Spellmageddon Part 2

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CrystalRL
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Spellmageddon Part 2

Post by CrystalRL » Thu Jan 26, 2023 8:50 pm

Update

I am not currently active on Arelith due to Life™. But I'm going to give feedback on what's posted, and y'all can yell at me to get my rump in game.

Blur - Yes. 1000% yes. Maybe the original Blur should be shunted into a new spell though (or this version renamed Mirror Image)? It was kinda cheesy against certain mobs, so unsure if should be shunted.

Spider Skin - Flavorful, doesn't seem OP, is a mid-tier spell that doesn't lose utility even if Barkskin surpasses the Nat AC.

False Life - Already addressed the main concern of tHP stacking. Seems fine.

Baleful Polymorph - I know there was an issue in the past where if a wizard possessed a Beast familiar, they'd be able to speak and understand Animal speak. While speaking it makes sense, it doesn't make sense to understand it, which is my main concern. It would be interesting if Character Level affected what beast you turned into, but that sounds like a lot of coding.

Dehydrate - Seems fine. May want to cause it to drain hydration over the next few server ticks at a rapid rate (as if in a desert, if I recall that mechanic right?)

Blades of Fire - At first, I was very confused by it being a Circle 0 spell. And then I saw that it lasts two rounds. I think it's a cute way to get newbie wizards to be useful with big buff guardsmen.

(G.) Life Transference - Flavorful, makes sense. 4d8 vs 7d8 for two circles seems a bit too much of a tradeoff. I'd personally rather see the multiplier get bigger instead.

Blackfire - 8d8 Fire + 8d8 Entropic in an AoE seems it might be too strong for Circle 7, and -2 fort and chance to daze are just cherries. Delayed Blast Fireball does 20d6 in comparison.

Sustain - I'd just consider a name change, as Sustain does infer healing or even maintaining meters. "Stabilize" perhaps?
Vicious Mockery - About damn time. Does Will negate the damage portion too? It's unclear.

Frigid Darkness - Ice Dagger 2.0; unsure if a 5% slowdown for 1d2 rounds is sufficient for a C2 spell. I'd rather see the damage dropped lower and the slowdown increased.

Serene Visage - No comment. It's OWTL but for disguises.

Withering Ray - Seems okay? Bit concerned about 30d8 as the cap on a C4 spell, but I also know Arelith has seen HP metas in the past...

Strangulate - Flavorful. Not sure why it has the Evil modifier since it doesn't inflict pain or debuffs, other than the obvious Darth Vader reference :P

Spinal Tap - I'd consider changing the paralysis to 1 round/2 levels, but again, mechanics wizards can go and smite me

Power Word: Bleed - More numbers and I am not a numbers expert.

Stop Heart - I do not like this spell. Nobody likes being on the receiving end of a "Save or Die". This bypasses the main spell that prevents that. The only thing that might give it some leniency is that Sustain is Circle 0, which I believe means it can be crafted as a potion. I would hope that if you keep this spell as it is, you add a mundane version of Sustain via alchemy/cooking.

Chill Touch - Can we make it penalize all DEX-based skills instead of Heal/Concentration? I think shivers are more likely to affect those.

Vengeful Mount - Heehee, silly people who have bare minimum Ride, beware. Can we also get an item with this added to the loot table so PC Bandits can use it?

Greater Chromatic Orb - Too many numbers for my peabrain.

Power Word: Blind - Seems fine for a Circle 4 spell. I'm not sure if it's a Will save because other Power Words are, but I'd personally make it Fortitude.

Greater Mage Armor - Thank you for making it useless when cast from a scroll. I'm not being sarcastic - 2 dodge is always sketchy if there are consumables for it. You may want to consider adding it to a Spellsword-only item later, but I don't know what the meta looks like for Spellsword dips.

Negative Energy Flood - So it's Negative Energy Burst, but C5 instead of C3, and single target. It just does way more damage (up to 10d8 instead of 1d8+20 per target). I think it should be Circle 4?

Wraith Stride - It's flavorful and seems to be on-the-mark for power. Hooray! Is there a lower circle version of this spell that just lets you move through other creatures? If there isn't, can it be named Ghost Walk?

