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Lawlight

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Everything posted by Lawlight

  1. 1) Greater Dimension Door As I said before, that'd be uber cool. 2) Swift Etherealness Yeah, it looks like the obvious choice to fix this issue. I share your doubts concerning true PnP Etherealness. Really like the concept you're suggesting here. I'd start with 2 rounds. 3) Ball Lightning I'd prefer b), because I favour uniqueness over a slightly better MMM. This. 4) Waves of Fatigue Really like what you plan to do here. 5) Mestil's Acid Sheath I love it too. But something has to be done about the stacking problematique. The more I think about the problem, the more I come to the conclusion that Blue/Red should be merged. Ardanis already suggested it in another thread. I'd like to quote you two to bring the discussion alive again: In theory I'd actually agree with you because: - a fireshield with blue flames and cold damage makes no sense to me - having a wall of fire lessen both cold and fire damage makes sense (in fact in PnP the red one protects from cold) - having 50% resistance to both elements in the same spell would greatly improve the appeal of this 4th lvl spell imo - making it a single spell allow us to not fear staking fireshields (or to add another similar effect without worsening the current status quo) - granting immunity to insect spells a la SCS makes sense only for the fire damaging version BUT: - that would indeed classify as removing a spell - if any AI wanted to stack the two shields it won't be able to do so anymore (I fear SCS does it sometimes, doesn't it?) Well, is there a way to trick the AI? 6) Mind Fog Shadow Magic Ironically, I wanted to suggest it some time ago, but I completely forgot about it. I can live with it becoming an Illusionist-only feature.
  2. Absolute Immunity First I thought: wow! he can't be serious! that is so op! man! (just kidding) But your argumantation convinced me. Bigby's Crushing Hand I think it's fine. The only possible improvement I could think of is making it bypass MR like Comet & Dragon's Breath, but then it's only a lvl 9 spell, so no. Black Blade of Disaster EDIT Really like what you have done here and to all the other magical created weapons too, especially that the caster can benifit from the proper proficiencies while wielding them. I use BBoD alot on my F/M (not on my single class mages, though), but more because always using TS can become annoying sometimes. PFMW & Stoneskin counters it, thats a little bit odd. What I fear is that BBoD does not deserve to be a lvl 9 spell. It has some high damage potential, yes, but it should really bypass PFMW and Stoneskin. Hell, one could do much more in a single TS. As I said: I memorize BBoD when TS annoyes me -> 'nuff said! Maybe only Absolute Immunity should block it's damage. That said, yes it could be somewhat op, but so is TS too. On a side note: I wish it could be useable by Blades, so if you think bypassing the mentioned protections is to strong: maybe move it to lvl 8... Chain Contingency Don't share your doubts. Just do it. Energy Drain EDIT Never really used it. *shy* I smell some serious op shit. Mixed feelings here. Freedom EDIT That'll have to do. Gate See Wish with the major difference that I think it'd be pretty cool to bring it closer to PnP. Imprisonment I think it's pretty balanced. See some previous posts of mine. Meteor Swarm EDIT And so do I. Physical damage would fit very nice imo. I don't mind if it needs to be changed to conjuration school then. One a side not, following the same arguments I'd make Comet deal some fire damage. It's animation really indicates that! Power Word Kill EDIT Mixed feelings here. Really enjoy the "the current hp points are used for it's determination" feature. Shapechange EDIT 'Nuff said! Never really used the other two forms, though. One can't balance the forms among themselfs, because the creatures are varyingly strong either. That's ok. You've provoked it: Beholder. *cover* But if I remember right you said it would be to difficult to implement (and I believe it is). Vampire would be another cool form. Another of those INSANE ideas would be a dragon form... *just kidding* Spellstrike I think so. Time Stop EDIT Who ever touches this spell will get his finder burnt, I think. Personally, I'm really in a love-hate relationship with it. Balancing level 9 around it is very wise indeed. At the risk of getting stoned to death: I think it should be a lvl 10 spell. Wish It's really your and Ardanis' very own decision (it's your free time). In my opinion it's not worth the effort. Level 9 Spells in general EDIT HOT To make level 9 spells more appealing in endgame, I'd make level 10 spells innates. It could be a possible buff for mages in general, but it'd give you also the chance to balance (that's KR's business I think) how often they could be used per day. For example Improved Alacrity only once per day. EDIT: I edited my post to make my feedback a bit more detailed.
  3. Imprisonment 100% agree. Maze Maybe. I'd vote for a range increase too. That could annoy people. Mantles & PFMW Hehe. It would definitaly solve the problem of making Mantle finaly unique, but I think some more feedback is very welcome here. Logical consequence. Incendiary Cloud The Grease idea is really cool. *thumb-up* EDIT: I checked it this minute and the range is indeed already medium per V3.
