer here. Soul Eater The latest information here was the following: Thanks to info by Galactygon, EFF-targeting dead objects (par1=3, par2=3) is sufficient.
  12. Personally, I see no problem here as long as it's planned as an optional component.
  13. Shield Bash Attack Ahaha. Dude, that's so cool. The only thing which seems a bit odd to me is that you want to limit it to small shields. While this would definitely help to make small shields more appealing, I think realistically you should be able to use all shields as a weapon (except Large/Tower Shields). Btw have you ever thought about granting Large Shield users the ability to cover behind the shield (a.k.a. Total Cover), disabling your own attacks but getting Immunity to ranged attacks in exchange?
  14. Rods Rods are a tough theme. Within D&D Rods are scepterlike devices that anyone can use ("push the button") and that have unique magical powers, but unlike Wands do not have charges. Your planned changes seem to support most of that. They are often Clubs, Maces or Staffs (in BG sometimes even Wands <- don't like that), I can't imagine a sceptrelike Quarterstaff though. Most likely the developers made them Quarterstaffs by default to make them useable by anyone. It appears to me that you follow that road too (I mean the "useable by anyone" part), but on the other hand you plan to make some of them maces/clubs. Don't get me wrong I think clubs/maces fit better, but by doing that you exclude mages form using them. Maybe it's time to make Clubs useable by mages too or for rods to actually be a weapon category of it's own.
  15. Revised Backstabbing my favorite Crazy? Yes, but in a good way. Believe it if you will, but I had thought about how cool such a feature would be some time ago. Sharp Shooting is an aspect which is actually heavy underrepresented for thiefs. This option may add more to the thief class (at least for me) than you will ever capable to do within KR (no offense meant). Furthermore, I want to suggest a ranged pendant of Short Sword of Backstabbing for those who would use this component. Sounds like a good way to balance it. Revised Armors I like both options alot! The weapon speed factor penalties in heavy armors will mean a considerable difference for rogues and light/medium-armored warriors, which is a good thing. Revised Critical Strike I never really understood why on earth especially the Helm alone should protect from chritical strikes anyway. Other May I ask if you plan to include Rod Revision too? I'm really looking forward to it.
  16. Executioner's Eyes No I have no better idea either. With Foresight at 9th lvl and Moment of Prescience not beeing implementable at 8th lvl as you said (it's a pity): I aggree that this gap at lvl 8 should be filled with Executioner's Eyes. Greater Arcane Sight Without that Combat Text feature Greater Arcane Sight would not only be great - it would actually be mandatory (not that I'm against it). Prying Eye/Greater Prying Eye/Watchful Eye/Wizard Eye For me it wouldn't be worth a spell slot, but maybe I'm not objective here, because I use thiefs alot. Furthermore. I'm really in love with your suggestions for Invisible Stalker (detect and disarm traps would make it a cool summon) and I fear these features would make him/it the better scout anyway (BTW I would go one step further and give the IS a limited Set Trap ability too). Back to topic, even without the dispel illusion feature the Eye may have a right to exist, because it adds flavor. But is this enough? My suggestion would be to expand your concept of the Eye (Detect Trap + True Seeing + scout) in the direction of "three (or more) eyes see more than two" a.k.a. Clairvoyance / a sort of "danger detector" (maybe even a sort of Clairvoyance aura to protect the whole party, given the fact that the eye(s) is/are quite fragile). Conjure Greater Elemental Excellent.
  17. First of all, I'm very sad about that Executioner's Eyes didn't made it into that list (as you suggested in the other thread). I know it's a IWD Spell, but it'd give Diviners some more offensive orientated power. Secondly, I found no fresh and new D&D spells either. I found Intensify Summoning, but spells like that (not this one in particular) have more potential as a "Necromancers and Conjurer only" feature for KR in my eyes. Greater Arcane Sight/Prying Eye/Greater Prying Eye/Watchful Eye/Wizard Eye (joking) Greater Arcane Sight - pretty much what you said: even if it is implementable I see little to no use for it Prying Eye/Greater Prying Eye (in it's D&D form & with "nerfed" TS) - except from beeing funny ('cause of creating a horde of eyes), I'd use it only once to laugh my ass off and then never ever again - scouts are only useful if it's your first playtrough Prying Eye/Greater Prying Eye/Watchful Eye (with your suggested detect traps and detect illusions abilities) - at least useful in solo games (the detect traps part, though again more useful if it's your first playtrough) - (on a side note) @Demi: I used the search function to refresh my knowledge about what exactly you plan for TS and found out that "true" is one of you favorite words - do you intend the same changes for detect illusion? I bet not. - if not it could be indeed usefull to a certain degree - not very appealing for a lvl 7 spell though Wizard Eye - I fear whatever effort you put into improving this spell, it wouldn't be very appealing for a lvl 7 spell Conjure Greater Elemental Interesting idea. Maybe give each of them a little special ability in exchange?
  18. Druid's Stonekin I called it Ironskin by force of habit and I've no problem at all with it's new name. Mage's Lucubration / Mordenkainen's Lucubration One could easily make it restore the same amounts like WR though. I brought it as alternative. Improved Slow I've some doubts here. Will you try to achieve constancy with Improved Haste, like you did with Haste vs. Slow (it would be much harder to do on the apr part)? And secondly, I dont like the fact that a single Improved Slow cast couters all seperatly casted IHs. Last but not least, would the penalties to AC and thac0 stack with Incendiary Cloud (possibly too much?). And if not, wouldn't it make IC even more redundant?