Create Blood Homunculus - Can't give feedback until I see what the stats are.

Pacifying Shackle - Adorably flavorful. Consider adding it to Path of the Healer cleric too. Also consider making it so that if the target takes damage up to a certain amount, the spell also ends.

Eagle Sight - Call it Dragon Sight instead if you're giving it True Seeing.

Solipsism - This is the spell I have the biggest gripe with in the entire set. You cannot force people to RP this spell, nor to RP it well in the middle of combat. Its description needs to be changed somehow if you expect PCs to use it on other PCs.

Phantom Wound - Unsure if -5d4 HP is worth a C6 slot, unless it can stack. In which case, it probably needs the scroll caveat too.

Mass Phantom Wound - See above.


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Party in the forest at midnight
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Re: Spellmageddon Part 2

Post by Party in the forest at midnight » Thu Jan 26, 2023 9:12 pm

Concern about eagle sight is it's more powerful than the true seeing spell, and has a low enough spell level to be put onto a wand. People could spam it endlessly in wilderness areas to catch people, the bonus to spot isn't really even needed with 12 seconds of true seeing. Even if you give it a high base cost for making it into a wand, that's not going to stop people from spamming it. People who know how to make gold are rich enough that they could infinitely acquire these.

What holds trueseeing back from having this happen is each scroll requires a reagent that is annoying to farm. You could have it so making an eagle sight wand requires a vial of blueleaf extract or something. As it is, those have very few uses. And have making eagle sight scrolls require dragon blood. It has a lower lore requirement than true seeing scrolls which is already a benefit, although I think rangers generally go wands instead of scrolls if they decide they want to give up a feat for it.


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Re: Spellmageddon Part 2

Post by WanderingPoet » Thu Jan 26, 2023 9:14 pm

CrystalRL wrote:
Thu Jan 26, 2023 8:50 pm

Blur - Yes. 1000% yes. Maybe the original Blur should be shunted into a new spell though (or this version renamed Mirror Image)? It was kinda cheesy against certain mobs, so unsure if should be shunted.

Maybe I'm missing something, but why but I don't understand why anyone would use Blur past level 6. It's like a budget version of Improved Invis, which is exceedingly common and easy to get a hold of. Be it wands, cloak or dusts. It's also worse than displacement which only lasts rounds/level.

Pacifying shackles is really cool, but could it be opened up to cleric/FS? It's flavourful but would be more interesting to not be locked to paladins who will likely not want to spend level 4 slots to use it.

Overall a lot of really cool spells here!


I think several of these spells could/should be added to the elementalist list. They only received 2 spells while most classes got at least 10 other than hexblade (6) and druid (8); and many of these are very much elementally aligned.

Dehydrate, Blackfire, Sustain, Frigid Darkness and Chill Touch all make sense to be part of the elementalist spell list.

Last edited by WanderingPoet on Thu Jan 26, 2023 9:18 pm, edited 1 time in total.
Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.

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Re: Spellmageddon Part 2

Post by Svrtr » Thu Jan 26, 2023 9:17 pm

Party in the forest at midnight wrote:
Thu Jan 26, 2023 9:12 pm

Concern about eagle sight is it's more powerful than the true seeing spell, and has a low enough spell level to be put onto a wand. People could spam it endlessly in wilderness areas to catch people, the bonus to spot isn't really even needed with 12 seconds of true seeing. Even if you give it a high base cost for making it into a wand, that's not going to stop people from spamming it. People who know how to make gold are rich enough that they could infinitely acquire these.

What holds trueseeing back from having this happen is each scroll requires a reagent that is annoying to farm. You could have it so making an eagle sight wand requires a vial of blueleaf extract or something. As it is, those have very few uses. And have making eagle sight scrolls require dragon blood. It has a lower lore requirement than true seeing scrolls which is already a benefit, although I think rangers generally go wands instead of scrolls if they decide they want to give up a feat for it.

