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Chronos
 
PostPosted: Sat, Aug 06 2016, 4:11 AM 



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TormakSaber wrote:
[*]Legend lore: Greater Spell Focus allows the ability to add to Craft Armor and Weapons skills. Epic Skill Focus allows the spell to add to Spellcraft skill.



An epic focus did not add the Craft Armor and Craft Weapon skills anything. Is this meant so that only the greater focus gives it and Epic focus gives only spellcraft?


 
      
Commie
 
PostPosted: Sat, Aug 06 2016, 4:29 AM 

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Chronos wrote:
TormakSaber wrote:
[*]Legend lore: Greater Spell Focus allows the ability to add to Craft Armor and Weapons skills. Epic Skill Focus allows the spell to add to Spellcraft skill.



An epic focus did not add the Craft Armor and Craft Weapon skills anything. Is this meant so that only the greater focus gives it and Epic focus gives only spellcraft?


changes just went in now with the restart that just happened. try again after it comes up.

posting again for top of new page;

TormakSaber wrote:
[*]New Spell updates -
  • Identify: +5 Lore per Spell focus
  • Remove blindness/deafness: ESF adds rounds/level Immunity to Blind and Deafness
  • Feeblemind: Greater Spell Focus also applies the ability damage to Charisma, Epic Spell Focus allows Feeblemind to damage all 3 mental ability scores.
  • Legend lore: Greater Spell Focus allows the ability to add to Craft Armor and Weapons skills. Epic Skill Focus allows the spell to add to Spellcraft skill.
  • Bane: Epic Spell Focus makes this save less.
  • Doom: Epic Spell Focus makes this a small (Mass Heal sized) AoE.
    Aid: +1d8 temp HP per Spell Focus.
  • Balagarn's iron horn: fixed to true strength check
  • Blindness/deafness: Reduce duration to 2 rounds +1 round for Epic Focus. Greater Focus adds small (Mass Heal sized) AoE.
  • Tasha's hideous laughter: Could remove the DC modifier due to "language barriers".
  • Mind fog: Each Spell Focus adds -2 Wisdom penalty (so -6 total) to the target on a successful save as long as the target stays in the cloud.
  • Horizikaul's boom: Spell Focus makes the damage die d6, Greater d8, Epic makes it a small (Mass Heal sized) AoE.
  • Ice dagger: Each Spell focus adds +1d4 damage to the damage cap (so +3d4 total), Epic makes it a small (Mass Heal sized) AoE.
  • Magic missile: Each Spell Focus adds +1 damage per missile, Epic Spell focus makes each missile bounce once to a new target.
  • Combust: Each Spell Focus adds +1d6 damage to the initial damage and the DoT secondary damage.
  • Flame lash: Each spell Focus is +1d6 damage. Epic Focus Entangles the target on a failed Reflex save.
  • Gedlee's electric loop: Each Spell focus is +1d6 to the damage of the spell. Epic Focus doubles the AoE and adds +1 round to the stun's duration.
  • Sound burst: Each Spell focus adds +1d8 to the damage of the spell. Epic Focus adds +1 round to the Stun's duration.
  • Call lightning: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus allows the spell's dice to be d8 when in outdoors and wilderness areas.
  • Fireball: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus gives 10% fire vulnerability to targets that fail their save for 5 rounds. Nonstacking.
  • Lightning bolt: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus adds a secondary Will save to stun for 1 round, similar to Gedlee's Loop.
  • Scintillating sphere: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus gives 10% Electric vulnerability to targets that fail their save for 5 rounds. Nonstacking.
  • Searing light: Each Spell Foci adds +2d6 to the dice cap for damage, Epic Focus adds a fort save vs a 3 round Blind
  • Flame strike: Each Spell Focus adds +2d6 to the dice cap of the spell.
  • Hammer of the gods: Each Spell Focus adds +2d8 to the dice cap of the spell. Epic Focus Evocation makes the damage dice of the spell d10 against the caster's opposing alignment (Good <-> Evil, Law <-> Chaos. TN gets nothing, sorry.)
  • Wall of fire: Each Spell Focus adds +1d6 to the damage of the spell. Epic Focus applies a Combust effect, burning the target for 2d6 damage a round for 3 rounds after the target leaves the wall. Does not stack.
  • Ball lightning: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus applies a -3 penalty to saves vs electricity for 5 rounds.
  • Cone of cold: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Spell Focus applies slow on a failed save, and -3 saves vs Cold for 5 rounds. For the BoT variations - fire does a 3 round dot like Wall of Fire, acid does a Acid Breath style one round dot and electricity does the one round stun on a secondary will save like gedlees.
  • Firebrand: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus applies a -3 penalty to
  • Delayed blast fireball: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic Focus makes the trap version do d8 damage dice instead of d6.
  • Fire storm: Each Spell Focus adds +2d6 to the dice cap of the spell.
  • Great thunderclap: Each Spell Focus adds +2d6 to the dice cap of the spell. Epic focus adds +1 round to the various control effects
  • Prismatic spray: Spell Focus turns the Fire damage portion into 40 (up from 20). Greater Focus turns the Fire and Acid into 60 damage (up from 40 each.) Epic Focus turns all three damage types into 80 damage.
  • Earthquake: nerfed to 20d8, spell focus makes it 21d8, greater spell focus makes it 23d8 and epic spell focus makes it 25d8.
  • Incendiary cloud: Each Spell Focus adds +1d6 to the damage of the spell.
  • Sunbeam: Each Spell Focus adds +2d6 to the dice cap of the spell, and +1d6 to the damage vs living targets.
  • Meteor swarm: epic spell focus reduces the safe zone around the caster to 0.1 feet.


