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Shaitan

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Posts posted by Shaitan

  1. Spells using different spell levels depending on caster type

    Sigh, most of you seem to hold a grudge on both "same spells at different levels" and "same spell with slightly different effect"...which in theory leaves me with the most difficult options:

    a) moving tons of spells around to make them always use the same spell level regardless of caster type

    or

    b) rename those spells (e.g. Contagion -> Cause Disease) and make them more different

    or

    c) a combination of a) and b)

    I'd point to b) mostly.

     

    Aerial Servant

    After looking more closely into its original AD&D version I now understand why this spell seemed inherently broken to me. AD&D Aerial Servant is supposed to be a 16HD air elemental with permamanet improved invisibility, thus hugely more powerful than a 12HD air elemental summoned by druids at this lvl, and still more powerful than a 16HD one. I kept it "under check" by tweaking its stats, but now I realize an alternative solution, making it work more like a Gate-like spell (aka a la 3E 6th lvl Planar Ally spell), and summon a 16HD Aerial Servant at full power. What do you think?

    I'd like the alternate solution with a gate-like spell and a 16HD Aerial Servant with full power. Druids could use it.

     

    Blade Barrier

    I'd personally change it from evocation to conjuration for conceptual reasons. 3E tries to justify evocation school by saying "blades (are) shaped of pure force", but it really doesn't convince me. Especially within BG these looks like real blades, inflict slashing damage (I can imagine force spells dealing crushing damage, not slashing or piercing, but it may be just me), and even bypass magic resistance.

    Conjuration is fine with me.

     

    Bolt of Glory

    Leaving aside that within PnP this is a good-aligned spell granted by Torm and not usable by evil characters, I'm not sure of its appeal (it's only useful when facing demons, or powerful undead creatures). What do you think of it?

     

    I'm tempted to "merge" its concept with Spiritual Wrath's one (a more generalist 6th lvl AD&D spell you may know because of IWD), making it more useful overall imo, and conceptually able to fit priests of any alignment.

    Merging it sounds good, leaving Torm with his spell. Makes sense indeed.

     

    Control Undead

    I made a mistake adding it imo. Good-aligned clerics should not get it, and evil clerics can already achieve that via turn undead ability. I'll remove it.

    Agree, I hope you can use the icon created anyway...

     

    Dolorous Decay

    After deciding to move Regeneration here for druids it striked me how much this spell actually seems its reverse spell (called Wither within AD&D). Should I try to expand this concept? For example it could cause as much damage as Regeneration heals (aka same dmg as always, but for a much longer time) allowing a save to halve the duration or damage taken (or even both, thus save for 1/4 of max potential if we also keep vanilla's slow effect).

     

    Do you prefer the current stat drain solution or this more damage oriented one? I'd probably prefer the latter, mainly because both Contagion and Symbol of Weakness are more "stat drain oriented", but I admit that affecting stats is the main thing that differentiate disease from poison. what do you think?

    Wouldn't that make this spell an uber mage destroyer spell? I'm reluctant.

     

    False Dawn

    On one hand I like what I managed to do with this spell, otoh I hate that it performs the same anti-undead and/or blinding role of Searing Orb. That being said, between the two spells I'd probably tweak the latter, rather than this one which now seems fine.

    False Dawn is good as it is now.

     

    Fire Seeds

    What about raising the number of fire seeds created? Even allowing up to 10 seeds (instead of the current 6) it could still balanced imo, even without nerfing each seed (though reducing the blast from 10 feet to 5-6 would not be bad, especially considering in theory they should be non-friendly). It would mean up to 40d6 dmg, but with a very small blast area, and each 4d6 seed requires a hit roll (druids are not kensais) and allows a save for half damage. I'm also thinking of making direct damage not allow a save as per PnP (aka direct hit can be dodged with AC, blast damage allow a reflex save), but it's not a big deal.

    Great idea boosting this spell.