According to amnesy it cannot be put on a wand


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Re: Spellmageddon Part 2

Post by Svrtr » Thu Jan 26, 2023 9:18 pm

WanderingPoet wrote:
Thu Jan 26, 2023 9:14 pm
CrystalRL wrote:
Thu Jan 26, 2023 8:50 pm

Blur - Yes. 1000% yes. Maybe the original Blur should be shunted into a new spell though (or this version renamed Mirror Image)? It was kinda cheesy against certain mobs, so unsure if should be shunted.

Maybe I'm missing something, but why but I don't understand why anyone would use Blur past level 6. It's like a budget version of Improved Invis, which is exceedingly common and easy to get a hold of. Be it wands, cloak or dusts. It's also worse than displacement which only lasts rounds/level.

Pacifying shackles is really cool, but could it be opened up to cleric/FS? It's flavourful but would be more interesting to not be locked to paladins who will likely not want to spend level 4 slots to use it.


I think several of these spells could/should be added to the elementalist list. They only received 2 spells while most classes got at least 10 other than hexblade (6) and druid (8); and many of these are very much elementally aligned.

Dehydrate, Blackfire, Sustain, Frigid Darkness and Chill Touch all make sense to be part of the elementalist spell list.

Because it isn't subject to invis purge and can be cast alongside other spells to be a sort of "Padding" vs dispels or breaches in case one gets dispelled


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Re: Spellmageddon Part 2

Post by WanderingPoet » Thu Jan 26, 2023 9:20 pm

Svrtr wrote:
Thu Jan 26, 2023 9:18 pm
WanderingPoet wrote:
Thu Jan 26, 2023 9:14 pm
CrystalRL wrote:
Thu Jan 26, 2023 8:50 pm

Blur - Yes. 1000% yes. Maybe the original Blur should be shunted into a new spell though (or this version renamed Mirror Image)? It was kinda cheesy against certain mobs, so unsure if should be shunted.

Maybe I'm missing something, but why but I don't understand why anyone would use Blur past level 6. It's like a budget version of Improved Invis, which is exceedingly common and easy to get a hold of. Be it wands, cloak or dusts. It's also worse than displacement which only lasts rounds/level.

Pacifying shackles is really cool, but could it be opened up to cleric/FS? It's flavourful but would be more interesting to not be locked to paladins who will likely not want to spend level 4 slots to use it.


I think several of these spells could/should be added to the elementalist list. They only received 2 spells while most classes got at least 10 other than hexblade (6) and druid (8); and many of these are very much elementally aligned.

Dehydrate, Blackfire, Sustain, Frigid Darkness and Chill Touch all make sense to be part of the elementalist spell list.

Because it isn't subject to invis purge and can be cast alongside other spells to be a sort of "Padding" vs dispels or breaches in case one gets dispelled

Ah fair enough. Though I don't think 30% is going to do anything in PVP, with a whole 9% concealment, given it's much harder to remove I can see it being used because well... Why not.

Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.

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Re: Spellmageddon Part 2

Post by Party in the forest at midnight » Thu Jan 26, 2023 9:21 pm

WanderingPoet wrote:
Thu Jan 26, 2023 9:14 pm
CrystalRL wrote:
Thu Jan 26, 2023 8:50 pm

Blur - Yes. 1000% yes. Maybe the original Blur should be shunted into a new spell though (or this version renamed Mirror Image)? It was kinda cheesy against certain mobs, so unsure if should be shunted.

Maybe I'm missing something, but why but I don't understand why anyone would use Blur past level 6. It's like a budget version of Improved Invis, which is exceedingly common and easy to get a hold of. Be it wands, cloak or dusts. It's also worse than displacement which only lasts rounds/level.

I imagine it wouldn't be impacted by invis purge. There are some parts of the module where there's a lot of invis purge enemies, this would allow players to have a lesser form of concealment as they travel through the dungeon. I think it's a good quality of life for mundanes.


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Re: Spellmageddon Part 2

Post by CrystalRL » Thu Jan 26, 2023 9:22 pm

WanderingPoet wrote:
Thu Jan 26, 2023 9:14 pm
CrystalRL wrote:
Thu Jan 26, 2023 8:50 pm

Blur - Yes. 1000% yes. Maybe the original Blur should be shunted into a new spell though (or this version renamed Mirror Image)? It was kinda cheesy against certain mobs, so unsure if should be shunted.

