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Eurgiga
 
PostPosted: Mon, Apr 15 2013, 18:53 PM 

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So I'm helping someone come up with some spells for a complete reroll as a pacifist healer. I'm posting these here for ideas and critique- I'd especially appreciate DMs reviewing these and helping adjust for balance before they get submitted. The idea is to create a support healer with a varied array of tactics at their disposal, but not to make it overpowered in the sense that it can heal through anything (at least, not for more than a couple rounds).

Here are the spells thus far:

Quote:
Spell name: Death Denied Greater Resurrection
Spell level: Epic
School: Conjuration
Descriptor: Healing
Components: V, S
Range: Colossal (10 meter radius) Medium (3.33 meter radius)
Duration: Instant
Saving Throw: no
Spell Resistance: no
Description:

The caster expends a fantastic amount of power, restoring life and health to all up to four fallen allies in range. This expenditure of effort drains the caster so extensively that she cannot cast spells for the next three rounds (100% spell failure). This spell can be used in combat.

//OOC note: This spell will bypass the raise timer.

Drawback is that the healer is shut down for three rounds while her allies are unbuffed, the most critical time in which they can be slain again with relative ease. This prevents a mass ress and a buffstorm from the healer.

Edit: Brought the radius down to Medium from Colossal, capped the number of people ressed at four, changed spell name.


Quote:
Spell name: Heartmend
Spell level: Cleric 9
School: Conjuration
Descriptor: Healing
Components: V,S
Range: Self
Duration: 5 rounds
Saving Throw: Self
Spell Resistance: Self
Description:

For a brief time the caster regenerates so quickly that even the combined efforts of her enemies cannot fell her. Each round the caster regenerates an amount of HP equal to her maximum hit points. The caster may not cast hostile spells during this time.

Just a spell to keep the caster alive for a few rounds if she's focused to hell. Even then, she can't really defend herself and a good damage build can kill her if it works fast. Also won't save the caster from more than one opponent most of the time.

Edit: Removed in favour of Haven.


Quote:
Spell name: Heartward
Spell level: Cleric 8
School: Conjuration
Descriptor: Healing
Components: V, S
Range: Medium
Duration: CL / 2 3 rounds + Concentration
Saving Throw: no
Spell Resistance: no
Description:

All allies in range of the caster gain 20% immunity to fire, cold, acid, and sonic damage, damage resistance 15/+5, and regenerate an amount of hit points per round equal to twice the caster's wisdom modifier. The caster must maintain concentration or the spell will end.

Basically a group heal/DR buff. The DR should be able to be cut through fairly easily (name a 30 who doesn't have +5 or GMW) and the equivalent of a healkit per round isn't an inane amount of healing. Concentration to keep it up means the caster can't buff/heal effectively while this ward is up.

Edit: Altered duration from CL/2 to CL/3 rounds.


Quote:
Spell name: Mend Flesh
Spell level: Cleric 7
School: Conjuration
Descriptor: healing
Components: V, S
Range: Target
Duration: 4 rounds
Saving Throw: no
Spell Resistance: no
Description:

The caster bathes an ally in a powerful protective aura, granting an amount of healing each round equivalent to that ally's maximum hp / 5 and an immediate healing effect equal to that ally's maximum hp / 5

This is a double heal spaced out over 10 rounds. It's to provide an alternative to Heal so the caster can adjust tactics as needed.The healing amount has been doubled so the healing itself isn't pathetically low. For illustration on a 500 hp character this will heal 100hp per round for a minute, as opposed to 500 instantly for a heal or GR. This one looks kind of powerful at first blush, but I've seen 200+ HP carved off in a round easily, and good characters can do far more than that. Again, it also doesn't protect against kill spells or provide saves.

Edit: Spell changed to a single full heal's worth of HP with a frontloaded 1/5 heal on it. Duration shortened by 6 rounds (10 rounds prior).

Anyway, opinion away! :D


Edit: Adding more spells as they're brainstormed, we seem to be generating a large list and just culling the best ones. I'm not certain how balanced these are, so critique is especially welcome here.

Quote:
Spell name: Greater Love
Spell level: Cleric 4
School: Conjuration
Descriptor: Healing
Components: V, S
Range: Large
Duration: CL / 2 turns
Saving Throw: no
Spell Resistance: no
Description:

The caster surrounds herself with a healing aura. While having no effect on herself, this aura heals all allies in range for half of any damage inflicted on the caster.

