Spell Ideas: Megathread

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In Sorrow We Trust
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Spell Ideas: Megathread

Post by In Sorrow We Trust » Mon Jan 30, 2023 4:50 pm

Here's the requested thread for suggesting new spells to be added to the game or for existing spells to have modifications done to them.

Please note, any ideas proposed won't necessarily receive a yes or no answer whether they are approved or not. There's no guarantee any proposals will be added. It's at the discretion of the staff.

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Re: New Spell Ideas: Megathread

Post by Xerah » Mon Jan 30, 2023 5:06 pm

I know this is more complex, but it would be cool if there was a new area with X "quarters" that wizards could buy after casting the following spell:

https://www.d20srd.org/srd/epic/spells/genesis.htm

It wouldn't be able to be uniquely created and the "rent" can just be for material components for upkeeping and re-casting the spell.

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Re: New Spell Ideas: Megathread

Post by In Sorrow We Trust » Mon Jan 30, 2023 5:31 pm

Xerah wrote:
Mon Jan 30, 2023 5:06 pm

I know this is more complex, but it would be cool if there was a new area with X "quarters" that wizards could buy after casting the following spell:

https://www.d20srd.org/srd/epic/spells/genesis.htm

It wouldn't be able to be uniquely created and the "rent" can just be for material components for upkeeping and re-casting the spell.

We've been considering something like Mordenkainen's Magnificent Mansion, yeah. It needs to be something that can be accessible from somewhere, though, I think.

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Re: New Spell Ideas: Megathread

Post by Party in the forest at midnight » Mon Jan 30, 2023 5:52 pm

I hope old spells will be reviewed, it was mentioned it'd be part of part 3 of spellmageddon. There's a lot of spells that are useless and left behind. I hope that all damage spells will be changed to do at the very least the damage of a cantrip.

In particular, ice dagger was buffed to be better. It would be nice if other low level spells scaled higher as well so there were more damage types and options. For example:
Magic missile
Negative energy ray
Combust
Melf's acid arrow
Glyph of warding

It would also be nice if phantasmal killer did more damage. The problem with illusion is it doesn't have a damage spell, it has kill spells that do a very small amount of damage. I'll make a separate post to address this though and request new spells.


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Re: New Spell Ideas: Megathread

Post by Party in the forest at midnight » Mon Jan 30, 2023 5:54 pm

In Sorrow We Trust wrote:
Mon Jan 30, 2023 5:31 pm
Xerah wrote:
Mon Jan 30, 2023 5:06 pm

I know this is more complex, but it would be cool if there was a new area with X "quarters" that wizards could buy after casting the following spell:

https://www.d20srd.org/srd/epic/spells/genesis.htm

It wouldn't be able to be uniquely created and the "rent" can just be for material components for upkeeping and re-casting the spell.

We've been considering something like Mordenkainen's Magnificent Mansion, yeah. It needs to be something that can be accessible from somewhere, though, I think.

Have it accessible from the maze spell's maze. Change maze so it doesn't teleport you out after a few rounds. Or if you cast it on yourself or a party member, they don't return from it until they either solve the maze or find what they're looking for.


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Re: Spell Ideas: Megathread

Post by WanderingPoet » Mon Jan 30, 2023 7:12 pm

Bombardment: This spell is currently just basically worse than Hammer of the Gods. 10d8 long range/colossal AoE 1 round daze - reflex save to remove daze/half damage. Hammer of the gods does the same damage at huge aoe and medium range, with a will save for half damage and a 1-6 round daze.

Other than a slightly bigger aoe and twice the range, this is just worse; as reflex saves means evasion can make Bombardment do nothing, and the daze is shorter. HotG is a level 4 spell, bombardment is a level 8.

So I suggest bombardment at least get a longer daze, but perhaps do 20d6 or 20d8 damage instead.

Inferno: Without the epic spell focus, this is basically a useless spell. 2d6 fire damage a round is an average of 7, which is barely enough to even beat defensive essences, and does basically nothing in PVE. Given Hell Inferno does 8d6 a round and lowers their AB/damage by 4 on a failed reflex and can do 6d6 more with ESF evocation and even more with Infernal pact... Inferno could use a buff. Of course, Hell's Inferno only lasts 6 rounds, but it's also a infinite cast spell of 2 pacts. 8d6-19d6 damage/round with variable damage choice and magic damage is a lot of damage compared to needing ESF Trans to deal 4d6 damage.