Maybe I'm missing something, but why but I don't understand why anyone would use Blur past level 6. It's like a budget version of Improved Invis, which is exceedingly common and easy to get a hold of. Be it wands, cloak or dusts. It's also worse than displacement which only lasts rounds/level.

I mean, 5/+1 DR also stopped being useful after Level 6, unless fighting manticores (not sure if those are even on Arelith).


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WanderingPoet
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Re: Spellmageddon Part 2

Post by WanderingPoet » Thu Jan 26, 2023 9:26 pm

CrystalRL wrote:
Thu Jan 26, 2023 9:22 pm
WanderingPoet wrote:
Thu Jan 26, 2023 9:14 pm
CrystalRL wrote:
Thu Jan 26, 2023 8:50 pm

Blur - Yes. 1000% yes. Maybe the original Blur should be shunted into a new spell though (or this version renamed Mirror Image)? It was kinda cheesy against certain mobs, so unsure if should be shunted.

Maybe I'm missing something, but why but I don't understand why anyone would use Blur past level 6. It's like a budget version of Improved Invis, which is exceedingly common and easy to get a hold of. Be it wands, cloak or dusts. It's also worse than displacement which only lasts rounds/level.

I mean, 5/+1 DR also stopped being useful after Level 6, unless fighting manticores (not sure if those are even on Arelith).

They are, but also - it doesn't even take a day to get to level 7 these days! So spells that only are useful early aren't really worth existing. But as other said above, not being purged is a hugely useful reason for it!

Path_of_Play wrote:Fear, intimidation, anger - All these, the tyrant's tools.
Laughter, encouragement, play - not simply just for fools.
These tools reveal,
More is learned,
From another in an hour of play,
Than in a year of contention.

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Re: Spellmageddon Part 2

Post by Hazard » Thu Jan 26, 2023 9:36 pm

Stop heart sounds cool, and I love the Vader vibe of strangulate.
Not worried about stop heart bypassing deathward. Deathward is ridiculous, anyway. There should be a few more spells that do bypass it. Would need to see how it actually works on PCs first though, like .. You fall to 0, so someone can just bandage you, or if you have regen of any amount you'll just get back up, etc? Would like to see how that works.

Really love that there's a way to dismount people with a spell, that's cool.

Shackle spell sounds amazing, but paladin only. Ohwell! Maybe some similar spell/items will be added. I really like the consent/flavor aspect of it.

Wail of Banshee has damage! Yipee! It's only a small amount, but it's something. Pretty neat. Happy to see it.

Not too happy about undead being treated as summons with banishment now, though, and not sure it makes sense. They can't be banished because they're not summons, they're animated, and the mechanics reflect this and this makes sense... But now they 'can' be prevented from being animated in the first place, despite not being summons? I don't know.

Baleful Polymorph!? YEESSSSS!!! This was a great spell on Myth Drannor back in ye olde days. Very fun. Love to see it.

Spinal Tap~ Heeeey. A will save necrospell. These are RARE! I like it.


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Party in the forest at midnight
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Re: Spellmageddon Part 2

Post by Party in the forest at midnight » Thu Jan 26, 2023 9:44 pm

Since wail got a buff, could weird get a buff too?


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Re: Spellmageddon Part 2

Post by In Sorrow We Trust » Thu Jan 26, 2023 9:47 pm

  1. Some spells were added for the purpose of assisting the leveling process. If some spells seem useless at later levels, it could be by design.

  2. There are plans for Cleric to gain access to Pacifying Shackle in the future, potentially from a domain.

  3. Existing spells are going to be looked at in the future, across the board.

  4. Concerns about Stop Heart: It is a death spell that you can remove very easily and it is not quite a "save or die" like other death spells. It can be prayed off. Regeneration will also get you back up afterwards.

  5. Negative Energy Flood has a hidden perk (that is quite useful) which warrants it being the spell level it is currently at. Try it out and see.

  6. Chill touch reflects canon.

  7. Phantom Wound: unless the subject is aware it was cast on them, they will see their HP reduced to 5d4 hp. Not by 5d4. This will make their health bar (on their screen) drop to Near Death.

