I think V3 version is a really nice solution to create a unique and effective Divination spell, isn't it?
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'd love to make all charm spells as they should, but it all depends on ToBEx I guess.
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?
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.
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).
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 guess there's nothing to discuss here.
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 guess there's nothing to discuss here.
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.
Unfortunately I still haven't found a solution which really satisfies me. Let's hope BGEE will make projectiles more "moddable".
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).
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.
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).
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.
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'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 think this spell removal may actually keep its small AoE to keep it appealing. What do you think?
This spell probably suffers the same (or similar) problem of Flame Arrow and Skull Trap, should we alter its dmg/drain progression?
Edited by Demivrgvs, 20 March 2012 - 04:29 AM.