Re: Spellmageddon Part 2
...aaand here's the prismatic dragon, lol:
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...aaand here's the prismatic dragon, lol:
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.
Transmutation foci doesn't seem to do anything for the homunculus in the server.
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.
Do you want a separate thread for recommendations for spells to review for spellmageddon part 3? Are more spells going to be introduced?
Looks like Shamans don't get False Life at all.
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.
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.
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?
I have tested it in the pgcc and no, praying does nothing... you still die.
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.
Exordius wrote: Sat Jan 28, 2023 4:54 amI have tested it in the pgcc and no, praying does nothing... you still die.
Hm. Maybe we misunderstood. Maybe you're supposed to pray when you drop to 0 hp on the floor, or maybe it's just not working/bugged because it's brand new.
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"
Spider Skin is supposed to last hours/ level but on my char it lasts only 5 turns / level.
-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.
Laurian wrote: Sat Jan 28, 2023 9:47 amSpider Skin is supposed to last hours/ level but on my char it lasts only 5 turns / level.
Intended duration, description error.
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.
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
I'll poke. ty!
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:
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.
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.
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.
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.
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.
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.