I'd suggest it either always do 4d6-5d6 damage without transmutation scaling, or it deal 2d6+CL/2 with the current scaling. This would let it deal an average of 20 damage a round.

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Re: Spell Ideas: Megathread

Post by Svrtr » Mon Jan 30, 2023 9:00 pm

There was mention of transmutation and/or divination spell foci giving an increase to the value of the /+# of stoneskin, g.stoneskin, and premonition for their associated school. I don't know if this is yet planned or not as I've not seen word, but given currently the propensity for them to get breached, them being able to go to /+6 doesn't seem terrible at a glance. There are still options for +6 weapons via fighter going for a +4 weapon (as is 25/5 using a scimitar gets +5, so would be a boon for those who go for not scimitar), 30 hexblade (which is still potent), and 20 BG, as well as rogue.

Else, if not so, consideration to have them have some other form of effect would be a welcomed thing, such as perhaps DI.

Or ironskin. Or some such spell to be a boon to classes such as battle cleric or melee shaman to give up dodge AC and perhaps some speed for facetank capabilities as a boon in the face of the strength of SS in recent times (if it did give up dodge AC it would too mean that CHA warpriest doesn't strictly benefit)


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Re: Spell Ideas: Megathread

Post by Hazard » Mon Jan 30, 2023 9:55 pm

Apologies if I post some that are already suggested. I'd read through the others but I actually wouldn't and didn't.

1.
A weaker kind of breach that can be given to spoopy classes and paths/domains that specialise in necromancy, including undying warlocks, undeath/death domain clerics, defilers, wizard specialists, etc all the stuff.

The breach would be in the necromancy school, and it would only affect/strip other spells related to necromancy, such as deathward, nep and shadow shield. That kinda stuff. More generic spells like SR, spell mantle, etc would still be unbreachable by this spell.

2.
Mass baleful polymorph (like the wildmage surge)

3.
Might be better for ESF: Trans than a spell anyone can use, but something like an ability to set an anchor point where you currently are, and be able to teleport back to it. It could consume your ESF: trans ability for the day, and it could cost GSF ability to teleport yourself or someone else to that point. Kind of like a reverse yoink. Yes/no prompt so it can't be weaponised. All that stuff.

4.
Some kind of Shadow-Door/Shadow-Step ability that Shadow Mages and Shadow Dancers can use to move around the screen, that isn't tied to the -guard shadow. God I hate that shadow.

5.
Mage Hand. It would just let you interact with objects from afar. Open a door. Pull a lever. Much like gust of wind, but without the woosh. Not really used for much except niche situations and for RP.

6.
A very high level, costly (component/piety depending on version) spell, like wish (divine intervention for cleric), that just makes an impressive visual or has a small selection of impressive visuals. It wouldn't actually do anything, that would be left up to the players to RP, and it would just serve as a visual aide to that RP.

7.
Change weather for druids. Although realistically druids would be unwilling to mess with the delicate balance of nature and an ecosystem by just changing the weather.. This is d&d and a video game, so it would just be cool.

8.
Spells that turn you into objects rather than creatures. You would be unable to move (except maybe super super super slowly). Become a chest. A chair. A barrel. A tree. A shrub. Give it to druids so druids can be shrubs. Reject modernity, return to shrub.

9.
Magnificent Mansion- A way I saw it done on a server I used to DM way back in ye olde days. It would spawn a tent/something, and when interacted with you go inside and it's a big quarter. Something like that. Gives players a chance to go inside and rest with their party no matter where they are. Doesn't make you immune from PvP if you destroy the tent, because someone else could access the same pocket dimension by casting their own. I dunno.

10.
Maze, but really. You stay there until you find your way out. You can only maze 1 person at a time, so you can't just get rid of all your enemies by mazing them. Current maze sucks, you fish for 1s, and then if you fail you're just forced to watch 2 loading screens and things continue as normal.

11.
Animation spells, but they create undead that are NOT under your control and do not count towards your minion cap. They're not hostile to the caster. They just stand/roam about waiting for victims to aggro onto. This would let necromancers spook up an area and leave. They wouldn't be strong or anything, just very offensive (morally, and pungently).

12.
Dimension door. Same as Shadow Door/Shadow Step. Same same, but different. Maybe it has longer range. Or shorter. Maybe it works during the day while the other only works at night/not day areas.