Welcome to Evocation (and a few divination and enchantment) changes, ladies and gents! There are a few missing spells here that were accidentally missed - notably Blade Barrier and Chain Lightning. Don't worry, we didn't forget. :)

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TormakSaber
 
PostPosted: Sat, Aug 06 2016, 4:34 AM 

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Chronos wrote:
TormakSaber wrote:
[*]Legend lore: Greater Spell Focus allows the ability to add to Craft Armor and Weapons skills. Epic Skill Focus allows the spell to add to Spellcraft skill.



An epic focus did not add the Craft Armor and Craft Weapon skills anything. Is this meant so that only the greater focus gives it and Epic focus gives only spellcraft?


Epic should be adding everything.

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bobofwestoregonusa
 
PostPosted: Sat, Aug 06 2016, 6:11 AM 

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Transmutation Focus be like

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Chronos
 
PostPosted: Sat, Aug 06 2016, 6:42 AM 



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TormakSaber wrote:
Chronos wrote:
TormakSaber wrote:
[*]Legend lore: Greater Spell Focus allows the ability to add to Craft Armor and Weapons skills. Epic Skill Focus allows the spell to add to Spellcraft skill.



An epic focus did not add the Craft Armor and Craft Weapon skills anything. Is this meant so that only the greater focus gives it and Epic focus gives only spellcraft?


Epic should be adding everything.



Unfortunately, the spell does not function correctly then. Spellcraft and lore get increased and craft armor and weapon do not.

Edit: In addition, the duration of identify could have been added to increase with focuses. It lasts very shortly even with extended metamagic. Legend Lore lasts a bit longer with extended.


 
      
Xenos
 
PostPosted: Sat, Aug 06 2016, 11:03 AM 

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Awesome stuff, thanks for the hard work guys!

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MisterLich
 
PostPosted: Sat, Aug 06 2016, 11:19 AM 

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I've posted a bunch of bugs in the Bug subforum.

Basically, clerics are gods now who can use maximized Hammer of the Gods for 110 damage to even same-alignment creatures, and searing light is guaranteed blindness and 40+ saveless irresistable damage.

>.> It's a good time to be Clerics. Monks are still my bane tho. EQ is I -think- still my only offense spell that doesn't care about SR or spell immunity... So, DEX monks, I still hate you :D

But yeah, these changes are awesome, but riddled with bugs. I reccomend fixing Searing Light's blindness first, because I want to use it in pvp for the flat damage it offers, but being essentially Blindness Ray With Damage: The Spell is way too powerful and I feel like I shouldn't ever use the spell until it's fixed :(

EDIT: I updated my bug report for Searing Light's blindness, it turns out the save is reversed. Failing the save means you are protected from blindness, whilst success actually blinds you. Funny, but obviously not correct.