Edit: Not doable, removed.

Quote:
Spell name: Butterfingers
Spell level: Cleric 5
School: Conjuration
Descriptor: Creation
Components: V
Range: Target
Duration: CL/5 rounds (maximum 4 rounds)
Saving Throw: Reflex
Spell Resistance: Yes
Description:

The caster conjures a slippery, greasy coating on the weapon hand(s) of the target. The target must make a reflex save or drop their weapon(s) (to their inventory) and suffers a -5 penalty to attack until they can wipe the grease off. If the target takes fire damage while under the effects of this spell the grease will ignite, dealing 1d6 fire damage per round for three rounds. The grease is considered removed at the end of the spell's duration, at which point the target may reequip weapons normally.

Edit: Removed spell failure, added additional ignite effect on the target. Removed shield drop possibility. Shortened duration max from 6 to 4 rounds. Spell failure now has its own spell (at bottom).

Edit: Removed ignite effect, made it clearer that the disarm is for the duration of the spell, adjusted to account for offhand weapon as well.

Quote:
Spell name: Compound Regeneration
Spell level: Cleric 2
School: Conjuration
Descriptor: Healing
Components: V,S
Range: Target
Duration: CL/5 turns
Saving Throw: Fortitude (harmless)
Spell Resistance: Yes (harmless)
Description:

You surround a target with a healing aura. For the duration of this spell, whenever the target receives healing they receive an additional 1d3 healing. This spell cannot trigger off of itself. Any undead targeted by this spell will instead take this healing energy as damage.

Edit: Not doable, removed.

Quote:
Spell name: Waters of Sune
Spell level: Cleric 2
School: Conjuration
Descriptor: Creation
Components: V,S
Range: Spot
Duration: Special
Saving Throw: None
Spell Resistance: No
Description:

The caster conjures a magical font filled with holy water. The font holds enough holy water for four people. Any person drinking from the waters of the font receives +2 AB and +2 divine damage to all attacks, +1 to all saves, and regenerates 2 hit points per round for one hour per caster level. The font vanishes after all of the water has been depleted or after ten minutes.

-alternate-

Spell name: Sune's Favour
Spell level: Cleric 2
School: Conjuration
Descriptor: Creation
Components: V,S
Range: Self
Duration: Special
Saving Throw: None
Spell Resistance: No
Description:

The caster prays over her four closest party members, granting them +2 AB and +2 divine damage to all attacks, +1 to all saves, and regenerates 2 hit points per round for one hour per caster level. This spell does not affect the caster. The effects of this spell cannot be applied more than once.

Edit: Added alternate version with no placeable.

Quote:
Spell name: Sunshaft
Spell level: Cleric 3
School: Conjuration
Descriptor: Healing
Components: V,S
Range: Spot
Duration: CL + 1 rounds
Saving Throw: Fortitude (harmless)
Spell Resistance: Yes (harmless)
Description:

You conjure a shaft of positive energy at a spot you direct. This lightshaft heals any allied being who enters the light (1.67 metre radius) for an amount of hitpoints per round equal to 1d8 + 1/2 your caster level. Undead who enter the area make a fortitude save against being dazed. Undead failing this save are dazed for one round. No additional saves are required unless the undead leaves and re-enters the area of effect. The effects of this light are not cumulative with any other casting of this spell.

Edit: Removed damage vs. undead, changed save to Fort vs daze for undead.


Quote:
Spell name: Limp Limbs
Spell level: Cleric 6
School: Necromancy
Descriptor: Negative
Components: V
Range: Target
Duration: CL/10 rounds
Saving Throw: Fort
Spell Resistance: Yes
Description:

The caster focuses negative energy into the target, drastically weakening their arm muscles to the point where weaker opponents find it hard to even raise a finger. The target suffers a -2 strength penalty for the duration of the spell and must succeed at a strength check (DC 12) to successfully cast a spell.

_________________
~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


Last edited by Eurgiga on Tue, Apr 16 2013, 21:07 PM, edited 13 times in total.

 
      
Mr. Hackums
 
PostPosted: Mon, Apr 15 2013, 19:05 PM 

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I'm a sucker for custom spells. And a sucker for Cleric magic.