  8. Durations on CC spells, across the board, are also being looked at in the future.

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Re: Spellmageddon Part 2

Post by Hazard » Thu Jan 26, 2023 9:52 pm

Party in the forest at midnight wrote:
Thu Jan 26, 2023 9:44 pm

Since wail got a buff, could weird get a buff too?

Weird already got a buff :P
It's the stronger of the two.


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Re: Spellmageddon Part 2

Post by Vangrave » Thu Jan 26, 2023 10:05 pm

The spells don't seem to be active on PGCC yet, so I'll just provide some initial thoughts on things that don't require testing. Overall only one or two really stand out as especially strong. I especially like the cantrip additions.

Blood Homunculus: Very, very cool that there's finally a summon that isn't conjuration or necro and can be used to deal damage. Unless it's very, very strong, given that it takes half your HP and blows through three components, I think it really should be hours/level like other summons. One thing that strikes me as a little odd is that actually Transmutation specialists, who are required to build for str (tenser's), actually won't ever be able to summon the T3 even with temp HP because their con and base HD are simply too low.

False Life: I'm assuming this doesn't stack with Vampiric Touch. It's a pretty big spell in PnP so it's nice to see it here.

Baleful Polymorph: Super cool and flavorful, though I don't think it will see much use given its low level (and therefore low DC) and that it checks a save everyone invests in. EDIT: The announcement says will but it's fort in game, I'm not sure which is intended. It's a bit more useful targeting willpower since fewer chars are overcapped on Will saves, but it's still probably sitting at 5% chance against most hard targets.

Dehydrate: Good to see more spells with a function when someone saves against it. Could be useful if you've gotten rid of NEP/shadow shield.

Disintegration: I can see the general idea of trying to make an IGMS alternative. It hits faster than IGMS and maximized would be hitting for about the same damage against a single target. Easier to fire off against a specific person in a large melee and won't get divided among various nearby enemies. Feels like it needs a little more to make it a useful choice. Maybe add a small debuff that works even if they save? Could reduce entropy resistance or something.

Blades of Fire: Cool support wizard feeling. I'd boost the range a little bit - noob wizards aren't going to have defensive casting going and are gonna get wrecked by AOOs trying to cast this in combat.

Life Transference: Neat, probably only ever used by hemomancers though. I'd imagine that was the intention anyway.

Frigid Darkness: Really needs some kind of scaling. I'm not sure it's good enough to use right now even at level 3.

Withering Ray: Very cool, but I can't see myself using it much. Maybe against foes with high reflex saves?

Power Word Bleed: This is way, way too weak for a level 7/8 spell. They have to make a save while simultaneously being below 120 HP, and it doesn't even win the battle for you? Just use a metamagic'd spell instead.

Stop Heart: This is very cool, but I really don't like the idea of a death spell that has no counter. Maybe add something reactive they can do after the spell starts ticking down, like a consumable or something.

Vengeful Mount: I like this kind of opposed skill check spell. It's an interesting idea that could be applied to more spells.

Greater Chromatic Orb: Strange that this is Conjuration while regular chromatic orb is evocation. They're evocation spells in pnp. Having a save for short duration effects always feels pretty bad because it means they'll never trigger past a certain point except on a 1, so it kind of becomes meaningless.

Greater Mage Armor: Not sure how I feel about it. I don't think pale masters or spellswords needed another AC point, but it's pretty cool for regular wizards trying to AC stack, although it is kinda funny that the melee specialist wizard (Transmuter) can't use it.

Negative Energy Flood: I'm glad the damage doesn't have a save. I don't think I'd ever see a reason to cast it if it did. I guess the hidden perk is going to determine whether the spell is worth using.

Phantom Wound: I'm assuming this actually lets you kill the opponent if they don't heal up and that HP dependent spells will treat them like they're actually at that HP. If it just drops their displayed HP to that level but doesn't make it easier to kill them, then I really don't see it being worth the cast except for amusement given that it has a save. Better to cast a save or die or something else in that case.

Shackle: Cool RP effect, also interesting that it takes the higher of Str or Cha mod. Would be interesting to see some other spells like that in the future.