  19. Black Blade of Disaster You've got probably a point here. That's the good thing about a living discussion... Imprisonment I'd call it a kill without reward. And it isn't real eternity.... That's the more convincing argument of the two. Well, that's more a roleplay orientated problem. To stay at your example, who would seriously use this spell against Firkragg (no loot, no exp, an unfullfilled quest)? I understand your thoughts here, but I think it's only a problem in theory. Actual gameplay fixes it itself. The immunity of bosses against it is there to make sure it does not break the game. The other cases where it could break the game are prevented by the players brainpower. Allowing a save against it would not help on this issue, because it could still break quests. While your planned changes to Power Word Kill are well needed (it's really only a super fast single target version of Symbol of Death without granting a save) to make it compete with other 9th lvl spells and even with Finger of Death on targets above 60 HP, I fear that a nerfed Imprisonment can not stand against it then. Energy Drain You two have convinced me too.
  20. Black Blade of Disaster That'd be a very different concept from PnP's BBoD & Vanilla's one, dunno whether I like that or not (it'd be an Alteration spell then too). Well, the first goal that really should be achieved is to make this spell actually an appealing choise for every kind of mage (single, multi or dual). Allowing the caster to wield it (current concept) or letting it fight for it's own (PnP concept) would ensure that every kind of mage wants to use that spell. A single class mage would obviously use it as the ultimate summon spell, where the more fighting orientated mage would use it as the best weapon he can get his/her hands on. While a really good idea, I have mixed feelings here. Someone should use all those cool weapons offered by IR. I see it coming, we end up calling BBoD Blacky then. Damn I totally forgot about that. With that in mind and according this feature would work with BBoD too, I'm clearly againt changing it to save on each hit instead of a flat 15% chance on hit. Imprisonment Casting time of 1 round is the absolute max imo. The one thing I really fear if Imprisonment allows a save (even with a huge penalty) is that I would always favor the weaker PW Kill over it, because it's faster to cast and does the same job immediately (with the planned changes), where you need to cast Freedom to make Imprisonment competitive (get XP and loot back). Demi may also end up adding Dimensional Anchor to protect against it (at least for the arcane users - isn't there an Item too now?). But the other classes would most likely be effected by maze anyway, because of mid int...
  21. Ironskin Improving Ironskin is of course quite another matter. Druids need some love. My suggestion: Mage's Lucubration / Mordenkainen's Lucubration Mage's equivalent to Wondrous Recall.
  22. 5th Level Spells Ball Lightning Your idea really thrills me. 6th Level Spells Eyebite Yes! I like... Shades Sounds like a good concept. Otiluke's Freezing Sphere AD&D's concept for OFS beeing a multipurpose spell (either a cold ray or a cold globe) is much more innovative imo: aka let the player decide what he likes to do. The damage of the globe version was nonexeistent though. My suggestion would be a mix of AD&D and 3,5e via sub menu a la SI, with Globe of Cold beeing like you suggested (15d6 cold damage at max + 1 round freeze on failed save) and Cold Ray (lesser Polar Ray + your suggested slow effect). Improved Slow No SR' description already states that. If you ask me, slow should actually affect casters in some way (though double cast time is a bit harsh), but I agree that the opposite effect on haste would be overpowered. To calm you: haste actually does not do so. For the consistency slow should increase casting time by one and haste the opposite, but that's just my two cents. Other Stone Skin Don't even think about it!
  23. Imprisonment And that is all balance it needs. If the player decides to waste a 9th level spell slot on a not so important/mighty enemy too kill it later, why not? Black Blade of Disaster Why not allow both like Ras? That'd be quite cool. I'm fine with that. Wail of the Banshee It's 3E Descriptor states it as sonic/death and sonic damage is usually inflicted by sound waves. Ergo: I don't think its that absurd. But I think a secondary damage effect isn't that appealing anyway, isn't it? Spell Trap Ardanis has a good point here. It's good because it let's you rest less! *joking* Sorry I couldn't resist. If you take Wondrous Recall as a reference, it should be alright that it can not refresh 9th lvl spells. Carrion Summons My sister forces me to ask that: could they find a new home in one of the Monster Summoning spells? She finds them (no joke) cute...
  24. Wail of the Banshee Deafness would fit pretty well as a secondary effect, but is it enough to legitimate a lesser penalty? Another thing I can think of is "sonic" damage on a succeeded save. Or even both. Anyways, without a proper secondary effect it should keep its -6 save penalty. Power Word Kill I simply misunderstood you. That's all. I'm fine with your plans then. I can only agree here.
  25. Energy Drain Sounds like an instantaneous Spell Worm on steroids to me. Interesting idea to make it more appealing to casters. Together with the +4 caster levels Demi wants to add it should be enough. Time Stop I don't understand the problem. A pure mage needs to use spells anyway to actually do something. Why is that an argument against physical attacks during TS? I do not agree with that. But anyways, Demi already stated: Spell Trap And Wish does spell refreshing already in a more effective way anyway with NPC's like Aerie.
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