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Re: suggestion: Call of the Bloodspear
Posted: Sun Nov 05, 2017 4:22 pm
by aaron22
paralysis at a rd/level is pretty crazy sounding. that is a death sentence. duration of 1d4 is not a death sentence unless the cleric has friends that can really make that hurt. it can change the direction of a fight for sure, but even if it hits for max, it really would be best served to take the opportunity to do whatever is needed strategically without opposition. whether that be get some spells off to bolster self or add some friends to the fight or EDM and DS up or "strategic retreat" (orcs don't run away

).
to alter the spell so that it gave an on hit of like 10%-15% and a DC of 5+wis mod (9-16 depending on build) then the spell would have no entrance check, be a level 3 spell, apply to weapon in hand, carry a duration of rd/level, and have an on hit paralysis duration of 1d2. FoM overrides effect and it would not be used because Divine Power is far far far better and one of the great bonuses to being a gruumsh cleric is strength domain and DP at 3 and 4.
to me this lacks creativity and uniqueness that a specialty spell could offer. it takes away the depth of RP and i think makes it abuse-able (Intuitive SF to start). i understand you not wanting to apply something that sets a bar. this spell does that essentially. even if
i think the bar is set appropriately low. it is bar setting because it is unique. no other spell like it, which again
i think is good. it is also my understanding that putting things in low and then buffing is a better play then starting something that may be too powerful and trying to move mountains and garner complaints if nerfing is needed. i am all for working toward that mark so that testing can get it at a good spot and everyone is happy.
i guess i would like to keep the feel of the spell. keep it unique. keep it unlike smushing an "on hit effect" weapon on a character. we can drop the numbers to where the admin and qc can feel it can go in without being close to a power creep. if the dc is set to 5 or 10 +wis mod then there is very low risk to the caster cleric (5% at worst and 0% with steadfast). this is why i wanted it to bypass FoM after MrM pointed out is being ineffective against it. so, FoM, a spell that is on every cleric of appropriate level has up. i put the level at 7 so it would be contested by other great spells within a limited number but not be so high (8 or 9) to increase the DC any more than it already is.
Re: suggestion: Call of the Bloodspear
Posted: Sun Nov 05, 2017 4:55 pm
by chad878262
It isn't unique though, there is a spell that applies on hit effects (Bladeweave). It's a 2nd level spell and is quite powerful since on a failed save the enemy can't act. Even with a DC16 it goes off fairly often if the enemy isn't immune. Changing that from Daze to Paralysis is a big jump. The enemy loses DEX/Dodge AC and is open for sneak attack. Thus a Grey Orc Cleric/Rogue/BFZ/Heirophant would be quite the deadly opponent with on hit paralysis.
Re: suggestion: Call of the Bloodspear
Posted: Sun Nov 05, 2017 5:58 pm
by Steve
Yeah, NWN2 lost the Spell Resistance and touch attack part for
Bladeweave...
Bladeweave
(Complete Adventurer, p. 144)
Illusion [Pattern]
Level: Bard 2, Sorcerer 2, Wizard 2, Vigilante 2, Spellthief 2,
Components: V,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: See text
A bladeweave spell imbues your melee attacks with a fascinating pattern or rhythm that entrances your opponent. Any round that you attack with a melee weapon, you can make a single additional touch attack with that weapon at your normal attack bonus as a free action. This attack deals no damage. Instead, anyone successfully touched by the weapon must succeed on a Will save or be dazed for 1 round. Spell resistance applies to this effect.
Also appears in
Spell Compendium
Re: suggestion: Call of the Bloodspear
Posted: Sun Nov 05, 2017 6:03 pm
by aaron22
i know that applying an on hit property is not unique. that is what i was trying to point out. putting a weapon in your inventory that has an on hit property that first hits the caster and carries a high DC but very short duration is. its the technique to get a percent of mobs paralyzed equating out to to be similar and also be worthy of the higher tier spell slot. to have a similar effect but on the opposite type of enemy and would be used at different times depending upon circumstances. its unique that it is similar but the opposite at the same time.
Re: suggestion: Call of the Bloodspear
Posted: Sun Nov 05, 2017 10:07 pm
by PiaMango
With 3 attacks landing on average per round for 10 rounds you get effectively 30 casts of powerword stun which an 8th level spell that only actually stuns the target if they have less than 150 hp.