One thing I want to note is that a lot of these spells (and the previous spells added) seem more suited to invokers than other casters like wizards and clerics, who need more spells that have longer duration wide ranging effects. As is, I can't really see use cases for a lot of these spells on a wizard or cleric over the various persistent spells like cloudkill, incendiary cloud etc. or IGMS.

Last edited by Vangrave on Fri Jan 27, 2023 6:22 am, edited 2 times in total.

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Re: Spellmageddon Part 2

Post by Hazard » Thu Jan 26, 2023 10:23 pm

Am using Negative Energy Flood, but am not sure what the hidden perk is though.
I did notice, however, it doesn't seem to give STR to a Fudge Hound (trademarked) when I zapped it, with it.


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Re: Spellmageddon Part 2

Post by Skytower » Thu Jan 26, 2023 10:26 pm

There's an oversight (I imagine) with Blades of Fire - Rangers get access to the spell as a cantrip (their only one) but they don't get access to lvl 0 spell slots to memorise it.

Divide by fhtagn error. Please restart the game world.

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Re: Spellmageddon Part 2

Post by Rei_Jin » Thu Jan 26, 2023 10:30 pm

My feedback is related to the fact that I play a bard, and spontaneous casters have two spell levels where they struggle for options.

For Bards and Sorcs level 2 and level 6

What would be super, SUPER appreciated, is if Blur and other NEW and useful spells (Mass Zoo spells for Sorc) could be made available at same level as for others, and then at a level higher as well.

This would mean that, as a Bard, I could replace one of my (generally subpar) level 3 spells known with Blur, for when I'm going into a dungeon where the enemies use Invis Purge (Border Reaver Fortress, Tombs at Sibiyad, etc), without having to drop any of the six level 2 spells I cast every freaking time I rest and really cannot afford to drop.

If that is not possible, I would ask that Blur, False Life, and Serene Visage get moved to level 3 for Bard, instead of level 2.

Yes, I could get wands of Zoo spells and replace my level 2 spells known, but that fills my inventory and has me incurring costs, when I have level 3 spell slots I rarely use for anything EXCEPT extended level 2 spells as I cast so many of them.


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Re: Spellmageddon Part 2

Post by Spriggan Bride » Thu Jan 26, 2023 11:01 pm

Rei_Jin wrote:
Thu Jan 26, 2023 10:30 pm

My feedback is related to the fact that I play a bard, and spontaneous casters have two spell levels where they struggle for options.

This a little out there but what if spontaneous casters could use up a higher level slot with a lower level spell? There's cases where I'd trade a 7 slot to know another 5 for example.


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Re: Spellmageddon Part 2

Post by Rei_Jin » Thu Jan 26, 2023 11:06 pm

I wish we could, but I asked a Dev and they said nooooo.

Hence my request.


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Re: Spellmageddon Part 2

Post by Vaeldria » Thu Jan 26, 2023 11:45 pm

The description on the forum says Baleful Polymorph is checked against will, but in-game it was rolled against fort.

Per: ' Save: Will negates' on the forum post.


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Re: Spellmageddon Part 2

Post by Inkish » Thu Jan 26, 2023 11:52 pm

My comment so far is going to be about:

Create Blood Homunculus.

If this is the "Hemonancer Summon" that was supposed to come out and be intended as an epic level to max level summon, before knowing what its stats are, I already disagree with it being Transmutation school.

Hemomancer gets practically nothing from being transmutation focus, as their primary schools are necromancy and evocation, and get no animal buffs. Their only other transmutation spell of note is flesh to stone, and that's already outshined by a bunch of other spells in that level.

The spell should be either Necromancy, or Necromancy/Evocation like most other blood arcana/hemomancer specific spells.

Especially since you're asking for a 9th level spell slot from hemomancer, which only get 3 spots AND a minimum HP requirement to be as powerful as it can, asking for an off brand foci is just excessive. If Tier 3 outshines every other summon, then perhaps that's a fair ask, but I have a feeling it won't.

Maybe it's Transmutation for Wiz/Sorc (who actually take that foci), and Evocation/Necromancy for Hemomancer?