     

    Harm

    As the other cause wound spells, I'd like to make it not require a hit roll. Pratically it would end up working as a Disintegrate spell with no range, less possible targets (e.g. undead are not affected, Mordy is not destroyed, etc.) but much higher damage on successful save (is the current 75 too much?). My only doubt is that in theory this spell deserves its incredibly long casting time (1 round), which was not a problem when "pre-cast" but it will become a problem with the suggested solution because it needs to be cast in the middle of a fight...would casting time 6 make it too powerful?

    Hmmm removing the on hit and reducing the casting time would indeed ´make use of it. I'll have to see it in game to decide wether it is too much. SCS AI also use it AFAIR.

     

    Physical Mirror

    Here I have something BIG in mind, something which would finally make this spell more than just an expensive ProMissile. I suggest to replace it with a more canonic AD&D spell, Entropy Shield (renamed Divine Shell within IWD).

     

    IWD made it work in a more generic way (AC and resistances), but we can make it work more like AD&D if we wish so. That means the spell would more or less grant:

    1. 50% miss chance to direct attacks (as SR V3 Reflected Image or IR's Cloak of Mirroring)

    2. 100% immunity to missiles (covering vanilla's PM's role)

    3. 50% resistance to all forms of damage (to simulate PnP 50% chance to ignore AoE damaging spells)

     

    Even without implementing 3. this spell would still be incredibly powerful imo, going from a modest buff in vanilla to a must have 6th lvl buff. What do you think?

    Entropy Shield I remember as a good spell. I'd say I'm intrigued and think you should go with all options.

     

    Sol's Searing Orb

    Well, currently this spell is pointless imo. It's a mix between Fire Seeds and False Dawn, but loses to both because for a MMM-like spell I'd pick Fire Seeds, and to fight undead creatures or cause mass blindness I'd pick False Dawn.

     

    Leaving aside that I would at least make it not require a hit roll anymore (that makes it incredibly unappealing imo), I really don't know what to do to make it shine. Have you any idea?

    Make it work better against Drow/creatures from the Underdark. Add a bit of magical damage?
  2. I agree with Salk. ( i don't need to post anymore, just have to wait for Salk :D )

     

    We discussed Raise Dead some years(?) ago, and agreed that due to game reasons the game needed Raise Dead as it is - players would tend to reload instead. I'd rather have Raise dead as it is now and play my PnP games without Raise Dead (which I also do).

  3. Cloak of Bravery

    The reverse of Cloak of Fear. As we discussed elsewhere, within AD&D CoB grants only immunity to fear, making it kinda pointless imo considering a 1st lvl spell can counter fear effects for the whole party. I suggest to make it works as a sort of hope/heroism spell, granting immunity to fear and +2 to hit/dmg rolls to nearby creatures, while Cloak of Fear will cause instead -2 penalty (no save?) and fear (on a failed save).

    For consistensy I think you should add it.

     

    Dimensional Anchor

    This is a very situational spell, and I'm not 100% sure we need it, but as long as spells such as Teleport Field and Imprisonment (especially the latter) don't allow a save granting at least one spell to protect from them may not be a bad idea. For completeness I might say that Imprisonment do have an incredibly expensive counter, Freedom, and TF is great but not game breaking even if you can't protect from it, that's why I'm not sure the spell is a true must have.

    I don't think DA is needed, due to the reasons you mentoned.

     

    Striking/Smashing Wave

    It's called Striking Wave within PnP, but for some reason it got renamed Smashing Wave by IWD. It's 4th lvl within AD&D and IWD, 5th lvl within IWDII. Regardless, I will borrow IWD's animation and make it a single target spell which inflicts crushing damage and knocks target back unconscious for a small time. We can easily tweak damage and knockback duration to fit both spell levels, but I'd probably keep it at 4th lvl.

    Would be nice in BG.

     

    Thorns Spray

    Pretty much a party friendly Cone of Cold which inflicts piercing damage. Not the best spell ever, but kinda unique at least. I have to see if I can implement it with a decent animation.

    Sounds good, but I prefer the others.

     

    Blood Rage

    Within IWD there were both Blood Rage at 4th lvl and Animal Rage at 5th. Ironically, the former is the only one I could find within PnP, though the latter's name is much more appropriate imo. I think adding both spells would be redundant, but one of them could be a good addition to druids, as they lack offensive buffs (unlike clerics who get tons of Divine Might, Divine Power, Divine Fury and similar spells), and a rage-like ability could even make up for the lack of Chaotic Commands.