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TormakSaber
 
PostPosted: Sat, Aug 06 2016, 12:07 PM 

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Quote:
Unfortunately, the spell does not function correctly then. Spellcraft and lore get increased and craft armor and weapon do not.

Edit: In addition, the duration of identify could have been added to increase with focuses. It lasts very shortly even with extended metamagic. Legend Lore lasts a bit longer with extended.


You tried to use the spell before the update went in. Have you tried since then?

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Dark Immolation
 
PostPosted: Sat, Aug 06 2016, 15:32 PM 

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These are some nice additions. Hope we can get the kinks worked out relatively easily. A minor one I noticed is that the fDelay functions got left out of the new version of Magic Missile. The VFX and damage go off before the missiles actually hit.

A random thought, is there any way we can make Greater Thunderclap Empower-able for the purpose of its BoT? The normal spell is of course great and the BoT is nice as an option for when DFB won't cut it. It's understandable if we won't(or can't), just figured if we were ever gonna have a chance to do it, it would be now. The question becomes what happens when you Empower the non-BoT Thunderclap. I'd say nothing, or maybe replace the Fort vs Deafen with something tougher, but it doesn't particularly need it; you'd still be getting more chances to slot Thunderclap which is pretty good in itself.

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Chronos
 
PostPosted: Sat, Aug 06 2016, 16:08 PM 



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TormakSaber wrote:
Quote:
Unfortunately, the spell does not function correctly then. Spellcraft and lore get increased and craft armor and weapon do not.

Edit: In addition, the duration of identify could have been added to increase with focuses. It lasts very shortly even with extended metamagic. Legend Lore lasts a bit longer with extended.


You tried to use the spell before the update went in. Have you tried since then?



Still does not work. No raise in craft armor or craft weapon. Lore and Spellcraft do get a raise.


 
      
Commie
 
PostPosted: Sat, Aug 06 2016, 16:09 PM 

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make a post on the bugs forum then. msheeler is fixing stuff really quickly.

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Chronos
 
PostPosted: Sat, Aug 06 2016, 16:28 PM 



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Don't think I need to create another thread for this matter. I do think the word gets around through a DM and also seeing msheeler is reading the topic. Plus, neither of those skills really useful or needed on my character anyway.


 
      
msheeler
 
PostPosted: Sat, Aug 06 2016, 16:33 PM 

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Lore, searing light and hammer of the gods spell fixes are ready for the next update. I noticed the VFX thing DI, but the code is still in there for fdelay, zo something else is going on with that.

Re thunderclap that would involve a hak update to make it even an option.


 
      
bobofwestoregonusa
 
PostPosted: Sun, Aug 07 2016, 0:09 AM 

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These changes are honestly so great though. Wizards can actually do damage now if they focus.

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Gravemaskin
 
PostPosted: Sun, Aug 07 2016, 7:12 AM 

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Epic skill focus Lore did not make the spell raise spellcraft on my bard. Or did I misunderstand and it needs both Epic spell and skill focus to do that?

edit:
Yep nevermind, that was me misunderstanding as it said greater spell focus, but instead of epic spell focus, it said epic skill focus.

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Last edited by Gravemaskin on Sun, Aug 07 2016, 14:01 PM, edited 1 time in total.

 
      
TormakSaber
 
PostPosted: Sun, Aug 07 2016, 7:34 AM 

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Epic Spell Focus Divination should make LEgend Lore add to all of Lore, Craft Armor, Craft Weapon, and Spellcraft.

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msheeler
 
PostPosted: Sun, Aug 07 2016, 13:57 PM 

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Gravemaskin wrote:
Epic skill focus Lore did not make the spell raise spellcraft on my bard. Or did I misunderstand and it needs both Epic spell and skill focus to do that?


msheeler wrote:
Lore, searing light and hammer of the gods spell fixes are ready for the next update. I noticed the VFX thing DI, but the code is still in there for fdelay, zo something else is going on with that.