13.
Greater Fireball/Lightning Bolt. It's like Fireball/Lightning Bolt, but it's Greater. Higher circle, much more damage. Classic spells I wish had more use but they're so weak and easily saved vs. Maybe the greater versions offer only half damage on success or something. The visuals are awesome in NWN. I love these spells, ESPECIALLY FIREBALL. It's like, the coolest looking spell in the game and a real pity no one uses it.

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Re: Spell Ideas: Megathread

Post by Rakiov » Mon Jan 30, 2023 10:53 pm

I wonder what the feasibility of implementing a roaming Scry mechanic is. Cause I always thought it would be cool for Druids/Shamans/Rangers to be able to see other areas through a flying hawk or the like by scrying them.

Or the possibility of making Nature's Balance a Shaman spell as it seems it fits thematically with the class, especially since it can only be cast by Clerics of Animal or Nature domains, Druids, and Warlocks


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Re: Spell Ideas: Megathread

Post by RollerToaster » Mon Jan 30, 2023 11:26 pm

  • Static Summons. Things like totems, evil eyes, chained demons which could buff/debuff people near to it or even attack them. But were unable to move from the spot they were summoned. Sort of like the EKD Flag but a bit more exciting.

  • Chaos Polymorph. Maybe you turn the Orc into a Chicken maybe it becomes a Balor.

  • Push and Pull Spells. Abilties like Force Push or MK Scorpions "GET OVER HERE!" attack. Dunno if this is mechanically possible with the NWN engine.

  • Time Slip. Cast the spell and mark a spot. Cast the spell again to return to that spot. Same area only and with a timelimit to reflect its them slipping back in time.


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Re: Spell Ideas: Megathread

Post by perseid » Tue Jan 31, 2023 12:33 am

--Spell Ideas--

Blink (Arcane, Conjuration): When attacked either with a weapon or ranged touch attack the caster is teleported to a random nearby location a few feet away.

Floating Disk (Arcane, Evocation): Summons a henchman that has no useful combat properties but an extremely high strength score. This henchman has an inventory that can hold things but which is lost upon death.

Frogstomp (Divine, Transmutation): The caster leaps/teleports to the target subjecting them to a touch attack to avoid heavy physical damage... and maybe a Str-Check KD?

Heavenly Host (Divine, Conjuration): The caster calls forth a swarm of Lantern Archons to subdue their foes. Enemies are unnable to move through the Lantern Archons however the caster is able to pass through them freely.

Mighty Oak (Divine, Conjuration): A large oak tree sprouts from the ground creating a circle of impassable terrain. Can only be cast in Wilderness areas.

Mud Skipper (Arcane/Divine, Transmutation): The caster's every step transmutes the ground beneath their feet into a thick slurry leaving a trail of difficult terrain that slows those who move over it. Standing still for 6 seconds will impede the caster's movement as well until they manage to move out of the mud they've created.

Remember Me (Arcane, Necromancy): The caster suffuses themselves with negative energy and suffers 1 negative energy damage per round, which cannot be reduced, for the duration of the spell. When the caster is first reduced to 0 hitpoints or less, instead of being slain/subued their body lays innert for one round before rising again as an animated corpse with their hp reset. The risen caster retains all of the spells they had prepared when they fell, though not buffs, and can act normally. The risen caster can also be cced/killed as normal. After the round is over the animated caster falls to the ground and cannot be raised from the dead. Nothing can prevent the animated caster from dying after their round is over.

Scholar's Touch (Arcane, Divination): This spell has two modes of use. The first, any book the caster targets is added to a personal book list. The second, if the caster targets themselves they can divine the exact memory of any book they've touched with this spell; effectively allowing them to read any one book from their list per cast.

Quintessential Form (Arcane, Transmutation): The caster encases themselves in an impenetrable shell of quintessence rendering them immune to all forms of damage and status ailment for one round. During this time they are completely unable to act and all minions are dismissed.

Wall of Force (Arcane, Evocation): The caster creates an impassable wall of force. Characters take no damage from the wall but are completely unable to move through it. Can be dispelled.

Wall of Light (Arcane, Evocation): Characters moving through the wall are blinded.

--Spells Modifications--
Maze: On CD can be targeted at oneself. Self-targeting results in an auto failure of the saving throw and Mazes the caster as normal.