*Sigh* This is the kind of stuff I brainstorm all the friggin time. :D I can make a more thoughtful comment on it after my business!


 
      
Yossarin
 
PostPosted: Mon, Apr 15 2013, 19:07 PM 



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Why are they all such high level spells? Just sounds like a pacifistic powertrip!


 
      
Mr. Hackums
 
PostPosted: Mon, Apr 15 2013, 19:10 PM 

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I think uber spells are a lot easier to brainstorm, initially. Lower leveled spells, at least when I come up with some, tend to rely heavily on a character's personality. Its a tool he uses more frequently than something so powerful and taxing.

That said, even the notion itself of subdued (Lowered leveled) healer spells makes me happy.


 
      
Glim
 
PostPosted: Mon, Apr 15 2013, 19:10 PM 

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Yossarin wrote:
Why are they all such high level spells? Just sounds like a pacifistic powertrip!

This was my first impression as well, tbh.

My advice? Start from the ground up.


 
      
Eurgiga
 
PostPosted: Mon, Apr 15 2013, 19:11 PM 

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Yossarin wrote:
Why are they all such high level spells? Just sounds like a pacifistic powertrip!


If you're going to spend DCs you may as well shoot for the big ones. Spells that can't be decisive in the right situation feel like a waste of DC unless there's good strong RP reasons for them, in which case I wholeheartedly support lower-level spells. I can take a shot at some lower level ones, I'd have to talk with the player.

_________________
~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


Last edited by Eurgiga on Mon, Apr 15 2013, 19:17 PM, edited 1 time in total.

 
      
Guardian
 
PostPosted: Mon, Apr 15 2013, 19:14 PM 

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I like it. Every party would wet their knickers should they have a healer with such spells amongst them.

Plus, it eradicates the self-healing scum builds as well. Pure healer.

I like it.

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
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Sunkin Sheep
 
PostPosted: Mon, Apr 15 2013, 19:30 PM 

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It would be like some clerics to operate in the prowess of high circle spells just to compensate for their lack of commercial pull in the arcane community, I imagine this sort of caster is self-righteous as hell, and goes about matters as passive-aggressively as possible. This sort of character will infuriate many by looking down their nose at dirty, inhumane casters. Make them a narcissist.

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Yossarin
 
PostPosted: Mon, Apr 15 2013, 19:34 PM 



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Eurgiga wrote:
Yossarin wrote:
Why are they all such high level spells? Just sounds like a pacifistic powertrip!


If you're going to spend DCs you may as well shoot for the big ones. Spells that can't be decisive in the right situation feel like a waste of DC unless there's good strong RP reasons for them, in which case I wholeheartedly support lower-level spells. I can take a shot at some lower level ones, I'd have to talk with the player.


Well, there's also the fact that a pacifistic adventurer is not going to survive long enough to have 7th level spells. :wink:


 
      
GreatPigeon
 
PostPosted: Mon, Apr 15 2013, 19:37 PM 

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A lot of that is reactive. I would see a dedicated pacifist being proactive....

Maybe something that makes the bad guys weapons weigh more than they can wield easily?

A mid-level spell that lets you place heal kits on at a distance albeit at 1/2 heal skill?

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Eurgiga
 
PostPosted: Mon, Apr 15 2013, 19:41 PM 

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Yossarin wrote:
Eurgiga wrote:
Yossarin wrote:
Why are they all such high level spells? Just sounds like a pacifistic powertrip!


If you're going to spend DCs you may as well shoot for the big ones. Spells that can't be decisive in the right situation feel like a waste of DC unless there's good strong RP reasons for them, in which case I wholeheartedly support lower-level spells. I can take a shot at some lower level ones, I'd have to talk with the player.


Well, there's also the fact that a pacifistic adventurer is not going to survive long enough to have 7th level spells. :wink:


You make an excellent point. I'll see if the player's okay with some lower-geared ideas as well and just cull the list once they're ready and we weed out the untenable ones.

_________________
~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


 
      
PhantomDream
 
PostPosted: Mon, Apr 15 2013, 19:43 PM 

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Yossarin wrote:
Eurgiga wrote:
Yossarin wrote:
Why are they all such high level spells? Just sounds like a pacifistic powertrip!