    A great addition.

     

    Giant Vermin

    It's 3E only, and it would be pretty much a copy of the current Spider Spawn. I actually vote to not implement it because we already have Animal Summoning and Call Woodland Beings at this level. Spiders wouldn't add much imo.

    Is a no from me too.

     

    Spike Stone

    It's 5th lvl within AD&D, and 4th lvl within 3E. I would actually vote to not implement it at all because it really isn't enough different from Spike Growth (same spell, higher damage), and its IWD animation is horrible imo.

    I'd prefer Blood Rage & Striking Wave above this.
  4. Call Woodland Beings

    I'd like it summon lesser beings at low levels, and keep the Nymph only for high lvl druids (e.g. at least 12th lvl imo). Dryads are the obvious choice, but I don't know how much effective they can be. With AD&D they only have Charm Person, but within 3E they can also use Entangle and Sleep. We don't have animations for anything else (e.g. pixies, centaurs, etc.).

    ewhere.

    I think this change mwill be welcome. Nymphs are good summons especially in BG1. I'd also point to aTweaks and what aVenger is doing.

     

    Cloak of Fear

    I thought this spell didn't need any change, except perhaps changing its save penalty, but now I'm going to suggest adding its reverse spell, Cloak of Bravery. Within AD&D CoB grants only immunity to fear, making it kinda pointless imo considering a 1st lvl spell can counter fear effects for the whole party. I suggest to make Bravery works as a sort of hope/heroism spell, granting immunity to fear and +2 to hit/dmg rolls to nearby creatures, and make Cloak of Fear cause instead -2 penalty (no save?) and fear (on a failed save).

    I'm with Salk here.

     

    Death Ward

    If you ask me I'd make it work as per 3E, thus merging Negative Plane Protection into it. The latter spell is very situational, and I don't think 3E Death Ward is OP. What do you think?

    This also will be very welcome, makes a lot of sense to me.

     

    Divine Power

    Does it need any change?

    Is fine as it is.

     

    Lesser Restoration

    Very situational. We may try to make it at least dispel fatigue effects, but I guess there's very little we can do about this spell. :(

    It's also used quest wise (skinner quest)

     

    Poison

    Have I managed to make it appealing?

    Indeed, it's more appealing now.
  5. Searing Light

    As some of you might already know, I'm suggesting this classic 3E spell for a simple reason, I want a good aligned spell to make up for Animate Dead being restricted to evil priests. Note that it would not be limited to be used against undead creatures (though it deals more dmg to them), but it would be a kinda useful fast casting, single target, ray spell which inflicts damage (up to 5d8 within PnP) without allowing a save.

    The more I think of this spell the more I can see it in BG, I'd rather avoid Bestow Curse though, mostly due to it's similarity with Doom.

     

    Greater Magic Fang

    This is clearly on top of my wish list for this lvl, shortly followed by ASIII. A buff which affects all your summoned animals at once, granting their attacks a higher enchantment lvl (not just +1 to hit/dmg, but actual enchantment lvl!) really is a must imo.

    I'd like to see it, though I'd like Spike Growth and Icelance more

     

    Spike Growth

    This is really a classic. A rather unique variant to Entangle, which slows anyone in the area (keeping them slowed even after leaving it) and inflicts moderate damage. I'm not in love with IWD's animation, but unless we think it can have "no animation" I'll have to use it.

    I do think it needs an animation, and the red(?) one from IWD wasn't very good, can't you just change the colour of Entangle and use that?

     

    Icelance

    This spell from Player's Guide to Faerun isn't mage only in PnP, though druids get it at 4th lvl there. I'm not sure about it only because I fear it would overlap and outshine Hold Person or Animal (the latter has a small AoE, but Icelance's damage output makes it more appealing imo), but adding a cold based damaging spell would be good imo.

    Modify the hold ability and violá, the ice damage is needed, and the spell is great.