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Re: New Spell Ideas: Megathread

Post by garrbear758 » Tue Jan 31, 2023 12:46 am

Party in the forest at midnight wrote:
Mon Jan 30, 2023 5:52 pm

I hope old spells will be reviewed, it was mentioned it'd be part of part 3 of spellmageddon. There's a lot of spells that are useless and left behind. I hope that all damage spells will be changed to do at the very least the damage of a cantrip.

In particular, ice dagger was buffed to be better. It would be nice if other low level spells scaled higher as well so there were more damage types and options. For example:
Magic missile
Negative energy ray
Combust
Melf's acid arrow
Glyph of warding

It would also be nice if phantasmal killer did more damage. The problem with illusion is it doesn't have a damage spell, it has kill spells that do a very small amount of damage. I'll make a separate post to address this though and request new spells.

We are going through every single existing spell and reviewing them, but don't expect that to be finished anytime soon.

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Re: Spell Ideas: Megathread

Post by Paint » Tue Jan 31, 2023 1:08 am

To throw a bone to the familiar people:

A familiar empowerment spell that allows casters to get more mileage out of their familiars could be pretty interesting; I think you'd have to balance it so that after the spell, they're still objectively worse than a ranger's animal companion, but it might be a nice early-level economy option, or maybe, a way to allow a familiar to be a more prominent part of the caster's repertoire. If there's a fear that it might be too powerful with summons also tacked on, perhaps barring that caster from casting summoning spells while their familiar is empowered in such a way might be a good option.

Alternatively, a spell that boosts a familiar's skill in x or y by a significant margin could -also- be nice.

Another good -- or probably evil -- familiar spell idea might be something like casting a spell on the familiar that will kill the familiar if the caster takes fatal damage and heal the caster a bit and give them a 6 or so second sanctuary effect. I dunno if that'd really be all that balanced, but it certainly would say a lot about the caster using it...

Barring that, more spells that deal with the new damage types; entropy, psychic, and poison would also be sick.


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Re: Spell Ideas: Megathread

Post by ElevenOne » Tue Jan 31, 2023 3:58 am

Can we have a spell / cantrip for classes that uses magic staffs to gather metals / gems?

Currently, the way to gather for a caster (of course, if no summon is present) is casting flare on the node, which can take some time (double time if not hasted).

The alternative would be switching to a mining tool, but this can lead to losing spells or messing with the spell book.


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Re: Spell Ideas: Megathread

Post by In Sorrow We Trust » Tue Jan 31, 2023 6:51 am

ElevenOne wrote:
Tue Jan 31, 2023 3:58 am

Can we have a spell / cantrip for classes that uses magic staffs to gather metals / gems?

Currently, the way to gather for a caster (of course, if no summon is present) is casting flare on the node, which can take some time (double time if not hasted).

The alternative would be switching to a mining tool, but this can lead to losing spells or messing with the spell book.

hmm animate mining tool..........

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Re: Spell Ideas: Megathread

Post by Party in the forest at midnight » Tue Jan 31, 2023 7:15 am

Shelgarn's pickaxe.


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Re: Spell Ideas: Megathread

Post by Sandrow » Tue Jan 31, 2023 7:33 am

Illusive Wall

Enemies must success a will save or can't walk through the illusive wall as if it's a real one (One may try multiple times to pass through the wall).

The caster and his ally can pass through the wall without save check.


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Re: Spell Ideas: Megathread

Post by Rei_Jin » Tue Jan 31, 2023 8:26 am

The way that another server does MMM is that they have a number of pre-set “mansions” that when you cast said spell, it creates a doorway to.

Said doorway stays open as long as the mansion is occupied, and when the caster leaves the mansion, the door closes until it is cast again.

This allows for resting without the concern of being jumped by spawns. Spawns may reset in your absence, and if you log out in the mansion, you would be shuffled out to the last accessed normal map upon logging back in.

Now, whilst this isn’t an ownable magical quarter, it certainly does provide for some fun RP, and functionality around resting.

In order to make it a “quarter”, we are talking more about “Word of Recall” to take you back to an existing quarter, rather than a spell to create a permanent location.

Now, the epic spell “Genesis” is a different thing again, and we’re really getting into the “would be cool but totally unfeasible to develop for people to have potential open access to as an option”.


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Re: Spell Ideas: Megathread

Post by linusboyle » Tue Jan 31, 2023 9:06 am

-Mage Hand

A lvl0 cantrip to open a door, interact with some object etc. We could actually summon a floating spectral hand like a familiar, or simply manipulate an object afar.