If you're going to spend DCs you may as well shoot for the big ones. Spells that can't be decisive in the right situation feel like a waste of DC unless there's good strong RP reasons for them, in which case I wholeheartedly support lower-level spells. I can take a shot at some lower level ones, I'd have to talk with the player.


Well, there's also the fact that a pacifistic adventurer is not going to survive long enough to have 7th level spells. :wink:


I think it should be clarified that the rebuild for this, isn't technically for an adventuring caster/healer. This is purely for a pacifist PC, who only goes out and aids when it nears a necessity. I think that might give justification for a few high leveled spells, as well. They're only used when needed, which means they're not spammed constantly. Though, I agree with Euggy and think lower level ones should be implemented as well.


 
      
Yossarin
 
PostPosted: Mon, Apr 15 2013, 19:51 PM 



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Epic Level Healer Spell: Epic Epistaxis

Causes a nosebleed that can only be stopped by a Wish or Miracle.


 
      
Mr. Hackums
 
PostPosted: Mon, Apr 15 2013, 19:53 PM 

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Thank god I had that spare Wish..


 
      
Eurgiga
 
PostPosted: Mon, Apr 15 2013, 19:59 PM 

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Yossarin wrote:
Epic Level Healer Spell: Epic Epistaxis

Causes a nosebleed that can only be stopped by a Wish or Miracle.


... 1d6 bleed damage per round as a supernatural effect?

_________________
~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


 
      
Eurgiga
 
PostPosted: Mon, Apr 15 2013, 20:26 PM 

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Edit: Moved to first post.

_________________
~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


Last edited by Eurgiga on Mon, Apr 15 2013, 23:58 PM, edited 2 times in total.

 
      
PaladinOfSune
 
PostPosted: Mon, Apr 15 2013, 21:56 PM 

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All spells use either a flat duration or a scaling duration of rounds/turns/hours. I'd expect custom spells to follow the same principle, so I wouldn't approve of anything weird like Wis mod + x turns.

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Eurgiga
 
PostPosted: Mon, Apr 15 2013, 21:59 PM 

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PaladinOfSune wrote:
All spells use either a flat duration or a scaling duration of rounds/turns/hours. I'd expect custom spells to follow the same principle, so I wouldn't approve of anything weird like Wis mod + x turns.


Great to know, fixing, thanks! :D

_________________
~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


 
      
Eurgiga
 
PostPosted: Tue, Apr 16 2013, 0:01 AM 

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Moved the low-level spells to the first post and stuck some new ones there. As with all of them, critique is appreciated!

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~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


 
      
exquisitelyme
 
PostPosted: Tue, Apr 16 2013, 2:31 AM 

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Really like both lvl 2 spells.

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Galenson
 
PostPosted: Tue, Apr 16 2013, 3:01 AM 

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Yossarin wrote:
Well, there's also the fact that a pacifistic adventurer is not going to survive long enough to have 7th level spells. :wink:


Metalien and I managed to rebuild our salandran toons to 30. I cant imagine being a pacifist would be much harder.

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bobofwestoregonusa
 
PostPosted: Tue, Apr 16 2013, 5:47 AM 

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I think the first spell listed would actually do justice to the healer cleric by the way. Clerics of Ilmater and Salandra would love it!

Thought I do think a few of those, or maybe most of them are way to powerful to be added to the module as for all clerics outright.

Also, a pacifist doesn't go around murdering hoards of goblins. They also wouldn't usually just go to places with adventuring parties and start watching while everyone murders everything in sight.

I personally think hitting level 30 with job system stuff is lame, so really there's not much in the way of leveling a pacifist.

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Guardian
 
PostPosted: Tue, Apr 16 2013, 5:49 AM 

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bobofwestoregonusa wrote:
I personally think hitting level 30 with job system stuff is lame, so really there's not much in the way of leveling a pacifist.


RP = DC = Lvl

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
Obsidian (inactive)


 
      
bobofwestoregonusa
 
PostPosted: Tue, Apr 16 2013, 6:04 AM 

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I'd prefer not to spend the near 120 DCs it would cost not to level. Not my idea of a good use of DCs. And I don't earn them near frequently enough for it.

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Guardian
 
PostPosted: Tue, Apr 16 2013, 6:28 AM 

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Me neither and yet I've spent all of them to level my chars.

