...aaand here's the prismatic dragon, lol:
Spellmageddon Part 2
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Re: Spellmageddon Part 2
18 baleful polymorph scrolls and 6 disjunction scrolls (to lower their SR) to mind control 2 dragons.
Yes, I got lucky since we're in the "fishing for a hard 1" territory here, but my point is that it's possible to dominate monsters with mind immunity this way.
Re: Spellmageddon Part 2
Transmutation foci doesn't seem to do anything for the homunculus in the server.
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Re: Spellmageddon Part 2
It would be an improvement for Greater Chromatic Orb to be Evocation (or at least work with Evo OR Conjuration).
Reasoning: Since Elementalists got this as their one leveled spell, and they are evocation specialists. Also because Chromatic Orb is Evocation.
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,
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Re: Spellmageddon Part 2
Do you want a separate thread for recommendations for spells to review for spellmageddon part 3? Are more spells going to be introduced?
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Re: Spellmageddon Part 2
Looks like Shamans don't get False Life at all.
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Re: Spellmageddon Part 2
Party in the forest at midnight wrote: ↑Fri Jan 27, 2023 7:49 pmDo you want a separate thread for recommendations for spells to review for spellmageddon part 3? Are more spells going to be introduced?
a thread will be made once we get through part 2.
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Re: Spellmageddon Part 2
Stop Heart bothers me, not so much the Save or Die part, theres plenty of that, no point fussing about it. But two things about it I feel like should be adressed.
One, you cant pray out of it. If you get hit with it, and know you failed it, praying wont save you, you will still die.
Two, its very indistinct. The spell doesnt look noticeable, theres very little feedback that you've been hit with it, which makes it very hard to do anything about in the short window you have before it kills you.
I feel like a spell like this should be rather obvious its been cast, applied, and about to kill you, via more noticeable spell effect graphics, IC text (your chest fills with a stabbing pain), and some sort of additional counter. I feel like if I kill the caster before the spell kills me, it should probably cancel it out.
Re: Spellmageddon Part 2
BurntGnome wrote: ↑Sat Jan 28, 2023 4:36 amStop Heart bothers me, not so much the Save or Die part, theres plenty of that, no point fussing about it. But two things about it I feel like should be adressed.
One, you cant pray out of it. If you get hit with it, and know you failed it, praying wont save you, you will still die.
Two, its very indistinct. The spell doesnt look noticeable, theres very little feedback that you've been hit with it, which makes it very hard to do anything about in the short window you have before it kills you.I feel like a spell like this should be rather obvious its been cast, applied, and about to kill you, via more noticeable spell effect graphics, IC text (your chest fills with a stabbing pain), and some sort of additional counter. I feel like if I kill the caster before the spell kills me, it should probably cancel it out.
It should be able to be -prayed off, according to SK's reply in this thread. Have you tried and it's not working?
Re: Spellmageddon Part 2
I have tested it in the pgcc and no, praying does nothing... you still die.
Re: Spellmageddon Part 2
In Sorrow We Trust wrote: ↑Fri Jan 27, 2023 4:10 pm[balefull polymorph fun]
how many times did you have to cast that lol
If this is modified so it can't work you'll probably want to change wild mage's surge ability too. I haven't tried it recently but it worked this way last year between surges (the animal ones) and animal empathy.
I think an easy change would be making the final type aberration. Just giving an animal/beast mind immunity would probably allow cleric's Turn/Rebuke to still command them with the right domains.
Re: Spellmageddon Part 2
It's a DC37 spell that bypasses death ward and shadow shield. The Sustain cantrip can be used to either prevent the spell's effect proactively or retroactively. That makes Stop Heart a lot worse than Implosion, not mentioning that characters with 20 monk levels are completely immune* to it.
IMO it's one of the weaker spells from the new list and I don't see how it's such a big deal other than people jumping the gun and going:
"Ohnoes, if I show up unprepaired this spell has a 5% chance of killing my character"
- this is one of the darker sides of instant death spells that I believe people don't fully appreciate - a lot of the countermeasures are completely hidden information - death ward has no VFX and there's no way of knowing whether the target has this ward up. Similarly Weird gets stopped by fear immunity that isn't always visible in any way. At least with Stop Heart one can spot the glowing monk eyes, but it's not like the active countermeasure would've been clearly indicated in this case either.