Addendum: Blood Stacks empowering the summon, or being a replacement for foci/HP drain, would be neat too.

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Re: Spellmageddon Part 2

Post by Kalthariam » Fri Jan 27, 2023 12:11 am

In my opinion. Save or die spells are awful. Heart Stop is a Save or Die spell, that has one counter, that isn't readibly available to everyone, and it bypasses Deathward, which is dumb.

This is a massively unnessessary spell, out of everything I think this is my biggest concern with this new spellset. Necromancy has now dozens of new spells to toy with, seems a majority of the spells being released at necromancy based.

They really don't need a save or die spell that bypasses deathward because it's "not technically a death spell"

But it is a death spell. Because that's exactly what it's going to do and lead to. You can say it's "Not a death spell" all you want, but your literally stopping someone's heart using black magic, and dropping them to 0 hp in 2 rounds if they don't have a prayer available or a odd cantrip that isn't available to everyone on hand.

It's a death spell, that just isn't classified as a death spell so it bypasses all the defenses people have for death spells.

Necromancy already has a massive swath of spells for debilitating people and clearly is getting the lion's share of attention the last two spell releases. It doesn't need a save or die spell that bypasses death protections.

If someone casts stop heart on you, they aren't trying to just knock you out. Even if regeneration did make you get up, congrats your at 6 hp and you have someone trying to kill you. Good luck staying alive, assuming they didn't just attack you while you were downed at 0 HP to finish you off instantly. (Or one of their allies did so the moment you went down)

Last edited by Kalthariam on Fri Jan 27, 2023 12:30 am, edited 2 times in total.

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Watchful Glare
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Re: Spellmageddon Part 2

Post by Watchful Glare » Fri Jan 27, 2023 12:16 am

WanderingPoet wrote:
Thu Jan 26, 2023 9:14 pm
CrystalRL wrote:
Thu Jan 26, 2023 8:50 pm

Blur - Yes. 1000% yes. Maybe the original Blur should be shunted into a new spell though (or this version renamed Mirror Image)? It was kinda cheesy against certain mobs, so unsure if should be shunted.

Maybe I'm missing something, but why but I don't understand why anyone would use Blur past level 6. It's like a budget version of Improved Invis, which is exceedingly common and easy to get a hold of. Be it wands, cloak or dusts. It's also worse than displacement which only lasts rounds/level.

Pacifying shackles is really cool, but could it be opened up to cleric/FS? It's flavourful but would be more interesting to not be locked to paladins who will likely not want to spend level 4 slots to use it.

Overall a lot of really cool spells here!


I think several of these spells could/should be added to the elementalist list. They only received 2 spells while most classes got at least 10 other than hexblade (6) and druid (8); and many of these are very much elementally aligned.

Dehydrate, Blackfire, Sustain, Frigid Darkness and Chill Touch all make sense to be part of the elementalist spell list.

Agree on this. I thought Elementalist would get something, I was surprised to find out they don't.

What I am very curious about, and I think is a great addition is Pacifying Shackle as it is I think the only spell that ties in directly to RP and/or offers a new tool, to mechanically enforce a willing surrender/capture beyond the captured character playing along OOCly.

Biz here was a constant subliminal hum, and death the accepted punishment for laziness, carelessness, lack of grace, the failure to heed the demands of an intricate protocol.

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CptnCandyass
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Re: Spellmageddon Part 2

Post by CptnCandyass » Fri Jan 27, 2023 12:31 am

EDITED: Content removed. You can learn to be kinder or not post at all.

move sailing functions to Skal, then delete cordor & planes

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Svrtr
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Re: Spellmageddon Part 2

Post by Svrtr » Fri Jan 27, 2023 12:34 am

Again, keep in mind displacement is rounds/level where blur is turns per level. If you want, you can even have both.

Llikewise, it seems blades of fire is unrestricted, so might have niche use.

Falselife as it seems is worded rather that its d10+1 per CL, but not 30d10+30 but rather d10+30 for 30 CL if I understood right with Amnesy.

Sustain is more a counter to stop heart as stop heart ignores deathward and has a secondary effect, so PWK is not just straight better than stop heart as PWK respects deathward


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