-Suggestion/Mass Suggestion

https://www.d20srd.org/srd/spells/suggestion.htm

It's a very useful spell for PnP D&D though I don't know how to implement this in nwn... I assume we could make a PC target unable to hostile this caster if the save fails? Or leave it to the players to RP.

-Magnificent Mansion

As suggested by others..very cool if implemented.

-Otiluke's Resilient Sphere

https://www.d20srd.org/srd/spells/resilientSphere.htm

I think it's an interesting spell to buy some time during PvP, and balanced since it has very common counters.

-Shades

https://www.d20srd.org/srd/spells/shades.htm

The ultimate spell of the shadow conjuration line. Should help shadowmage and illusionist a lot. Besides, I hope the existing (greater) shadow conjuration spells could be enhanced, so we could simulate more conjuration spells with the shadow weave.

Last edited by linusboyle on Tue Jan 31, 2023 1:13 pm, edited 1 time in total.

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Re: Spell Ideas: Megathread

Post by Sandrow » Tue Jan 31, 2023 9:24 am

Skywrite

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

This spell would send everyone in the are a message of the cloud. It's rewriteable and lasts an hour. Every time you enter the area would remind you the message again.


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Re: Spell Ideas: Megathread

Post by -XXX- » Tue Jan 31, 2023 10:55 am

Wail of the banshee - increase damage to 15d6.

The 10d6 represents superficial damage that only draws aggro to the spellcaster in PvE. It's a lvl 9 spell - putting it on par with fireball wouldn't be entirely unreasonable here, especially since it can't be empowered/maximized.


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Re: Spell Ideas: Megathread

Post by Shadowy Reality » Tue Jan 31, 2023 11:15 am

Minor Scry

Wouldn't need ESF Divination, would be a regular spell at some spell slot. You speak a name, cast the spell and it gives you a cardinal direction. Wouldn't work if you are trying to scry from the Underdark to the Surface as there's Faezress in the way. Wouldn't work if you are trying to scry from the Prime to the Planes and vice versa.


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Re: Spell Ideas: Megathread

Post by ElevenOne » Tue Jan 31, 2023 5:20 pm

A few other spells ideas:

A) A spell that creates an illusion of a valuable item /gem, so when the subject of a pickpocket attempt, there is a chance the the thief would grab the illusion instead of a valuable, gaining nothing. The thief should notice a fake item was stolen a few minutes later.
Maybe it could a tradable item for RP purposes.

B) Some sort of summon treant spell. A spell that needs a tree (softwood, hardwood..) as the target of the spell and gives it life as a summon.

C) A spell that once casted on a letter (Or the item from idea F), it will delivered to the target (if online). Should not be instantaneous like an illusion/wisp. Or perhaps this could be also added to the speedy service?

D) A spell (transmutation?) that turns items into coins / some other valuable resource to be selled later. Could help to reduce weight load when looting.

E) A spell that summons a personal storage chest.

F) A spell to craft / enchant an item to record / play a text message. Could be set to play the text once (or x times) and destroy itself or with a set time.
This could work as an alternative to letters, that can not be copied / posted in boards and one time only messages.
Bonus point if they can be added to shops so they auto-play when someone interacts with the shop / buy something.


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Re: Spell Ideas: Megathread

Post by MissEvelyn » Tue Jan 31, 2023 9:19 pm

In 3.5, Clerics and Paladins could make Holy Water. If we could get a spell like that, that would be amazing! For example, as taken by inspiration from 3.5:

Bless Water
Spell Level: Cleric 1, Paladin 1
Innate Level: 1
School: Transmutation
Descriptor: Good
Components: Verbal, Somatic, Material (Water Bottle)
Range: Touch
Target: Water Bottle touched
Duration: Instantaneous

This transmutation imbues a bottle of water with positive energy, turning it into holy water.


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Re: Spell Ideas: Megathread

Post by Exordius » Tue Jan 31, 2023 10:46 pm

Here is an idea for a shaman spell. They dont get restoration but could still use a way to remove negative levels so maybe make a spell that does only that and maybe have it so its not as effective as restoration, rather then curing all level drain make it so it only removes a level or two per cast so you have to cast it several times to fully remove the level drain. This would give them a means of getting rid of negative levels but in much weaker and less optimal manner. Could also give it to druids maybe.


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