Re thunderclap that would involve a hak update to make it even an option.


I may have been a little miss leading by truncating Legend Lore as just Lore, it will be fixed in 514l.


 
      
MisterLich
 
PostPosted: Sun, Aug 07 2016, 17:02 PM 

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Not trying to seem impatient at all, but I'm just curious if there's a time we should expect the bug fixes to go in? Just trying to understand if there's a set time or if it's just going to go in with the next spell changes update, whenever it's ready, or what ^^

Thanks for the awesome spell school enhancements guys!

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lilmarcat
 
PostPosted: Sun, Aug 07 2016, 23:29 PM 



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What's the actual math behind the new Iron horn changes?


 
      
Commie
 
PostPosted: Sun, Aug 07 2016, 23:40 PM 

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the same it just uses your mod instead of value.

so instead of using a 20 for the caster it uses a 5.

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lilmarcat
 
PostPosted: Sun, Aug 07 2016, 23:55 PM 



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d20+str vs d20+str then?


 
      
TormakSaber
 
PostPosted: Sun, Aug 07 2016, 23:55 PM 

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That's correct. It was using your strength score - it now uses your strength modifier. The caster is treated as though they had an STR of 20.

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Xenos
 
PostPosted: Mon, Aug 08 2016, 17:28 PM 

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Quote:
The strength check of this spell is (creature's strength + d20) vs. (20 + d20). Ties go to the creature. The creature's strength is its actual strength score rather than strength modifier, e.g., a creature with 20 strength would get 20 + d20 rather than 5 + d20 to oppose the knockdown.


That is what the Wiki said on it. So i don't think it was the caster that was getting the +20 but the targets.

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msheeler
 
PostPosted: Mon, Aug 08 2016, 18:05 PM 

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Doesn't much matte now. I redid the math so it's a proper strength check.


 
      
TormakSaber
 
PostPosted: Tue, Aug 09 2016, 3:58 AM 

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Xenos wrote:
Quote:
The strength check of this spell is (creature's strength + d20) vs. (20 + d20). Ties go to the creature. The creature's strength is its actual strength score rather than strength modifier, e.g., a creature with 20 strength would get 20 + d20 rather than 5 + d20 to oppose the knockdown.


That is what the Wiki said on it. So i don't think it was the caster that was getting the +20 but the targets.


It was the caster.

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Xenos
 
PostPosted: Tue, Aug 09 2016, 9:26 AM 

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Ouch..

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Chronos
 
PostPosted: Tue, Aug 09 2016, 17:00 PM 



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Legend Lore no longer gives spellcraft bonus, nor craft armor or craft weapon. Lore happens though.


 
      
Xenos
 
PostPosted: Sun, Aug 14 2016, 21:02 PM 

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Stone Bones as a Transmutation spell. Always thought it was a bit curious that it could only be cast on undead for an AC bonus. So it got me thinking, could the spell not be cast on the living to provide them with stronger bones? The effect maybe being 5% or something immunity to a type of physical damage? Or even a DR akin to Ghostly that maybe starts as 5/+1 and scales up to 5/+4 with Epic Trans? Keeps the spell relevant, ish, for later levels?

Just a few ideas!

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thunderbrush
 
PostPosted: Mon, Aug 15 2016, 6:18 AM 



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Xenos wrote:
Stone Bones as a Transmutation spell. Always thought it was a bit curious that it could only be cast on undead for an AC bonus. So it got me thinking, could the spell not be cast on the living to provide them with stronger bones? The effect maybe being 5% or something immunity to a type of physical damage? Or even a DR akin to Ghostly that maybe starts as 5/+1 and scales up to 5/+4 with Epic Trans? Keeps the spell relevant, ish, for later levels?

Just a few ideas!


The effect of that spell on a living subject would be horrifying as they have a skeleton covered in flesh and are not of magical locomotion. The living also have pain receptors and become fatigued. The body requires marrow for the regeneration of blood cells, so being healed under this condition would give you an immediate case of lukemia. As well as incurring a possibly vast penalty to movement speed as you now weigh about 50lbs more and the pain from having your ligaments and tendons grinding against bone would most likely leave you screaming. You MONSTER!