Re: Spellmageddon Part 2
Spider Skin is supposed to last hours/ level but on my char it lasts only 5 turns / level.
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Re: Spellmageddon Part 2
-XXX- wrote: ↑Sat Jan 28, 2023 9:20 amIt's a DC37 spell that bypasses death ward and shadow shield. The Sustain cantrip can be used to either prevent the spell's effect proactively or retroactively. That makes Stop Heart a lot worse than Implosion, not mentioning that characters with 20 monk levels are completely immune* to it.
actually shadow shield still blocks it.
it's necromancy.
Intended duration, description error.
Re: Spellmageddon Part 2
Just one question in regards to the new spells.
Will some of them be added to domains rather then to just 1 cleric path? (Defiler)
Heart Stop would do great under Death and/or Evil and/or Suffering for example.
Same for a couple of others.
I'm asking this for the purpose of refunds if you do not want to play a Defiler.
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Re: Spellmageddon Part 2
Lewtzy wrote: ↑Sat Jan 28, 2023 6:56 pmJust one question in regards to the new spells.
Will some of them be added to domains rather then to just 1 cleric path? (Defiler)
Heart Stop would do great under Death and/or Evil and/or Suffering for example.
Same for a couple of others.I'm asking this for the purpose of refunds if you do not want to play a Defiler.
That'd be up to Kenji. He has a thread for suggesting domain spells somewhere
Re: Spellmageddon Part 2
Comprehensive feedback on the new Pacifying Shackle.
Hey there, thought I'd give some feedback on this spell. I presently play a Cordor guard, and have produced a bunch of these for use. We've all been trying them out.
First and foremost, I think I should address some bugs on how the spell is presently performing. I'm utaling scrolls and at the moment I am finding the following:
- Following the resistance dialog, scrolled versions are only lasting for roughly 1 minute, and not turn/level.
- When under the effects of the spell, despite the text of the spell, they are able to cast spells and perform actions.
- There seems to be significant delay after the consent is given to if they become shackled. I assume this is due to the spell shackling if they fail to consent on a reflex saving throw.
- Concentration triggers currently happen when you try to open doors I think? (Cordors been a bit laggy), and this is inconvenient for trying to lead anyone anywhere.
First, a couple mechanical suggestions:
It would be better if the spell didn't just deduce peoples speed to a crawl, but actually just capped their speed at the detect mode natural walk most people have. This would mean people can walk with prisoners, instead of having them be locked to a crawl beside you. I sadly don't know the exact % that is normally, I'm sure it can be figured out. This feedback comes from in game use experience.
This should be castable on people you have subdued, so that they can be captured. If they don't want to be captured, they can -giveup.
I believe this spell should be opened up to more classes and perhaps even made as a smithing item. While I understand there may be concerns about inappropriate use, that's ultimately a DM moderation issue if people can't roleplay in a PG13 fashion with it. Paladins are not the only people who need to arrest, capture or detain people.
I have a strong feeling this spell is a response to the fact that, until recently, the most mechanically optimal way to actually capture someone was to fugue them and then rez them in a cell. This is a wonderful step into a better enviroment, but we're not there yet.
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Re: Spellmageddon Part 2
Another bit of feedback on Greater Chromatic Orb - it has both a ranged touch attack and a save, which makes it generally underpowered for it's level.
52.5 average damage and a 1-2 round debuff if you hit them, and they fail the fort save. Though it does look like it ignores spell resistance, which is in it's favour - those with spell resistance usually have no issues having spellcraft and thus super high saves to ignore 26 damage per shot.
Compare to
Sound Lance (level 3/4 spell): average of 45 damage, ONLY a fort save, and does aoe damage.
Ice Dagger (level 1 spell): Average damage of 50, only reflex save
Moonbeam (level 3 spell): Average damage of 42, only will save to resist stun, always does full damage.
I think it'd be more in line with other similar spells if the damage was not halved on successful save, only the debuff removed; after all you still have to land a hit with 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.