     

    Quillfire

    This comes from Magic of Faerun's book. I wasn't too much into it (at all actually) because within PnP this is pretty much a Lesser Poison spell. Ardanis suggests to make it the druid version of Melf's Minote Meteors, with poison instead of fire.

    Sounds cool, but I don't recall the spell.
  6. Animate Dead

    Then, the hard part. THIS SPELL IS EVIL. Good aligned priests, not to mention paladins, should not have this spell! Please tell me you agree. :)

    I hope you'll make this change, AD is not to use by others than evil clerics.

     

    Glyph of Warding

    A more expensive Fire Trap using a better damage type (I'd dare to say that it's even better than Skull Trap's magic dmg if we make ). It probably doesn't need any change.

    I love this spell, works very nice for a thief/cleric also

     

    Gust of Wind

    I'd dare to suggest moving it down at 2nd lvl as per 3E. It can actually become a mandatory change if you approve the change I'm going to propose for Storm Shell.

     

    I would also suggest to make this spell "dispel" an insect swarm affecting the caster (its casting time 1 makes it possible).

    Moving this would be fine IMO, dispelling insects would also make sense, Bats also?

     

    Miscast Magic

    I don't know, is it fine/appealing?

    I like using it for my druids :)

     

    Strength of One

    Not my favourite spell, but I guess there's little to do here. I would make it not usable by druis though.

    It's also used by enemy AI. Fine as it is.

     

    Unholy Blight/Holy SmiteI like the changes proposed here

  7. If only there was a way to make the movement speed only take effect in combat situations but not when walking about the town. There is armor removal, but then you are screwed if you are attacked unexpectedly. (Realistic I suppose...)

    With ToBex, you can now equip/unequip armour in combat ;)
  8. Acid Fog

    Its school is changed from Evocation to Conjuration. I was also thinking about slightly altering its dmg output to last a couple of rounds even after escaping the cloud. Most acid based attacks work like that and it would also make its dmg output work more similarly to AD&D version of this spell (where dmg inflicted increases the more the target remains inside the cloud). Overall the spell wouldn't change much, but ongoing dmg would make it slightly more different than just a more damaging Cloudkill. No?

     

    The only real problem about doing the above mentioned tweak would be making the description clear. :D

    I't would be a nice change, please go for that.

     

    Chain Lightning

    It should be fine.

    Indeed.

     

    Conjure Air/Earth/Fire Elemental

    We are thinking to merge them into a single spell, and to move greater elementals (which are generally considered too powerful right now) to 7th lvl in the form of a new Conjure Greater Elemental spell.

    Good idea. Needed nerf, as it is now elementals are almost too good for a 6th level spell.

     

    Contingency

    As discussed elsewhere this will be made an innate ability gained by mages at lvl up.

    Looking foreward to that change.

     

    Create Undead

    Ok, here there's a lot to discuss. Within V4 necromancers will have a lot more minions at their disposal, and the huge overhaul I planned look like this:

    * at 3rd lvl I'd add Animate Skeletons (the equivalent of the current SR's Animate Dead)

    * at 4th lvl I'd add Animate Dead and make it summons ghouls and ghasts (should I rename the spell?)

    * the current Create Undead will summon one Skeletal Warrior

    I'd rename it Animate Skeletal Warrior taking inspiration from PnP's 6th lvl Animate Dread Warrior, but it may as well keep its current name. The point it that the current Create Undead is considered too weak for its spell slot (am I wrong?) whereas the uber powerful Skeletal Warrior deserved to be back, but to an appropriate spell lvl (it's so powerful imo that it actually rivals 7th lvl summons).

     

    Let me know your thoughts.

    Sounds intriguing. As of now I can agree Create Undead is a little too weak, but moving Elemental spells to spell level 7 would perhaps remedy this?

     

    Death Spell --> Banishment

    As most of you already know vanilla's version of this spell actually was PnP Banishment + PnP Death Spell. For conceptual/consistency reasons I'm thus replacing vanilla's Death Spell with Banishment.