Not a big fan of mindless boss hunting / xp farming. Sure is fun for a while and on certain occasions, but a hardly on regular basis. And you said it yourself - if you want to play a pure pacifist, you have two options : Burn DCs or Job System. Which one is the lesser evil?

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
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Cerpin Taxt
 
PostPosted: Tue, Apr 16 2013, 8:03 AM 

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bobofwestoregonusa wrote:
I'd prefer not to spend the near 120 DCs it would cost not to level. Not my idea of a good use of DCs. And I don't earn them near frequently enough for it.


Then don't level. Characters don't have to be 30.

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nataliawinters
 
PostPosted: Tue, Apr 16 2013, 12:17 PM 

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I love the idea of these spells but want them for my healer too! :)

Will post more when i get home from work

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Uncle-Opustus
 
PostPosted: Tue, Apr 16 2013, 13:53 PM 

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Didn't take a look at them balance-wise, but the healing spells could certainly use a little suger and spice. In my opinion, healing spells are lame and gay. But I don't think less of minorities.

On a related note to gayness, or gaity if you will, what about adding a shitload of cheap regeneration potions to substitute heals and such as a secondary, cheaper, yet more spammable commodity?

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Guardian
 
PostPosted: Tue, Apr 16 2013, 14:06 PM 

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Uncle-Opustus wrote:
On a related note to gayness, or gaity if you will, what about adding a shitload of cheap regeneration potions to substitute heals and such as a secondary, cheaper, yet more spammable commodity?


Oh yeah. I used to play on a server where healing pots were not restoring hps instantly, but instead, regenerated them (like regeneration spell). And, which was the sweetest of all things, healing kits were only useable outside the combat via. menu log.

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
Obsidian (inactive)


 
      
Eurgiga
 
PostPosted: Tue, Apr 16 2013, 14:18 PM 

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Uncle-Opustus wrote:
Didn't take a look at them balance-wise, but the healing spells could certainly use a little suger and spice. In my opinion, healing spells are lame and gay. But I don't think less of minorities.


Agreed, that's why the HoT effects are all geared somewhere between 18-30 per round for these. If you're being beat on for 50+ per hit, 6 regen from your rings/spell/whatever is like tossing meringues into a black hole. These are meant to be combat-viable as replacements for the big "heal a lot at once" spells, and you can't very well do that if the healing amount is so limp you'll be dead before you even pick up 24 hp.

_________________
~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


 
      
Rigela
 
PostPosted: Tue, Apr 16 2013, 14:21 PM 

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Well, the regeneration spell only heals 6/round atm, which is already a standard spell for druid/clerics. So all these would completely invalidate it, for the most part!

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Eurgiga
 
PostPosted: Tue, Apr 16 2013, 14:25 PM 

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Rigela wrote:
Well, the regeneration spell only heals 6/round atm, which is already a standard spell for druid/clerics. So all these would completely invalidate it, for the most part!


Frankly, those need a buff as well. Heal over time effects in NWN are stupidly weak, to the point where spending even half a round to apply them while hasted will hurt you more than help you by simply wasting your time. And they're not designed to invalidate it- the larger numbers are ideally for a much shorter time- a la Dragon Age, WoW, or any other game featuring long and short-term healing buffs. There you see small permanent or longterm regeneration bonuses, but large ones if the spell is short in its duration. They work in tandem, neither to the exclusion of the other. I'll touch up the spell durations to reflect that. Good concern. :D

_________________
~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


 
      
PaladinOfSune
 
PostPosted: Tue, Apr 16 2013, 14:34 PM 

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They don't need a buff at all. You can both extend and stack them. They're fantastic.

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Eurgiga
 
PostPosted: Tue, Apr 16 2013, 14:39 PM 

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PaladinOfSune wrote:
They don't need a buff at all. You can both extend and stack them. They're fantastic.


I'd disagree, but I started an Improving Amia thread where I can discuss so I don't clutter up this thread with a sidetracked argument. I'd much more appreciate feedback on the spells as proposed, if they are too powerful, and what should be done to scale them back to the range of workability. Conversely, any that are too weak I'd like to know about as well so they can be tweaked upwards.