  4. And even one more spell slot if Simbul's Spell Matrix becomes an innate. 1) Phantasmal Killer Offensive Illusion spells are very welcome. 2) Mordenkainen's Force Missiles If this spell makes it into the game a longtime wish of mine comes true. I'd go for 2d4*7 (without a save), because that is really the defining part of that spell isn't it (sticks in the word "force")? As for the AoE damage I'd go for 10 splash damage (save to negate) per missle. Another option would be to uncouple the blast from the first target, and balance AoE and single target damage separately. 3) Vitriolic Sphere I'd go for the AD&D version for the splash damage. This way the damage to the first target could be a bit higher. I'd really like to see a more "bursty" acid spell (no spell fills that niche atm), most damage on impact (1d4 per lvl / maybe capped at lvl 20), half of that the second round and so on... (for the first target) 4) Enervation Really like it, but not to replace Contagion. 5) Dimensional Anchor 6) Animate Ghouls
  5. Fog Cloud I'm with Andaris here. As I said before, it should not last long though. Yes it would make the spell a thiefes nightmare, but I don't see how this could be a problem at all (assumed the spell dont last for ages). Why on earth would a thief give up his advantage of a prepared attack to enter the fog and try to backstab? Logically he waits for the better moment. I wouldn't use my thief on targets within the fog anyway, because the planned -4 penalty to melee hit rolls lets me think twice about it. My suggestion: make it last as long as PfMW. Animate Dead Like it. Icelance Whatever way you choose - it will be fine. Keen Edge I really hoped it would make it into the game. ;( Ooooo new shiny ones!
  6. Symbol of Weakness & Symbol of Stunning Makes sense. Symbol of Death Or just make it match priest's spell lvl too (7th lvl) breaking with PnP in this case. Simulacrum It's perfectly fine now. Maze What I do fear here is that it would become too appealing compared to Imprisonment. For me Imprisonment is more about having an ace up one's sleeve (a kind of last resort spell). You could use it to disable one dangerous target (of a hostile party) and there is basically nothing it can do about, then come back after the fight and finish the job. It could be called somewhat overpowerd, but on the same time it has become more of an underdog, not only because it shares it's slot with lvl 9 spells, but more because you have to rest multiple times or free it to get your loot. In my opinion thats a good example for balance. Maze on the other hand is much harder to balance, because it can basically the same thing (on low-mid INT targets though) and it has to be weaker than Imprisonment. But more often than not the target comes back faster than you like and you have to deal with that. But that is fine in my eyes, because it's more an combat orientated version of Imprisonment and you must keep an eye on it, it's not a no brainer. But Ardanis has a point too, because the player has to estimate the targets INT already to decide it's usefulness, and MR complicates that even more. My suggestion: lower the castime to 1 to make it even more reactive in the heat of the battle. Mantles Interesting, but... unbalanced maybe? Coupled with the above tweak it is almost a mass Absolute Immunity! You call it a daring solution, but I think it would be a quite interesting one. Needless to say, that this party protection thing really fits the mantle theme in my eyes. The duration needs to be adjusted then of course (nerfed). I don't want to insult you at all, but I think that would not help much to differentiate them from PfMW and from each other at all. Incendiary Cloud What about adding a secondary effect to those within the Cloud, that makes them suffer increased fire damage (20% for example?). ToBEx made this possible, or am I wrong? This would allow some nice combos.
  7. Genies To be fair, it was you who reopened my old sores by suggesting (or thinking about) to add Daos. Perhaps it's just me, but it has bothered me since day one that there are Air/Fire/Earth Elementals but only Air & Fire Genies. Tenser's Transformation A fatigue effect sounds interesting, but I'm not sure whether it would be enough. And yes, TT should not stack with those spells with enabled spellcasting. Good point!
  8. Snilloc's Snowball Swarm Your arguments are valid. Ok, you've confinced me. There are other options like a little slow etc. to differentiate them even further. But then, the small AOE range could be perfectly ok. You have a good point here too. It was btw just a suggestion to make it more appealing in comparison to Fire Ball in at least some situations. But as a generell cold spell feature (quite like that idea), a 1,5 modiefer would be more balanced I think (Cone of Cold double Damage? O.o). Resist Fire/Cold Thank you for clarification.
  9. Some of the stuff discussed before: Maybe enable spellcasting and add spellcasting failure in exchange. Or increase the casting time to such a degree, that it is a tough decision between using the weapon or casting a spell. That would be uber cool. Elementals Water Elementals? Genies Daos and Marids?
  10. Monster Summoning II I'm looking forward to it. Gedlee's Electric Loop If you handle the stun like PnP (NWN Series treated it the same way) it should be balanced. Snilloc's Snowball Swarm So why exactly do you plan to make it party-friendly? Visual looks? In my small, but colorful world it has always been the weaker version of Fireball. Anyway, I would prefer the 3E version with a maximum of 5d6 points of cold damage and the compromise of a 15 feet AoE radius (10 feet if you intend to nerf Fireball), exactly the half of Fireball in every single aspect. Furthermore, I also like IWD's feature of double damage against fire-based creatures. Resist Fire/Cold I fear I've missed the whole discussion here. Fog Cloud vs. Obscuring Mist Yes they are basically the same thing, and I prefer the shorter duration of Obscuring Mist anyway. Actually, it should not last very long for balancing reasons. As for the name, I opt for Fog Cloud, not only are there already many Cloud spells, but the word 'mist' sounds really strange as a native German (in German mist means dung/muck).