Re: Spellmageddon Part 2
WanderingPoet wrote: ↑Sat Jan 28, 2023 11:58 pmAnother bit of feedback on Greater Chromatic Orb - it has both a ranged touch attack and a save, which makes it generally underpowered for it's level.
52.5 average damage and a 1-2 round debuff if you hit them, and they fail the fort save. Though it does look like it ignores spell resistance, which is in it's favour - those with spell resistance usually have no issues having spellcraft and thus super high saves to ignore 26 damage per shot.
Compare to
Sound Lance (level 3/4 spell): average of 45 damage, ONLY a fort save, and does aoe damage.
Ice Dagger (level 1 spell): Average damage of 50, only reflex save
Moonbeam (level 3 spell): Average damage of 42, only will save to resist stun, always does full damage.I think it'd be more in line with other similar spells if the damage was not halved on successful save, only the debuff removed; after all you still have to land a hit with it.
Greater Chromatic Orb: saving throw is only against the effect, damage is not affected.
Re: Spellmageddon Part 2
Bit of Feedback on Negative Energy Flood.
The Spell does 1d8 / 3 CL Damage, meaning 9d8 for most builds and 10d8 for pure Caster. This leads to an average of 40 Damage, on a failed save.
It being a 5th Level Spell, most Enemies in "Higher" Level content will outright save on it 90% of the time which halfes the damage for an average of 20 and a Max of 40. Given the HP pools in these Areas the Spell becomes incredibly weak as the Damage is outright sad and only animates upon killing the Enemy.
I am not exactly fond of wasting 3-4 5th Levels and having to have to cease all other damage to not miss the killing blow, plus you need to cast at least one Circle 7 Control Undead AFTER the fact to even get to use it.
Really love the Spell and it's concept but it's simply too weak, when coupled with the forced 7th Circle Slot required on top of it it becomes even more so.
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Re: Spellmageddon Part 2
Deswe wrote: ↑Sun Jan 29, 2023 9:55 amBit of Feedback on Negative Energy Flood.
The Spell does 1d8 / 3 CL Damage, meaning 9d8 for most builds and 10d8 for pure Caster. This leads to an average of 40 Damage, on a failed save.
It being a 5th Level Spell, most Enemies in "Higher" Level content will outright save on it 90% of the time which halfes the damage for an average of 20 and a Max of 40. Given the HP pools in these Areas the Spell becomes incredibly weak as the Damage is outright sad and only animates upon killing the Enemy.
I am not exactly fond of wasting 3-4 5th Levels and having to have to cease all other damage to not miss the killing blow, plus you need to cast at least one Circle 7 Control Undead AFTER the fact to even get to use it.Really love the Spell and it's concept but it's simply too weak, when coupled with the forced 7th Circle Slot required on top of it it becomes even more so.
We'll be changing it to 1d6 per CL capped at 20d6.
Re: Spellmageddon Part 2
In Sorrow We Trust wrote: ↑Sun Jan 29, 2023 10:48 amDeswe wrote: ↑Sun Jan 29, 2023 9:55 amBit of Feedback on Negative Energy Flood.
The Spell does 1d8 / 3 CL Damage, meaning 9d8 for most builds and 10d8 for pure Caster. This leads to an average of 40 Damage, on a failed save.
It being a 5th Level Spell, most Enemies in "Higher" Level content will outright save on it 90% of the time which halfes the damage for an average of 20 and a Max of 40. Given the HP pools in these Areas the Spell becomes incredibly weak as the Damage is outright sad and only animates upon killing the Enemy.
I am not exactly fond of wasting 3-4 5th Levels and having to have to cease all other damage to not miss the killing blow, plus you need to cast at least one Circle 7 Control Undead AFTER the fact to even get to use it.Really love the Spell and it's concept but it's simply too weak, when coupled with the forced 7th Circle Slot required on top of it it becomes even more so.
We'll be changing it to 1d6 per CL capped at 20d6.
I'd like to propose the same treatment for Withering Ray - same reasoning : 1d8 / 3 CL damage is really anemic even at max CL.
Furthermore, the spell is capped at 3 targets already so it could afford a much larger AoE - perhaps a similar SF interaction that we can see with curse storm might be OK here. Even gargantuan to colossal with ESF - the extra rays just don't trigger very often unless the enemies are completely clumped up ATM.