Thank you again. :)

_________________
~Diana de Priondragas - Enigmatic druid, Arbiter, Counselor, Bear.
~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


 
      
Glim
 
PostPosted: Tue, Apr 16 2013, 16:07 PM 

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Quote:
Spell name: Compound Regeneration
Spell level: Cleric 2
School: Conjuration
Descriptor: Healing
Components: V,S
Range: Target
Duration: CL/5 turns
Saving Throw: Fortitude (harmless)
Spell Resistance: Yes (harmless)
Description:

You surround a target with a healing aura. For the duration of this spell, whenever the target receives healing they receive an additional 1d3 healing. This spell cannot trigger off of itself. Any undead targeted by this spell will instead take this healing energy as damage.

Simply not possible, as we can't do anything with the OnSpellCastAt event script on a PC, only on NPCs.

Quote:
Spell name: Waters of Sune
Spell level: Cleric 2
School: Conjuration
Descriptor: Creation
Components: V,S
Range: Spot
Duration: Special
Saving Throw: None
Spell Resistance: No
Description:

The caster conjures a magical font filled with holy water. The font holds enough holy water for four people. Any person drinking from the waters of the font receives +2 AB and +2 divine damage to all attacks, +1 to all saves, and regenerates 2 hit points per round for one hour per caster level. The font vanishes after all of the water has been depleted or after ten minutes.

Probably fine, though I'd rather it just be the four closest targets to the caster so we wouldn't have to add a new item to the pallet just for this.

Quote:
Spell name: Sunshaft
Spell level: Cleric 3
School: Conjuration
Descriptor: Healing
Components: V,S
Range: Spot
Duration: CL + 1 rounds
Saving Throw: Reflex (harmless)
Spell Resistance: Yes (harmless)
Description:

You conjure a shaft of positive energy at a spot you direct. This lightshaft heals any allied being who enters the light (1.67 metre radius) for an amount of hitpoints per round equal to 1d8 + 1/2 your caster level. Undead are instead harmed by this light, subject to a reflex save to avoid the shaft.

Not keen on the undead damaging part at all, that would be highly abusable with the AI being limited in not being able to recognize to stay out of that spell. Yes, I know current AoEs are like this, but that doesn't mean we should make it worse, heh. As for the healing, it's probably fine as long as the spell doesn't stack (if you're in two such auras, you only get benefit from one).

Quote:
Spell name: Greater Love
Spell level: Cleric 4
School: Conjuration
Descriptor: Healing
Components: V, S
Range: Large
Duration: CL / 2 turns
Saving Throw: no
Spell Resistance: no
Description:

The caster surrounds herself with a healing aura. While having no effect on herself, this aura heals all allies in range for half of any damage inflicted on the caster.

Again, not possible because we can't mod a PC's OnDamaged event.

Quote:
Spell name: Butterfingers
Spell level: Cleric 5
School: Conjuration
Descriptor: Creation
Components: V
Range: Target
Duration: CL/5 rounds
Saving Throw: Reflex
Spell Resistance: Yes
Description:

The caster conjures a slippery, greasy coating on the hands of the target. The target must make a reflex save or drop any items held in their hands (to their inventory) and suffers a -5 penalty to attack until they can wipe the grease off. Any spells with a somatic component have a 30% chance of failure for the duration of the effect.

6 rounds without a weapon is death. Even Disarm which takes up a whole feat (or two if you really want to have a chance of it being useful) doesn't make you take that long to re-equip your weapon. It'd probably be fine with just an initial save to see if you "drop" your weapon (to your inventory) and then whether successful or not, apply the -5 AB but not restrict the person from re-equipping their weapon. As for the ASF chance, can't differentiated between somatic and non-somatic spells like that really, so I'm not so sure about that one. I don't think the ASF is really fitting.

Quote:
Spell name: Mend Flesh
Spell level: Cleric 7
School: Conjuration
Descriptor: healing
Components: V, S
Range: Target
Duration: 1 turn
Saving Throw: no
Spell Resistance: no
Description:

The caster bathes an ally in a powerful protective aura, granting an amount of healing each round equivalent to that ally's maximum hp / 5.

Six rounds seems like a lot. I might cut that down by a round or two, but not sure, especially if it's Extendable.