Re: suggestion: Call of the Bloodspear
Posted: Sun Nov 05, 2017 10:29 pm
by aaron22
It's one way to look at it except how many hits would it take to get through a mirror image +displace when a power stun would only take the one cast.
Same but different. Very different and power stun lasts longer witnout a save.
Re: suggestion: Call of the Bloodspear
Posted: Mon Nov 06, 2017 10:19 am
by aaron22
ok so change it to look like this?
Call of the Bloodspear
Spell Level: Innate: 7, Cleric 7
School: Conjuration
Components: None
Range: Personal
Target/Area: Self
Duration: 1 minute 6sec/CL
Save: Fortitude
Spell Resistance: No
From the heavens the devoted cleric of Gruumsh calls forth The Bloodspear of Gruumsh and the All-Seeing-Eye grants this request, but not in a way the cleric may desire. The spear falls toward the cleric and strikes the caster. If the caster survives the attack then the spear is temporarily in the possession of the caster.
Bloodspear of Gruumsh
Size: Large
Damage: 1d10
Crit Range: 20
Crit Multiplier: x3
Damage Type: Piercing
EB: +4
Damage Bonus: +2 vs Elves (divine)
On Hit: Paralysis2d4 rds (Fortitude -4 negates, DC as per conjuration spell of level)
25%, 1d4 rds (Fortitude -4 negates, DC= 7+Wis Mod)
Only Usable By: Grey Orc, Half-Orc, Evil, Cleric, Favored Soul
_____________________________________________________________________
could also just do a single effect AOE that does a reflex save for a paralysis effect(fort save) and cloudkill on top.
Call of the Bloodspear
Spell Level: Innate: 7, Cleric 7
School: Conjuration
Components: None
Range: Personal
Target/Area: Colossal
Duration: 6sec/2CL
Save: Fortitude (special)
Spell Resistance: No
Calling forth the fabled weapon of Gruumsh, the divine caster summons a huge mighty spear from the heavens that strikes the ground with the fury of the mighty god and explodes in cloud of death and destruction.
Enemies within the area of effect are dazed for 1d2 rounds (reflex save negates). Also a billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures:
1-3 HD: Instant death
4-6 HD: Fortitude save or death; 1d4 points of Constitution damage if save is successful
Over 6 HD: 1d4 points of Constitution damage
Victims inside the spell's area suffer the effects each round.
Undead and other poison immune creatures are immune to this spell.
Re: suggestion: Call of the Bloodspear
Posted: Sat Jan 13, 2018 5:32 pm
by aaron22
ok. so how about this:
Call of the Bloodspear
Spell Level: Innate: 4, Cleric 4
School: Conjuration
Components: None
Range: Personal
Target/Area: Caster melee weapon
Duration: 6sec/CL (Cannot be extended with the extended spell feat)
Save: Fortitude (Partial)
Spell Resistance: No
For the duration of the spell, the caster's melee weapon is infused with the spirit of Gruumsh's personal weapon. The Mighty Bloodspear. The devoted caster's own personal weapon gains 1d4 piercing damage and a divine bonus of +2 to damage. In addition the weapon gains the property On Hit: Paralysis DC 10+Cha Mod, 100% / 1 Round. This means that whenever a creature is hit by the enchanted weapon, it must succeed on a fortitude saving throw or become paralyzed for 1 round.
Re: suggestion: Call of the Bloodspear
Posted: Sat Jan 13, 2018 5:47 pm
by aaron22
chambordini wrote:Clerics don't need more power.
this for gruumsh only clerics. and i agree that clerics do not need more power. i am looking to get a spell for clerics of a nishrek god.. thought Gruumsh was the logical choice.
Re: suggestion: Call of the Bloodspear
Posted: Sun Jan 14, 2018 12:30 pm
by aaron22
ok how about....
Might Makes Right
Spell Level: Innate: 4, Cleric 4 (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 charisma score as a sacred bonus.
Gameplay notes: This spell is in the clerical spellbook only and not the favored soul or any other divine casting spellbook.
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so what does it take to get the correct people to look into this? do i just keep tossing stuff into the air and hope something sticks? 4 spells here. all different.
anyone here?
