mercurier, on May 24 2009, 12:35 AM, said:
Demivrgvs, on May 23 2009, 11:12 PM, said:
Again, very strange, the spell is indeed updated in my game. Anyway, if something like this is reported I'll make sure it doesn't happen in V3.
I am very sorry that I've messed SR2 and SR2.9 up

Actually both Blindness and Disintegrade have no problem... Thanks for your great patience!
Demivrgvs, on May 23 2009, 11:12 PM, said:
Vanilla's Spell Shield hardcoded effect is bugged, SCSII AI don't use this spell because it's broken, and using it in some cases end up being very cheesy. If I could fix the spell to work as intended without bugs I would have done it, but I can't.
You are right, at least a brand new spell shield is better than a old buggy one
Quote
In V3 Spell Shield won't be available at 5th level. Due to spell number limit per spell level (I've added few 5th level spells) I ned to remove one spell, and this one is clearly the more problematic because the original was broken and the revised could be considered too powerful. I'll take about it asap, but my solution would be to keep it more or less as it is in 2.9 and move it to a higher spell level slot.
Yes, I think its power deserves a spell slot much higher than lvl5. BTW, since it acts much like a counterpart of Mantle, would tuning its duration down to 4 rounds be a good idea?
About spell shield :
Not sure if you know, but it's the only spell that will lets your party have a good chance of winning a battle against Elder Orbs if you have Swoard Coast Stratagems installed.
Does the new one also protect againts the behodler anti-magic ray ?
But that's mostly due to the fact SCS beholders are cheesy with their antimagic ray.
You either need to kill them using skelettons warriors (5) while waiting for their Pfmw to end, or you need to be able to dispell their protections (still takes at least 3-4 rounds) for your melee characters to be able to kill them.
I'm mostly pointing this since it seems like SR & SCS are destined to be installed together for best effect someday
About saving throws penality :
Another thing that concerns me is that the penality to saving throws to level 8+ save-or-else spells becomes really quite harsh. -6 to saving throws means that any character at level 15 has a 50% chance to be affected by the full effect. Even someone with a saving throw of 1 has a 33% chance to be affected.
If you add Greater Malision to the business, level 20+ character have a 50% chance to be affected.
It means that, even if you nerfed the damage a bit, Abi-Dalzim's Horrid Wilting will deal much more damage on an average basis.
Wail of the banshee becomes really too powerfull (-6 save, 50 AoE radius or die ? Greater Malision + this spell = kill any level 15 ennemy on the battlefield)
You have to be really carefull with how you treat the save-or-else spells.
How about something like :
- 30 radius.
- Creatures with 10 or more less level than the caster save vs spell at -6 or die.
- Other creatures save vs spell at -2 or die
- On a successfull saving throw, ennemies are deafened for 10 rounds, with 50% casting failure (Similar to holy/unholy word)
The last spell that concerns me is spellstrike. While in a vanilla game, its mostly useless, in a SCS game the spell really gets usefull due to the amount of protections that enemy wizard usen and it buys you a lot of time make your enemies affected by breach (To remove protection from magical weapons).
You made it the ultimate debuffing spell, making other protections removal spells not worth it once you've access to it, and making it so that any enemy spell caster affected by it dead the round that follows.
When playing with SCS, It's already one of the few spells I'd memorize early (With time stop and improved alacrity) since the most dangerous foes are spell casters.