Mantles
F-man, on 25 April 2012 - 12:02 PM, said:
I was thinking that changing mantle spells school to conjuration would make them little more distinct from PfNW and PfMW and also usable to transmuters or whatever specialist is going to have abjuration their opposite school in KR. Mantle spells are mantles like Mage Armor is armor, right? I like idea to make Mantle PfNW+PfMW and it could also keep at least some of its save bonuses from V3 to make it more appealing, maybe make save bonuses increase with level. I also approve making Improved Mantle just like Mantle but with small aura effect (and with Mantle's save bonuses maybe).
Interesting idea. It seems kinda convenient but it may makes sense, though in theory conjurations shouldn't be insta-casting spells. I'll think about it.
Black Blade of Disaster
Kalindor, on 24 April 2012 - 08:03 PM, said:
Cast on party members?

OMG, never thought about it. It makes sense, but allowing a Berserker with grandmastery in long swords to wield this +5 disintegrating sword with 2d12 dmg dice (aka a long sword which outshines the vorpal Silver Sword in every possible way) is frightening to say the least...would it be balanced? Mmm
The problem is that BBoD is a very different spell within PnP, more like a conjured Improved Mordy Sword (aka the ultimate summon) but considering we have Mordy I think the current concept is fine.
Should I just make the sword force a save on each hit (perhaps with no penalty instead of the current -5) to avoid disintegration? I made it trigger only 15% of times because it seemed an OP effect, but I guess we have to expect those kind of OP effects from a 9th lvl spell.
After that there's always the possibility of making it bypass PfMW-like spells as per PnP.
P.S BBoD during Time Stop is insane imo, and unfortunately DavidW discovered it and assigned this combo to Irenicus.
Energy Drain
Ardanis, on 23 April 2012 - 07:16 AM, said:
Drained bonus only lasts for 1 turn and frankly is not very useful. You have to be a single class mage to cast 9th spells, and 18+ level mage hardly cares about extra HP, or thaco, or skills. Only +4 saves is somewhat useful, if the caster is not careful to use protections.
I was thinking to make those bonuses last longer, and I'm not sure I'd consider them trivial. Having +20hp for a pure mage can be great to resist PW spells (PW:Stun and PW:Kill in particular), +4 to attack rolls can make their MMM even more annoying, and +4 to all saves is a huge boon imo (pretty much a +20% chance to resist to all spells and spell-like effects in the game).
Ardanis, on 23 April 2012 - 07:16 AM, said:
Bonus caster level will only add +2 at 18th level, and +1 at 19th.
You're right, it would only matter for dispelling purposes.
Ardanis, on 23 April 2012 - 07:16 AM, said:
For the target, 4 drained levels are barely vital, because by the time you reach 18th level even generic grunts start boasting two-digit level score. A wizard will sure lose some higher level spells, but you'd have to actually land ED on him before he casts them.
Point taken, the flaw here is that this damn ToB makes even city guards high lvl characters.

Against targets with 24+ HD this spell has indeed very few usefulness in terms of offensive value.
Ardanis, on 23 April 2012 - 07:16 AM, said:
Might as well go for 8 levels (still within 2d4 bounds), then maybe it is finally worth a slot.
Well, fixed 8 lvls instead of 2-8 is a maximized PnP ED! My problem with this is that if cast on a creature with 20 or less HD it would be absurdly powerful imo. Without allowing a save you'd turn a 20th lvl archmage into an average 12th lvl mage, leaving him/her with just a single 6th lvl spell! Against warriors it's probably fine for a single target 9th lvl spell, but against spellcasters it's insane imo. Am I wrong?
Kalindor, on 24 April 2012 - 08:03 PM, said:
Perhaps make it use drained energy to restore spent spells?
Mmm, doesn't sound like something a Necromantic spell would do, does it?
Gate
Kalindor, on 24 April 2012 - 08:03 PM, said:
Alignment-specific creatures would be awesome if possible. Maybe merge with Planetar for good casters and make the Planetar spell into something else?
I do thought about it some time ago, but the celestial equivalent of a Pit Fiend would be a Solar, not a Planetar, and we also have Fallen Planetars. Not to mention the concept of this spell is that it let's you summon creatures so powerful that the caster cannot control them, and a "pact" has to be made for temporary alliance.
Making Gate summon planetars (good or evil) and perhaps elemental princes for neutral aligned casters, could have been good if they did it in the first place, but right now it would mess things up imo. Merging an HLA insto this spell can be problematic because SR doesn't alter HLAs tables (and it cannot do it for various reasons imo) and we'd be making existing HLAs redundant (the prosed solution of just making them innate is instead compatible even with HLA mods such as Refinement).
Imprisonment
Kalindor, on 24 April 2012 - 08:03 PM, said:
Imprisonment is absurdly broken. However, adding a save makes it short-range PW:Kill (if you change that as suggested also) that bypasses MR. Different enough to be its own spell?