Quote:
Spell name: Heartward
Spell level: Cleric 8
School: Conjuration
Descriptor: Healing
Components: V, S
Range: Medium
Duration: CL / 2 rounds + Concentration
Saving Throw: no
Spell Resistance: no
Description:

All allies in range of the caster gain 20% immunity to fire, cold, acid, and sonic damage, damage resistance 15/+5, and regenerate an amount of hit points per round equal to twice the caster's wisdom modifier. The caster must maintain concentration or the spell will end.

15 rounds is huge. The duration would have to be lower if nothing else. That's 2.5 minutes basically and it's level 8, so you could Extend that to be even more ridiculous.

Quote:
Spell name: Heartmend
Spell level: Cleric 9
School: Conjuration
Descriptor: Healing
Components: V,S
Range: Self
Duration: 5 rounds
Saving Throw: Self
Spell Resistance: Self
Description:

For a brief time the caster regenerates so quickly that even the combined efforts of her enemies cannot fell her. Each round the caster regenerates an amount of HP equal to her maximum hit points. The caster may not cast hostile spells during this time.

Why not Haven?

Quote:
Spell name: Death Denied
Spell level: Epic
School: Conjuration
Descriptor: Healing
Components: V, S
Range: Colossal
Duration: Instant
Saving Throw: no
Spell Resistance: no
Description:

The caster expends a fantastic amount of power, restoring life to all fallen allies in range. This expenditure of effort drains the caster so extensively that she cannot cast spells for the next three rounds (100% spell failure). This spell can be used in combat.

//OOC note: This spell will bypass the raise timer.

What "epic kill spells"? I really don't see this one working out, sorry. I could see Raising all allies instead of Resurrecting them, but that would probably be mostly useless. But if you have 25 people in your party you could potentially Res them all with this after saving yourself with a Haven spell or the like. Can't get behind this one.


 
      
Eurgiga
 
PostPosted: Tue, Apr 16 2013, 16:49 PM 

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Joined: 12 Jun 2012

Great help, thanks Glim. Removing the ones that can't be done, updating the ones you mentioned. I''ll chat with the player and see if we can come up with a less crazy version of the mass ress. I'm still fuzzy on the Waters of Sune one, one of the drawbacks to it was that someone in stealth or an opportunistic enemy could use it and 'steal' the buff, forces it to not be thrown about carelessly.

Also, I can't seem to find Haven anywhere.

Edit: Revised the Mass Ress spell to cap at four people, lowered radius to Medium from Colossal. Think it'd be too much to add a sanctuary effect to the raised people?

Edit 2: Added "Limp Limbs" as a caster hamper. Fairly ineffective except against flimsy casters.

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PaladinOfSune
 
PostPosted: Tue, Apr 16 2013, 18:00 PM 

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Haven's in our spell changes topic.

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Eurgiga
 
PostPosted: Tue, Apr 16 2013, 18:14 PM 

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PaladinOfSune wrote:
Haven's in our spell changes topic.


Whoa, didn't even know that was there. Great, that helps out a lot, thank you! :D

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~Corinn Aldaine - Just a girl with a big heart... who can turn you into a newt.
~Vigdis Haldorsdottr - Walk softly and carry a big axe.


 
      
Glim
 
PostPosted: Tue, Apr 16 2013, 18:28 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Not sure about Limp Limbs balance, I'll leave that one for Sune to speak to.

The rest look a bit more promising now, except for the ignite portion of Butterfingers. As stated for some of the other spells, there's no way to determine effects based on when/how a PC takes damage from something.


 
      
Mobile_Svensk
 
PostPosted: Thu, Apr 18 2013, 7:16 AM 

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Joined: 21 Jul 2005
Location: Awarded most Confused Git of 2014!

I must agree that the majority of these spells do look promising and versatile, and may even open up a new playstyle!

But we really have to few examples and suggestions? Can't glim perhaps open up a Thread in the IA Section for "Suggested spells", Not just for clerics but overall.

We have the means to make casters choose more then the top 10 spells (Im speaking of Wail, IGMS, mass haste, Shadow shield, Fireball, Flame arrow, Etc) Perhaps you can even give some beef to some of the unused spells (Melf's acid arrow, Many of the cloud spells; Some of the domination spells, etc)
We have the means - Now let the inspiration from amia provide the rest :)

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Glim
 
PostPosted: Thu, Apr 18 2013, 7:41 AM 

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There is such a thread in existence. The issue, as always, is time.


 
      
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