Let's make something real clear: This thread is not about basin bonuses. Nor is it intended to get super in-depth on any one particular suggestion like the Clarity thread. This thread is only about coming up with ideas to make Enchantment a more useful school, with the hopes of inspiring the poor dev working on the project. If the debates from the other threads spill into this one, I will kindly request a lock.
So, with that in mind, gonna quote some ideas from earlier threads to get the ball rolling... and to make them a bit more accessible, so that wading through that thread to find them isn't necessary.
Baron Saturday wrote: Tue Jun 26, 2018 5:15 pmPersonally, I still like my idea (from the same thread) of -sympathy and -antipathy commands which act as AoE aggro management, attracting or repelling mobs from the target of the command. Based on the spells of the same name:
https://www.dandwiki.com/wiki/SRD:Sympathy
https://www.dandwiki.com/wiki/SRD:Antipathy
(ala Otto's Irresistable Dance)JediMindTrix wrote: Tue Jun 26, 2018 5:28 pm How about a level 10 spell that forces everyone in an AoE to... dance.
Rags wrote: Tue Jun 26, 2018 8:30 pm RP:
- Some sort of charm, or spell, that grants bonuses to bluff, persuade, intimidate, and persuade. This would could be roleplayed as creating a charm against others that view you, to protect your disguise, or charming a merchant.
Mechanical:
- Increased duration for Dominate and Charm spells, to make dominating creatures a feasible way to have a servant, rather than summoning.
Not entirely happy with the above suggestions, but just my two cents.
TimeAdept wrote: Tue Jun 26, 2018 8:33 pm Enchantment Focuses adding buffs to dominated monsters Conjuration style would be pretty cool.
Diilicious wrote: Tue Jun 26, 2018 9:40 pm Let epic enchanters have a spell that upon casting, spawns 4 modelless, voicepackless, indestructable, unhittable NPC's that can not be controlled nor do any damage of any kind, if the target fails the will save they will begin to try and attack the invisible NPC's, otherwise they will just ignore them.
This would simulate the enchanter making the target (or targets) believe that there are some creatures trying to kill them though in reality and to anyone watching they are just fighting with air because there is nothing actually there and its all in their head.
afreshstart wrote: Wed Jun 27, 2018 4:07 am Perhaps making domination spells work like rangers animal emphaty could work. GSF allowing you to take perma control of 1 monster and ESF allowing you to take control of 2.
Wytchee wrote: Wed Jun 27, 2018 10:56 pm A simple boon to the dominate spells in terms of duration, as was done with Aura of Vitality, would be a sufficient draw to the school. Epic Enchantment could drastically increase their durations, to make them actually useful on long treks.
EDIT: my suggestion is a little mage-centric, sorry. Hmm!
EDIT 2: Or even a soft bonus to "social" skills like persuade, bluff/perform, appraise, taunt and intimidate, per enchantment focus, as the caster's familiarity with the mind allows them to more easily influence others. This would remedy enchantment being a lackluster choice both mechanically and in terms of roleplay. I feel this suits enchantment very well thematically and would more than make the feats worth it.
JediMindTrix wrote: Sun Jul 01, 2018 10:08 pm GSF - Duration bonuses and/or dominated creature attribute bonuses.
ESF - % chance to penetrate immunity.
Xerah wrote: Thu Jun 28, 2018 12:49 am Enchantment could provide an alternative to the monster summon spells, giving longer duration and stat buffs. Something else would be nice too. Hm. Like this one http://www.d20srd.org/srd/spells/antipathy.htm
Baron Saturday wrote: Thu Jun 28, 2018 6:12 pm I just finished playing Pillars of Eternity 2, and a system I greatly enjoyed there was the idea of resistance to debuffs, where a resistant enemy would downgrade a debuff from, say, paralyzed to rooted, or stunned to dazed. It would be interesting if this could be implemented, with ESF Enchantment allowing a partial bypass of mind immunity (probably with a reduced duration, as well).
Alternatively, and this idea definitely needs some work, but what if Enchantment spells applied CC-over-time effects? Each round for the duration of the spell, the target makes a save or suffers the effects of the spell for that round. Recasting the spell refreshes the duration, but does not cause multiple rolls/round to be made. This makes Enchantment much less binary, much less susceptible to removal by -pray, and makes clarity only offer a temporary reprieve from an ongoing effect. The questions this leaves: What further impact (if any) should Enchantment Spell Foci have? What impact should Extend metamagic have? Should casting multiple different CC spells on a target force them to save against each one every round (similar to how someone standing in, say, a web/entangle/grease combo has to save against each one every round), or should all enchantment spells override each other? How would this work with AoE spells like Confusion? (The more I type, the more I think that this is way too complicated to implement well...)
Baron Saturday wrote: Thu Jun 28, 2018 7:57 pm Some sort of -sense_mind ability could be an interesting RP tool. Two ways I could see it working: Targeted on a (non-mind-immune) character, it tells you where that character is for X amount of time. Sending -sense_mind to that character again in that time frame updates their location. A bit similar to scrying, but better for finding people, not so good for spying on them.
Or it could work as a general command, telling you how many other creatures are in the area with you. ESF could update it to give more granular info, such as telling how many hostile v. non-hostile creatures, or how many creatures of each racial group.
Dr_Hazard89 wrote: Wed Jul 04, 2018 6:46 pm What about -kill command. Power Word Kill for enchanters. Enchantment school after all. Make a will save vs death, but like implode cannot be protected with a simple death ward. Once per day.
Just throwing terrible ideas at the wall here and seeing which sticks.
(This one feels a bit too PvP-oriented, in hindsight.)Baron Saturday wrote: Wed Jul 04, 2018 8:46 pm SF has a 10% clarity removal, GSF gives 15% clarity/LMB, ESF gives 20% clarity/LMB/MB. Tweak the numbers as needed.
Alright, ladies and gents, take it away!Baron Saturday wrote: Wed Jul 04, 2018 7:56 pm SF/GSF/ESF has an X%/2X%/3X% chance to immobilize a mind-immune target for X/2X/3X rounds.
ESF can, 1/rest, send a message to a target that can ONLY be heard by the target. Basically an IC tell.
GSF causes a mind-immune target to take X magical damage/spell level. ESF increases the damage. A psychic backlash sorta thing.