     

    I was thinking to then re-add Death Spell to necromancers (to give them at least one offensive 6th lvl spell), but its true PnP form is completely useless within BG imo. Ardanis suggested to make it a sort of Mass Enervation to make it appealing, but now I'm even considering the possibility of not re-implementing it at all, because something else can easily fill this spell slot: Symbol of Fear. SoF didn't make any sense as an 8th lvl spell (2nd lvl spell Horror does almost the same!), but moving it here, as per PnP, and making it a necromantic spell as per 3E, should make it much more viable imo.

     

    Speaking of Symbol spells in general, I'd like to improve them if possible and make them work more similarly to PnP. Long story short, Symbol spells shouldn't have an instant duration, they should affect the area for x rounds and affect all creatures entering it (though PnP limits to HD and max hp probably make them last shortly anyway). So, I'd add an ongoing duration (while making sure each creature has to save only once against it), though I still have to find an animation to indicate the area affected.

    Your SoF idea sounds good. Making it area bound is even better if doable.

     

    Disintegrate

    This spell will instantly destroy a Mordy Sword without save as per PnP. Other than that the spell is more or less fine, but I need some feedback on its actual effectiveness. The save to avoid its massive damage will surely be nerfed because the current -5 penalty is above the -4 cap I'm imposing within V4, but there was a discussion back then with some players suggesting to make it -2 if not no penalty at all. What do you think?

     

    To further refine the spell, what about making it somewhat affect golems too? We could make it a very limited effect as per PnP (1d12 dmg and slow for 1d6 rounds), but I'd personally make it at least slightly more effective (who'd waste a 6th lvl spell to deal 1d12 dmg?), and I wouldn't limit it to only clay golems. Feel free to bash my idea, the spell would still be very good in terms of power. ;)

    A nerf on the save is needed IMO, it's an effective spell, I use it a lot. I wouldn't mind a -2 penalty at all. Regarding Golems: I like the idea, it'd be nice with that twist to this spell.

     

    Flesh to Stone

    Leaving aside all the technical issues/bugs the spell currently has (we should be able to handle them all within V4), this spell needs some serious improvement imo to compete with its cousin Disintegrate, not to mention I currently prefer even Hold Monster over it (almost same effect in terms of effectiveness during a battle, but with a larger AoE and cheaper spell slot!).

     

    Long story short, the only way I can imagine this spell becoming interesting is by adding it a secondary effect, which can still affect a target on a successfull save. I suggest to use one of the following two solutions:

    a) target is considerably slowed

    b) target is petrified for 1 round

    The former would pratically turn this spell into a sort of Improved Slow (which I was tempted to add), while the latter is inspired by vanilla's Implosion secondary effect. What do you think?

    b) would be my choice. Target should take some damage also :)

     

    Improved Haste

    This spell won't grant 2x apr anymore to balance its OP-ness when used on warriors (for dualwielders this pratically was the equivalent of casting Greater Whirlwind Attack 10+ times, with even additional benefits such as doubled movement speed, improved thac0 and improved AC), but it will grant +2 apr, making it finally work for any class (it previously granted only +1 apr to non-warriors).

    Great

     

    Invisible Stalker

    I'd dare to suggest expanding its current concept, making it able to detect and disarm traps. This alone would turn this previously underused summon into an incredibly cool one.

     

    If I wanted to really go overboard I'd even suggest to make it able to explore the area outside the "fog of war". :D

    Sounds good :D Maybe I'd even use it then...

     

    Mislead

    The current solution should be fine/balanced in terms of gameplay. I've thought about trying to understand how Galactygon made the summoned illusion take the place of the caster instead of appearing alongside it, but afaik there's no way to prevent the spell from displaying the hardcoded message which indicates a Mislead spell as been cast, making the whole "mislead" concept pointless. :(

    You'll have to rely on A64 or BG2EE.

     

    Pierce Magic

    To make it more similar to its PnP version, more true to how an abjuration spell is supposed to work, and different from Lower Resistance alteration, I'd make it completely nullify magic resistance on target (setting it to 0%) but for a very limited amount of time (only a bunch of rounds).

    Great change.

     

    Power Word Silence

    I guess it's fine, though not hugely appealing imo.

    It works, use it once in a while.

