all the horrible spells have been identified....

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NeOmega
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all the horrible spells have been identified....

Unread post by NeOmega »

there is a paladin guide up now too.

so... ..could we discuss how to make snakes swiftness and mass cause light wounds good, but not op spells? and all the horrible spells that basically just cause extra scroll time as you choose the good ones to memorize?

for example, give snakes swiftness double its duration, and +1 reflex save per 3 CL, or have cause wounds double damage on critical save failures.

because it really does suck, no matter how flavorful, some spells are never an option.
i love the power word weaken and power word (dex taker) spells, because no save, and they sound cool for acertan build... ..but level 3 spell? its words, level 3, why not make it a cone spell, and everyone that hears it is affected?
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Tsidkenu
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Re: all the horrible spells have been identified....

Unread post by Tsidkenu »

I already suggested some time ago that Snake's Swiftness should be altered to one of the Feat-Spells, meaning as long as the spell is memorised your character gains the Snake's Swiftness Feat. Upon using the feat, you (and your party in the cast of Mass Snake's Swiftness) gain haste for 1 round. This ability is on a 30 second cooldown or until the actual spell slot is lost.

Power Word magic needs a rethink for PvE due to severely bloated (and maximised - thanks bugsidian!) PvE hitpoints. They should be changed to operate based on current % HP rather than a static number (eg. Power Word Kill slaying any creature with less than 25% maximum HP). The percentage system should not apply to PvP, only PvE.
NeOmega
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Re: all the horrible spells have been identified....

Unread post by NeOmega »

level 2 has ice darts, which is superior to any other level 2 evocation spell. this is unfortunate because melfs acid arrow was favorite, but now, you just nerf yourself if you use it. same with orb of force spells etc. thus characters lack flavor.

evil clerics get spontaneous casting to... ...cause wound spells. (while good clerics get very useful heal) whoopee. wound spells can only be used in combat, take a round to cast (risking aoo's and spell failures), and oft do less damage than 1 attack from a clerics melee, not to mention 2 or 3, not to mention they require a touch attack roll, iirc.
For good clerics, heal can oft be cast after battle for the benefits. i think it takes a PrC and a feat to upgrade cause wound spells from horrible choice to poor choice.

i think devs loathe to change the litany of worthless spells because its DnD, and thats how DnD wrote the rules.

for the wound spells, i think a feat, or even ladder of wound feats would be cool. first feat would increase dc by 2. next feat would empower them, next feat would trigger a save, that upon failing would cause wounding in addition to damage, (spell level -2, for a max of 7 for level 9 wounding), and last feat would maximize them.

id propse a feat ladder for individual elements too, except then the good spells (ice darts or fireball) would be even more awesome.

i cant even really think of the horrible spells i pass over, because i always pass them over.
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RaiderOne
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Re: all the horrible spells have been identified....

Unread post by RaiderOne »

To be fair i think they should just make all cleric spells be spontaneous heals regardless of alignment. The damaging variants are really bad in pve, but the ones cast against you by the AI are so so.
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Moridin
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Re: all the horrible spells have been identified....

Unread post by Moridin »

I agree with them being spontaneous heals regardless of alignment, unless they buff the inflict series.
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aaron22
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Re: all the horrible spells have been identified....

Unread post by aaron22 »

the problem with buffing the inflict is that it will be kill shots by the mobs. there is a discrepancy in HPs between mobs and players that would get exposed by bigger inflict wounds. right now when mobs spam inflict, it hurts. died from it last night to be honest.
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Tsidkenu
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Re: all the horrible spells have been identified....

Unread post by Tsidkenu »

Inflict series was okay when Blast Infidel doubled all the damage output, ie, Cause Mass Critical Wounds is 4d8 +CL but with unnerfed Blast Infidel it was 8d8 + CLx2. Now its just a useless 8d8 + CL. Why that was nerfed I have no idea (same for Faith Healing) as monsters still have the same horribly bloated and maximised HP pools that PCs themselves have.
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