gruumsh spell

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aaron22
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gruumsh spell

Unread post by aaron22 »

The All Seeing Eye

Spell Information
Spell level : Cleric 3 (Gruumsh only)
School: Transmutation
Components: Verbal and Somatic
Range : Personal
Target/Area: Self
Duration: 1 min/CLevel
Save: None
Spell resistance: No

The One that Watches sees all. One devoted to the All Seeing god can channel this skill to his own sight making him able to see things more openly and clearly. There is no hiding from the view of the One that Doesn't Sleep, or his most devoted.

Gain a +4 divine bonus to Search and Spot skills as well as +4 bonus to initiative.

----------------------------------------and/or-----------------------------------------------------

Might Makes Right

Spell Level: Innate: 3, Cleric 3 (Gruumsh only)
School: Evocation
Components: Verbal and Somatic
Range: Personal
Target/Area: Caster
Duration: 1 Minute/Clevel
Save: Harmless
Spell Resistance: No

The Overloard of the Orcs gives to his strong followers. He knows that a strong orc makes the strongest leaders. That orcs will follow power over persuasion. For the duration of the spell, the caster's strength bonus is applied to the caster's Diplomacy, Intimidate, Sense Motive and Taunt Skill score as a sacred bonus.
Last edited by aaron22 on Mon Jul 16, 2018 9:15 pm, edited 1 time in total.
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Valefort
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Re: gruumsh spell

Unread post by Valefort »

Perhaps bumping the spell level to 3 on the first one ?
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aaron22
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Re: gruumsh spell

Unread post by aaron22 »

Valefort wrote:Perhaps bumping the spell level to 3 on the first one ?
sure.. somethings (like level) would need to be altered to fit with appropriate power level.
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Rudolph
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Re: gruumsh spell

Unread post by Rudolph »

By the logic of the description, the second should only work on orcs, shouldn't it?
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aaron22
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Re: gruumsh spell

Unread post by aaron22 »

i think gruumsh is only available to orcs
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V'rass
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Re: gruumsh spell

Unread post by V'rass »

Gruumsh is strictly orc only... maybe certain half orcs with the right temperament might be tolerated but that would be it.
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aaron22
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Re: gruumsh spell

Unread post by aaron22 »

mechanically, i do not think that gruumsh is an available deity to choose for non orc/horcs. not 100% sure, though.
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Hawke
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Re: gruumsh spell

Unread post by Hawke »

These are real spells or homebrew?

They both seem a bit powerful.

+4 to 3 skills that are used mechanically against other players and good for 24 hours? Seems like a one and done buff. Few spells are like this now.



The second spell seems a bit on the very unreasonable side for a level 1 spell.

Strength based clerics (I mean, come on, orcs and str based is fairly common). 4 skills can be bumped up to +12 or even +14 that again have direct effect on players albeit RP this time (unless I am binding an outsider) again seems extremely high.


Now I am all for powering up the orcs on the server. But I would make the level 2 spell be only 6 seconds/CL and raise to level 4.

The second spell Cap it out at +4 and raise the level to 5 or 6 to make it somewhat comparable to other spells.

I think that would reign in the power.

But that is just my suggestion on how to bring these spells in.


If they are spells from 3.5, then by all means, but they just seem too strong to me at first glance.
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Re: gruumsh spell

Unread post by Rudolph »

i think gruumsh is only available to orcs
I meant the raise in Diplomacy should only affect other orcs since other races might not be such worshippers of strength (and, if they were, would also be impressed by strong non-orcs).
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aaron22
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Re: gruumsh spell

Unread post by aaron22 »

i did see rough versions of these spells as feats in races of faerun (might makes right) and complete warrior (all seeing eye)

these are way too powerful

it is curious that you think these are too powerful when i was also told they would be basically useless..

i do like your opinion as that gives me (and us) a good feel for your playstyle and how well this would benefit you in it.

my playstyle lends me toward the useless category more. maybe the taunt skill but that is cross class and wonky.

thank you for your perspective though. its great.. i do not think orcs in general need a power up though.. just some good spell rp that can be special to us 0:)
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Re: gruumsh spell

Unread post by Planehopper »

+4 to spot is very powerful considering the stealth/spot mechanic balance on the server, and at 24 hours this is a no-brainer spell.

Adding STR modifier to skills, while RP skills primarily (with the notable exception of diplomacy which has a true-name mechanic tied to it, and to a lesser extent perhaps intimidate though I dont recall which mechanic/feat uses that), further allows powerbuilding by minimizing the need for attribute points in other stats. Furthermore, it is likely more powerful than the warlock invocation, Beguiling Influence (which is more than just a spell).

I understand the desire for RP differentiation (and they do sound cool), but these both look pretty powerful as-is. Lessening the durations and looking at spell levels, as Hawke suggests, seems like a necessity.
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aaron22
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Re: gruumsh spell

Unread post by aaron22 »

ok.. then they shall be altered.

how about this?
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Re: gruumsh spell

Unread post by Sun Wukong »

Grey Orc Monk 3/Cleric 7/Sacred Fist 10/Hierophant 10 is a build that gets the scent ability, spot as a class skill, a combined +50 movement speed from long gait added on top to the monk and sacred fist fast movement abilities, and you have suggested a spell that gives them +4 spot on top of everything else they have.

In otherwords, you can use the track mode to know where player sneakers are, and your high speed means that you can maintain and close distance at your own pleasure. In otherwords, once you do detect them, you can just attack them, and until you do, you can maintain safe distance.

Thus, the duration of 'The All Seeing Eye' might be at a better place at a round per caster level.

As for the 'Might Makes Right' - I would prefer the following list: Diplomacy, Intimidate, Bluff, Perform, and Taunt. Basically, it is the charisma based social skills.
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Nemni
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Re: gruumsh spell

Unread post by Nemni »

Why would a strength score improve diplomacy? There already is a skill for "persuade by power" and that's intimidate.
Probably best to pick two skills that are themed to the deity and make it like: https://wiki.bgtscc.net/index.php?title=Warning
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Re: gruumsh spell

Unread post by chad878262 »

We do need to be careful granting more spells with bonuses to spot or listen since right now the spells are mostly even with hide/move silently (listen can currently be buffed quite a bit more than MS, but since listen is not as useful and most players only focus on spot it is not considered as big an issue.)

In addition, a STR based or EDM Cleric is going to get a very strong buff to Taunt skill. This is somewhat mitigated in that the Cleric would need to take a dip in a class that grants taunt and would probably need to spend a feat on able learner in order to max it along with spellcraft and concentration (at minimum). However, a WIS 16 orc with max STR could have ~34 or 36 STR while Divine Power is up granting 13 bonus to taunt (as well as diplomacy, intimidate and sense motive). This is way too much. Perhaps would be better to grant 1/2 STR bonus, or make it round per level. Since RP skills take time to utilize I would say 1/2 STR bonus at min/level is the more useful option. Even a 14 STR Cleric would still get +2 to all the skills if cast while DP or Bull's STR is up. An EDM Cleric with 22 STR would get +4 with Bulls or DP up. That's acceptable IMO.
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