  11. And so do I. I didn't even used it in vanilla, though I liked the IR V2 Version much (but it annoyed some players) and your V3 Version is quite powerful (but I will not miss it that much). As a sidenote: If you ever find some time for wild mage love (broad hint) Wildzone would be a good way to reintroduce V2's SoC. It IS actually redundant. Without IR's changes Chaos would be basically the same as Confusion with a slightly tougher save. + also fits the divine 7th spellvl better than SoC (because there are already some Symbol spells too) If you and Ardanis think it is possible to let the AI use Confusion instead of Chaos, I would definitely prefer a) (with the "5 HD less than the caster[...]" feature). Regarding Eyebite: Wow, thats a funny one. Quite like the idea. What do you plan for Absolute Immunity?
  12. As much as I understand the advantage of such a change, I thought that Demi planned the same for Sphere of Chaos some posts above. And isn't Symbol of Insanity (based on Chaos) inferior to Sphere of Chaos then?
  13. First of all, I'm glad to see you decided to add new spells. If it is done right (and you have my blind trust) it could add really much fun to the mage gameplay. Here is my wishlist: 1) Dimension Step/Dimension Hop I really like the idea of moving DD's features to the 1st lvl, because I love the spell as such but for a 4th lvl spell it's indeed to weak. Quick, once per use, in LoS, cheap: all attributes fitting the 1st spell lvl the best. The idea of Ardanis (Greater DD) sounds even more fun. So why not take both? 2) Fog Cloud/Obscuring Mist If you find a proper way to implement it, it will be by far the most interesting one of the five and a nice defensive tool. 3) Monster Summoning I As I share your opinion of ensuring that every Specialist should have at least something cool each spell lvl, I really favor this one over the rest. Even more if Find Familiar is made an innate ability (which of course is the right way to go as a main-char-only spell). Gibberlings on the other hand are not only a must have for Conjurers, they are also a must have for this site. Ice Dagger Yes you are right in both. Arcane magic is lacking cold based skills and Ice Dagger brings nothing really new to the table. I fear Ice Dagger is not the right way to go. There is even already a cold based skill at 1st level: Chill Touch. For me, it's not a question of "should there be more cold based skill?" than "at which spell lvl?" and "in which way?" should they get implemented. I miss Snilloc's Snowball Swarm and Icelance much more than Ice Dagger (never used it in IWD), both skills of a spell lvl missing cold based stuff in BG.
  14. Control Undead Yes it's fine. Delayed Blast Fireball Also fine. Finger of Death -4 should do the trick. Khelben's Warding Whip I would go for the small magic damge per round ('cause of the analogy to a real whip), but I think neither of the two options is really needed. Limited Wish Not worth the effort. Mantle It still stands in the shadow of PfMW. More than ever if you really plan to give PfMW its old duration back. Both Mantle skills need some more. Mass Invisibility It's indeed fine as it is. Prismatic Spray Sounds cool. Its randomness justifies its potential. I fear I'll still use it quite rarely, but that's a matter of taste. Project Image Yes I think it needs definitely more nerfs. I like the idea of treating it as a true illuisionary clone, because this differentiates it further from Simulacrum. Protection from the Elements I think it's fine and the only bonus I can think of is a small penalty to Elementals attack rolls and a small bonus to saving throws against them (a la Protection from Evil). Ruby Ray of Reversal That leaves me even more thinking about the right to exist of Stone to Flesh. Sphere of Chaos I'm ok with moving it to 8th level. Summon Death Knight It's bad ass as it is. Summon Djinni & Efreeti Merging would leave some space for some new stuff. Summon Hakeashar The aura sounds quite cool. But I think one of the two spells should get removed to make room for something new.
  15. Hi all, this is my first post here, normally I'am more the reader in the background. True Strike I like the SR2 Version and use it frequently for bard oder mage multiclass characters. The only thing I would like to see here is an increased effect duration, but i can live with 1 round. Chill Touch 1) Bypassing PfMW-like protection via cold damage sounds good and could help to interrupt spellcasters, so there is at least a use for multiclass mages and bards (and even single class mages). If you find a way to implement this without removing the "+1 enchantment to determine what it can hit" part, its cool. 2) If you really want to add an anti-undead aspect I would say go for the hold thing, because it fits to the whole anti melee / STR drain thing (aka keeping melees on distance or at least weaken them which came in my mind when thinking about a chilling touch). STR drain should stay at 1. 1) & 2) together should make it at least a little bit more interesting for all kind of arcane power users.
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