Actually within PnP it doesn't even bypass magic resistance, it only has an incredibly high save penalty (e.g. 4 points higher than 9th lvl spells DC within 3E). Against player's party this spell is broken but can still be managed (especially if we add Dimensional Anchor), but its absurd OP-ness comes out when you think about using it against incredibly powerful beings. Yeah, let's eternally imprison an ancient red dragon or the most powerful warrior of the realms without them having a single chance to resist!
This is the most broken spell ever imo, much worse than Time Stop itself, and the only reason this spell is not used within BG despite its OP-ness is that you don't get xp/loot, and that many boss characters have convenient immunities.
Meteor Swarm
Ardanis, on 26 April 2012 - 02:23 AM, said:
We already have Comet as HLA, no? And changing MS to conjuration will leave invokers with Bigby only on 9th level.
Indeed, I have no intention of making it a Conjuration spell. Considering the current animation and concept, if we really think it deserves a buff we could make it party friendly (I guess SCS would then start to love using it) but comparing it to WotB I actually think the "not friendly" disadvantage is needed, because else I would prefer MS in pratically every circumstance. Against opponents without fire resistance MS pretty much is a mass insta kill spell (100 dmg on average!) unlike WotB, which currently does nothing on a successful save, MS still does heavy dmg.
Power Word Kill
Ardanis, on 23 April 2012 - 07:16 AM, said:
To compete with party-friendly WotB, I think it has to use the hardest save penalty possible, -6.
Well, the cap is -4 right now. WotB does seem more appealing, but PW:Kill still have some nasty advantages like having instantaneous casting time (great to counter refreshing spell protections, or to cast it in the middle of a fight where taking a full round to cast a spell is hard) and no save on targets with less than 60hp (again great to kill off a powerful but injured tank with very good saves before he can use healing potions).
Spell Trap
Ardanis, on 23 April 2012 - 07:16 AM, said:
Removing animation is interesting, and will definitely warrant a use of Arcane Sight (if we add it). What displeases me a bit is that all spell protections are visible.
Yeah, for some spells in particular it doesn't make sense at all. Why the hell would you make clear to your opponent that his/her spells will be reflected back or absorbed to regains yours?!? Otoh it's probably fine concpetually for protections such as GoI, and perhaps even Spell Deflection.
Ardanis, on 23 April 2012 - 07:16 AM, said:
Absorbing AoE... you mean casting Incendiary Cloud and walking in it, because other 8th and 9th AoE spells are all friendly. Well, be ashamed anyone who abuses it. ... 1d6+4 is simply not enough for that purpose. And if you're worried about free spell refreshing, the only side effect is that party needs to rest less often! And I hate resting before completing a dungeon.
My problem is that allowing ST to absorb your own (or party) Meteor Swarms multiple times, really is a broken loop imo. If you have two party mages under ST casting two Meteor Swarms it gets even more ridiculous, as each caster would get back two 9th lvl spells for every one 9th lvl spell they cast! Don't tell me this is good because it let's you rest less!
If we don't limit ST to 1d6+4 spell lvls as per PnP then we should at least make it not refresh 9th lvl spells.
Spell Strike
Ardanis, on 23 April 2012 - 07:16 AM, said:
I gave it another thought, and decided that removing specific protections isn't bad after all.
Time Stop
Kalindor, on 24 April 2012 - 08:03 PM, said:
IMO, this spell is only overpowered when combined with Improved Alacrity and/or massive increased casting speed. I agree with removing auto-hit if that is a possibility.
Yeah, as I said TS alone isn't broken but can lead to broken exploits. For example combining TS with vanilla's Vecna and IA makes it utterly insane, though under IR+SR setup this issue is slightly more under control as you should be limited to cast mid-low lvl spells with 0 casting time. The other possibly broken exploits all involve the use of physical attacks during TS, such as using Harm, Mind Flayer's INT drain, and so on.
One thing imo that could greatly balance TS imo would be making Improved Alacrity allow to cast a limited number of spells per round, but to do that I'd need A64 to fix the opcode that is supposed to do that.
Removing physical attacks during TS (as per 3E) is easily doable, but as I said I cannot do that because the AI expects them to work (SCS in particular - vanilla's AI generally used TS to simply cast multiple Symbol spells).
Wail of the Banshee
Lawlight, on 25 April 2012 - 03:05 PM, said:
Deafness would fit pretty well as a secondary effect, but is it enough to legitimate a lesser penalty? Another thing I can think of is "sonic" damage on a succeeded save. Or even both.
Sonic damage don't fit the Necromantic school imo. It would make this spell look more like an Evoker's Shout spell.
Lawlight, on 25 April 2012 - 03:05 PM, said:
Anyways, without a proper secondary effect it should keep its -6 save penalty.
Well, even with -4 penalty I doubt it would become too weak, but I suggested to add a secondary penalty exactly because it wouldn't force the spell to rely on an incredibly difficult save.