Re: suggestion: Call of the Bloodspear
Posted: Sun Jan 14, 2018 12:43 pm
by Sun Wukong
Might Makes Right... just think of it on some EDM based Favored Soul... They can easily get 22 STR and 22 CHA even with their racial penalties. You just start higher STR and lower CHA, over all you are just like a human when it comes to getting EDM.
So, we buff up strength to 26, which gives modifier of +8. (I assume you spoke just strength modifier...)
Thus we have buffed up charisma of 26, which gets raised to 34, and suddenly EDM does +24 damage per hit.
Re: suggestion: Call of the Bloodspear
Posted: Sun Jan 14, 2018 12:55 pm
by Sun Wukong
As for
Call of the Bloodspear... How about something that only affects spears? It could just add an on hit property called '
Wounding' to the weapon for a duration of 1 round per every 3 caster levels? It could be a level 4 spell, so it would also compete with the daily uses of Divine Power.
Additionally, it could also grant the effect on other spears with the same radius as Haste or something.
How about that?
Re: suggestion: Call of the Bloodspear
Posted: Sun Jan 14, 2018 1:48 pm
by aaron22
might makes right: i thought of an EDM FvS and considered that that spell itself would not be allowed on the FvS spell list. still could be applied to an EDM cleric, but that is a whole other build plan and far less effective. it could boost an undead turner and it could have an effective boost to fury domain "battle master" but doesnt that sound pretty cool and pretty reasonable? maybe i am too far in the forest.
call of bloodspear is really just a conjuration version of the bard/wizard spell bladeweave adapted to the lore of gruumsh's own weapon. in the story, gruumsh gives his devoted a spear and i am kind of sticking to that idea and initially what i wanted (first and second go) was to have it actually be a spear, but that gained no traction. so this time (3rd iteration), i instead made the fabled spear an add-on to the caster's in hand weapon. giving it piercing damage and a small divine bonus. those two bonuses alone make it almost as good as the 2nd level spell flame/frost weapon (1d8=4.5 vs. 1d4+2=4.5) fire/cold damage is better than piercing even though piercing can be critically applied. divine damage is harder to avoid than fire/cold so balances. maybe i am incorrect. paralyze effect is better than stun or daze, but not by a lot. so instead of giving the DC a 10+wis mod i gave the DC a 10+Cha mod. actually i think this better resembles the affinity with the deity but also makes hinders a min/max style of building a combat focused cleric. as a 4th level spell it competes with a lot of the most useful spells in the battle cleric's arsenal.
please do not take this as me being stubborn in wanting it the way i want. just explaining the thinking behind the numbers. i believe in the team to make something that is useful and not game breaking. that is what i want too. i am though stubborn in wanting a gruumsh clerical spell. i am fighting for orcs to be placed in the same level as the other races.
Re: suggestion: Call of the Bloodspear
Posted: Wed Mar 28, 2018 10:30 am
by aaron22
ok.
how about.....
Fog of War
Spell Level: Innate: 5, Cleric 5 (Gruumsh only)
School: Conjuration
Components: Verbal and Somatic
Range: Personal
Target/Area: large
Duration: 6 sec/2Clevel
Save: Fort (special)
Spell Resistance: No
The cleric lights his weapon and a billowing cloud of noxious vapours settles over the area around the caster. Its effects vary according to the Hit Dice of the affected creatures:
1-3 HD: Instant death
4-6 HD: Fortitude save or death; 1d4 points of Constitution damage if save is successful
Over 6 HD: 1d4 points of Constitution damage
Victims inside the spell's area suffer the effects each round. Undead creatures are immune to this spell.
The spell ignites the caster's main hand weapon in flames (visual only) and the noxious cloud emanating from it follows the caster until either dispelled or expires.
so it would be like an aura of cloudkill for the duration?
Re: suggestion: Call of the Bloodspear
Posted: Wed Mar 28, 2018 12:20 pm
by Sun Wukong
Why not have a Fog of War do following effects to creatures within the area of effect:
Orcish blood <= (Grey and Half-orcs, or possible orcish heritage feat.) You gain +2 circumstance bonuses to attack rolls, saves, and skill checks.
Non-orcish blood <= (Everything else) You suffer -1 circumstance penalty to attack rolls, saves, and skill checks.
Basically, non-orcs will suffer from 'light blindness penalties' while orcs gain boons that negate their own light blindness. Perhaps it could be doubled with the chance to be momentarily blinded or fall prone.
No save, just an AoE thing.