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bobofwestoregonusa
 
PostPosted: Mon, Aug 15 2016, 12:30 PM 

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Not to mention we don't need to give players more sources of dodge AC. Undead certainly but that's already exploitable.

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MisterLich
 
PostPosted: Mon, Aug 15 2016, 15:27 PM 

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Change either implosion, or energy drain, so that I would ever use energy drain.

Why use a fort save spell to drain levels when I can use a fort save spell to just kill people? And there's no immunity to implosion, but a bubbly potion makes you immune to energy drain; so why would I ever ever ever ever use it?

Pls stop making necromancy suck balls with the sole exception of horrid wilting and harm ;_;

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TormakSaber
 
PostPosted: Mon, Aug 15 2016, 15:54 PM 

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I mean that's true of any spell with a fort save, vs implosion. I can't fix that, nothing is ever going to be as good as "win".

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MisterLich
 
PostPosted: Mon, Aug 15 2016, 15:57 PM 

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This is true.

But what if you made Energy Drain still drain like 2 levels on a successful save? I'd actually use that. Increased reliability and utility is better than a very rare instant-win IMO.

That's just a thought though.

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Commie
 
PostPosted: Mon, Aug 15 2016, 16:09 PM 

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yeah then a sorc can just drain like 18 levels from you no save

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MisterLich
 
PostPosted: Mon, Aug 15 2016, 17:11 PM 

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I'm just saying make it worth using. Maybe increase the DC. Maybe cause it to spontaneously create kittens for everyone's amusement. I dunno. Make new suggestions.

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Xenos
 
PostPosted: Mon, Aug 15 2016, 17:19 PM 

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Does not mean they're actually turning into solid stone. They could just be LIKE stone, thus harder and less likely to break when hit with a hammer or something. You would still take the tissue damage.

Energy Drain could do other things on top of it's useless level drain. Given its not a kill, give it all sorts of debuffs. Doom, Slow, whatever else.

Another server i was on had Wail of the Banshee do 6d6 or 4d6 Sonic with a Will save vs Stun/Daze/whatever. Here i would rather that be a BoT page, with higher damage, but i've been told we won't be doing BoT stuff atm sadly.

Could Hellball have its KD back?

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Commie
 
PostPosted: Mon, Aug 15 2016, 18:28 PM 

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I agree that hellball needs a serious buff

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maglorine
 
PostPosted: Mon, Aug 15 2016, 18:47 PM 

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Energy Drain

Make it an amped up version of Bestow Curse which is a similarly themed 3rd level spell.

Option 1
Instead of draining 2d4 levels on a Fort save have it drain 2d4 points from all Ability Scores on a failed Will Save to a single target.

Option 2
Instead of the single target on Bestow Curse make it an Area of Effect spell draining 2 points per Ability Score on a failed Will Save to all targets in the area.

Protections and Counters still apply. It still fits the theme. I like Option 2.

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msheeler
 
PostPosted: Mon, Aug 15 2016, 19:38 PM 

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There will be changes to necromany coming through, I haven't got there yet. As to the specifics, I'm not sure of the exact details, but the team has been paying attention to all of them to ensure that they are useful options.


 
      
Grymia
 
PostPosted: Mon, Aug 15 2016, 19:47 PM 

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Commie wrote:
I agree that hellball needs a serious buff


I'm not sure I wholly agree. What prompts you to say that Hellball needs buffing if I might ask?


 
      
Commie
 
PostPosted: Mon, Aug 15 2016, 19:48 PM 

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Grymia wrote:
Commie wrote:
I agree that hellball needs a serious buff


I'm not sure I wholly agree. What prompts you to say that Hellball needs buffing if I might ask?


Because a trivial amount of gear can make you functionally immune to it.

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Grymia
 
PostPosted: Mon, Aug 15 2016, 20:00 PM 

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Without details, how many pieces would you need and of those, how much of an investment into them would you need to commit?

Because, Hellball 1/Day is at the cost of a Feat.