     

    Protection from Magical Weapons

    It may get its 4 rounds duration back because DavidW almost convinced me.

    Ok

     

    Stone to Flesh

    This spell was pointless from the beginning (very situational, underpowered and absurdly "expensive" for the few times you may think to need it), but now that we have Break Enchantment it has become even more laughable.

     

    The only idea I found to make it at least appealing was to rename it Shape Stone and make it a sort of improved Stoneskin castable on allies (eventually retaining its cure petrification effect too). Other than that I don't know, if you don't like such solution I surely wouldn't mind removing it completely, and perhaps fill the free spell slot with Improved Slow (though I fear the latter would somewhat overlap with Flesh to Stone's role as single target disabling alteration).

    Remove it for better purposes.

     

    True Seeing

    For balance/conceptual reasons I'd make TS not destroy illusionary creatures anymore. As planned it will reveal invisible characters without dispelling Improved Invisibility's partial-invisibility, while allowing to cast spells against II opponents (as if they were completely visible to the caster under TS). Unfortunately due to technical issues we discussed with aVENGER I cannot make it work 100% as per PnP, and the above solution is the closest one I could find.

     

    This spell will also be updated to make sure the new offensive illusions (such as Phantasmal Killer and Weird) won't be able to harm a character under TS.

    Nice

     

    Wyvern Call

    I was planning to remove it completely, but it may instead simply get renamed/merged into the new Monster Summoning VI.

     

    Back then I was thinking to override its filename (spwi619) with the new Shades spell, hoping to see the latter being used by the current AI without waiting new SCS updates, but I'm not sure anymore. In the long run it's probably better to simply rename Wvyern Call as Monster Summoning VI to preserve its concept, and hope future SCS updates (or other AI mods in general) will make good use of the new Shades spell to create a true Illusionist

    Good call, makes sense.

     

    Happy easter

  9. 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).

    Sounds interesting, I'm all for nerfing Breach without messing too much with SCS.

     

    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. :(

    Keep it as it is.

     

    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).

    To me, they all could be put under the hat of Conjuration without too much fuss.

     

    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). :(

    I use it a lot more with SR installed, it is outstanding, but a bit tough to control. Thus I don't mind CoC being more devastating.

     

    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.

    Look to what aVenger is doing in aTweaks please. And besides that I'd like to keep them spells seperate. Oh I also like Salk's idea.

     

    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.

    Does it need to be nerfed? I'd be glad if both Freedom and BE could dispell it.

     

    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.

    Yeah, or instead of messing with the number of elemental spells, remove this. Does the AI use it?

     

    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).

    Fine as it is.

     

    Lower Resistance

    The current solution is perfect imo.

    Yup

     

    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.

    Nice

     

    Monster Summoning III

    Details on summons will be discussed elsewhere, but I think at this level the current ogres should be fine.

    Yup

     

    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.

    Does that affect Paladines in any way? Other than that I'd say ok.

     

    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?

    I use it once in a while especially early on (IR made me :) ). I like it as it is, but making it an illusion spell would be nice.

     

    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?

    What about Ring/circle of protection?

     

    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? :(

    Ack, I'd be most happy if it wasn't touched. Even in BG1 (at the time when you can use it) it's a good spell. AFAIR it's used in Rogue Rebalancing also.

     

    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.

    Devastating spell when you suddenly loose 2 fighters :) I like this spell a lot.

     

    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?

    I'd throw a party if you removed SI without issues with SCS. (at least a small party here at home)

     

    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.

    Whoa, nice!

     

    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?

    I do really think its damageuotput is enough. Fireburst is better imo.

     

    Cheers

  10. 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)..

    Sounds good.

     

    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?
    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.

    I like the plague like idea. That would make it more appealing and make it stand out as a very interesting choice.

     

     

    Otiluke's Resilient Sphere & Polymorph Other

    My enchanters use them a lot. First, it is almost impossible to script Otiluke's Resilient Sphere in a defensive goal. So I'm only using it as a disabler, like Polymorph other.

    In that regard, Polymorph other is clearly better, so I only use Otiluke on some occasion for more variety.

