MOOR MOOR and MOOR spell nerfs
Posted: Wed Feb 11, 2015 10:34 pm
I feel if we are going to start nerfing any heal varients based off the SRD, or more acurately the 3.5 player's hand book then that not only clerics should be severely nerfed but, so should Mages.
I shall list off some examples I can come up with on top of my head, haste for example
Acid Shield would be removed from the spell list entirely as from what I can tell it doesn't exist in 3.5ed PnP
And those on forums whom said it should exist in PnP suggested it get nerfed to 1hp per level instead 2HP per level
Also it is good to note that this spell doesn't even exist in NWN2
Something to note is in 3.0 Mass Heal worked identically as Heal with no nerfs, so if we're going to start using 3.5 rules on clerical spells I suggest we do it on all spells.KregorRanger wrote:Since we went there with Heal and Harm:
D20 SRD wrote: Restoration, Greater
This spell functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature...
Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.
It does not restore hit points, at all, In PnP. Even if it still did so, at spell circle 7, with all the other benefits, I can't see it giving more hit points than the new revised Heal spell
D20 SRD wrote: Heal, Mass
This spell functions like Heal, except as noted above [affects allies, not a single target], and the maximum number of hit points restored to each creature is 250.
User avatar{/quote]
I shall list off some examples I can come up with on top of my head, haste for example
This means nor more +4 AC for HastePHB 3.5 wrote: Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of
which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act
more quickly than normal. This extra
speed has several effects.
When making a full attack action, a
hasted creature may make one extra attack
with any weapon he is holding. The attack
is made using the creature’s full base attack
bonus, plus any modifiers appropriate to
the situation. (This effect is not cumulative
with similar effects, such as that provided
by a weapon of speed, nor does it actually
grant an extra action, so you can’t use it to
cast a second spell or otherwise take an
extra action in the round.)
A hasted creature gains a +1 bonus on
attack rolls and a +1 dodge bonus to AC
and Reflex saves. Any condition that
makes you lose your Dexterity bonus to
Armor Class (if any) also makes you lose
dodge bonuses.
All of the hasted creature’s modes of
movement (including land movement,
burrow, climb, fly, and swim) increase by
30 feet, to a maximum of twice the subject’s
normal speed using that form of
movement. This increase counts as an
enhancement bonus, and it affects the
creature’s jumping distance as normal for
increased speed.
Multiple haste effects don’t stack. Haste
dispels and counters slow.
Material Component: A shaving of licorice
root.
What this means is you'd get the max buff out of it, but for a muuuch muuuch shorter durationPHB 3.5 wrote: Bull’s Strength
Transmutation
Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2,
Strength 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes stronger. The spell
grants a +4 enhancement bonus to
Strength, adding the usual benefits to
melee attack rolls, melee damage rolls, and
other uses of the Strength modifier.
Arcane Material Component: A few hairs,
or a pinch of dung, from a bull.
Only thing mages would get out of this spell using the SRD, is a spell that grants temporary fires essence to their arrowsPHB 3.5 wrote: Flame Arrow
Transmutation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Fifty projectiles, all of which must
be in contact with each other at the time
of casting
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You turn ammunition (such as arrows,
bolts, shuriken, and stones) into fiery projectiles.
Each piece of ammunition deals an
extra 1d6 points of fire damage to any
target it hits. A flaming projectile can
easily ignite a flammable object or structure,
but it won’t ignite a creature it strikes.
Material Component: A drop of oil and a
small piece of flint.
What this means it would act exactly like magical vestment, but only with +4 AC instead of the +5 And no other bonuses including the dodge AC it used to give.PHB 3.5 wrote:Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force
surrounds the subject of a mage armor spell,
providing a +4 armor bonus to AC. Unlike
mundane armor, mage armor entails no
armor check penalty, arcane spell failure
chance, or speed reduction. Since mage
armor is made of force, incorporeal
creatures can’t bypass it the way they do
normal armor.
Focus: A piece of cured leather
Acid Shield would be removed from the spell list entirely as from what I can tell it doesn't exist in 3.5ed PnP
And those on forums whom said it should exist in PnP suggested it get nerfed to 1hp per level instead 2HP per level
Also it is good to note that this spell doesn't even exist in NWN2