 
      
Commie
 
PostPosted: Mon, Aug 15 2016, 20:26 PM 

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Yeah and resistance gear is cheap, really valuable considering how it just can make you outright immune to some spells, and stacks with racial immunities.

Also we are talking about four or five mythal slots of investment. Less if you have access to epic gear. Much less if you have umd and can utilize specific deity rings.

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MisterLich
 
PostPosted: Mon, Aug 15 2016, 20:35 PM 

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Hellball is decent if people don't know how to pvp.

Honestly, a lot of Amia doesn't know how to pvp - or chooses not to plan for pvp on their characters, which is fine. It's not a bad thing to not enjoy, or gear for/build for, any kind of pvp. Some people even look down on people who do for some reason.

But yes, hellball is pretty "eh" if someone is prepared.

Drink a bubbly potion and either drink an elemental shield potion, or somehow self-cast protection from elements or energy buffer.

You are now immune to a significant portion of the damage it causes, and you can healkit the rest away (or use Gsanc to just absorb the entire thing if you're good at keeping calm in the face of hellball.)

Don't even need gear to be safe from hellball. Just two potions.


I think one option is to buff it slightly for epic spell focus. GR is great and doesn't really need a buff - 50d6 of mostly unblockable damage, with the option to do 100d6 to pesky undead (not a lot of constructs worth using it on, honestly,) is awesome. No self-damage is even better. It's just great. I love GR. Hellball is tactically useful because of timing strategies, but I think perhaps buffing it slightly would be good.

1 round of KD would be nice, but what if we took a lesson from Great Thunderclap?

Fortitude vs stun, reflex vs KD, will vs fear (because you just had a nuke dropped on you), all lasting only 1 round - and only with epic spell focus?

Too OP?

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Commie
 
PostPosted: Mon, Aug 15 2016, 20:48 PM 

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Three saves? Yes.

Just give it more dmg. Or some ubresistable dmg it is 'hell' ball.

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Terra_777
 
PostPosted: Mon, Aug 15 2016, 20:51 PM 

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isnt it 10d6 fire, 20d6 negative and 20d6 positive? Because I wasnt aware you can resist positive damage!

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Commie
 
PostPosted: Mon, Aug 15 2016, 20:59 PM 

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More ubresistable I mean

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MisterLich
 
PostPosted: Mon, Aug 15 2016, 21:09 PM 

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There actually is a scripted Protection from Positive Energy spell running around here somewhere, I think.

But the point isn't negating it all, the point is that you can negate a big part of it, thus making it very underwhelming for an epic spell if people know the first thing about how to protect from it. (Which you should, by now.)

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Dark Immolation
 
PostPosted: Mon, Aug 15 2016, 21:33 PM 

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A little late to this party, but my thought for Energy Drain was to make it live up to its name. Upon successful attempt on a target, not only are they drained the 2d4 levels, but you're rewarded like +X to STR/DEX/CON plus some temporary HP like Vampiric Touch. Tormak brings up the point I always do when talking about fortitude spells; Death effects remain sort of the end all be all because the effect is "win." Anything short of a Fort save killing you in a way can be looked at to be a waste in most situations. Alternatively, beating a Fort save is so hard, and potentially so game-changing that we can afford to really reward people when they beat a Fort save for something other than killing the target. It's like, you beat the Fort, what can we give you that makes this somewhat competitive with having just outright killed them?

I'm rambling, but the point is for Energy Drain, I'd say have the spell actually boost the caster on successful attack. You're not gonna out-negative-effect ~Death~, but you can out-positive it. So when you cast Energy Drain, it's not with the hopes that this somehow makes the target shittier than had they actually been outright killed, but you're hoping they're weak enough where you can feast on their ripe life essence and go on to murder their friends with the boost it gives you.

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EdwardVB
 
PostPosted: Mon, Aug 15 2016, 21:38 PM 

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Hellball is a gigantic AoE nuke and because of this I don't think it needs any sort of buff. Multiple casters can wipe the floor with a huge PC party by self casting it simultaneously after an allied time stop+mass haste and pointing their greater ruins at the more durable targets. Adding a knockdown or any sort of damage bonus to this already tremendous spell would be absolutely ridiculous in my opinion.


 
      
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