    Polymorph Other is a deadly spell. With proper detection spell on this one, an enchanter can totally disable several players, and combine with other enchantment spells, he can pretty cause havoc on party :)

    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.

    Make a save vs penalty and let's see if plahyers are using it more.

     

     

    Polymorph Self

    Polymorph Self is a very important spell to me, as it allows mage to enter combat at low levels. But I haven't played with this spell since I haven't made any level 7+ transmuters yet.
    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. :(
    I agree fully with Demi, I've tested it a bit the last days, and it's impressive. Looking foreward to the Fire Salamander (combined with the new aTweak components this might even be truly fun) :)

     

     

    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).

    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.
    Weeeee

     

    I'll be back for 5th lvl spells asap. ;)

    Bring it on :)
  11. Break Enchantment

    I really like what we did to the old Remove Curse. If I can I'll make it work against charms too.

    I use it a lot, fine spell.

     

    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.

    I get good use of this in the BG1 part of the game and almost never uses chaos in the first part simply because of the lower xp found there.

     

    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?

    I've used it in BG1, it works fine there, but I could easily live without.

     

    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.

    Don't know, I never use it.

     

    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).

    I like it too, use it a lot.

     

    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.

    Good with change of school.

     

    Farsight & Wizard Eye

    Really too much similar. I would at least make the latter an actual conjuration/summoned creature.

    But what would the mean?

     

    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".

    If doable: yes please.

     

    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.

    Hmm, I like it as it is, but ok give it a try and we'll see.

     

    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?

    I like it a lot, use it often against beholders and fire salamanders. Nice :)

     

    Improved Invisibility

    It's fine as it is, and the tweaks to Detect Invisibility and TS will actually make it better.

    Yup.

     

    Minor Globe of Invulnerability

    It's obviously fine as it is.

    Yup.

     

    Otiluke's Resilient Sphere

    Did I do a good work on it? Is it fine now?

    I like it, but don't use it a lot.

     

    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.

    Sorry, haven't tried it.

     

    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).

    Sounds good.

     

    Secret Word

    I simply love what I did to this spell in V3. :D

    It works perfectly.

     

    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).

    Sounds good, still I like SSM as it is.

     

    Spirit Armor

    Is it fine as it is?

    I'm with Ardanis here.

     

    Teleport Field

    If I'm not wrong most of you think this spell should not allow a save as per vanilla, am I correct?

    Yeah skip the save.

     

    Cheers

  12. Clairvoyance

    I think V3 version is a really nice solution to create a unique and effective Divination spell, isn't it?

    Yeah, I like 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.

    I do not use it as much anymore, but I agree with your statement about renaming/change it to Dispell Illusions.

     

    Dire Charm

    I'd love to make all charm spells as they should, but it all depends on ToBEx I guess.

    Would be nice, what do you need?

     

     

    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?

    What about adding the same type of change as DavidW do to the paladines dispel magic? But I think the concensus was to do nothing.

     

    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.

    I'd like the nerf (PnP).

     

    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).

    Yes for capping it and actually I also like it in BG1.

     

    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.

    I feel satisfied with GA as it is now.

     

    Halt Undead

    I guess there's nothing to discuss here.

    Agree

     

    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!

    I agree with everything.

     

    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.

    Yay for nerfing it

     

    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).

    I like it as is.

     

    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.

    Ok

     

    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).

    Yay

     

    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.

    Good

     

    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.

    I like it as is.

     

    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.

    I use the PnP version and I like it capped at 20th. I like your tewak idea.

     

    Spell Thrust

    I think this spell removal may actually keep its small AoE to keep it appealing. What do you think?

    I use it a lot, and wouldn't mind the small AoE.

     

    Vampiric Touch

    This spell probably suffers the same (or similar) problem of Flame Arrow and Skull Trap, should we alter its dmg/drain progression?

    I never use it, should probably.

     

    Regarding not getting enough debate: I guess we got used to you being absent, and then all of a sudden you're here full, and that's nice, but just gives us a chance to return ;-)

     

    Uh and I'll return with the next comment later :)

     

    Cheers

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