Other Spellcasters and new spells

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slave.of.emotions
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Other Spellcasters and new spells

Post by slave.of.emotions » Mon Sep 26, 2005 9:31 am

support all other friendly spellcaster neighbours !

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Orleron
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Post by Orleron » Tue Sep 27, 2005 11:08 am

Most of those spells seem to just be variations on the evocation/damage spells, which isn't so bad. A couple of them seem a bit steep in terms of buffing power, and one would need to be checked for some serious exploits. Just some observations with a quick glance at the list.
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JollyOrc
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Post by JollyOrc » Tue Sep 27, 2005 11:19 am

personally, I would only be interested in the spells that actually do something new, not the beefed up versions of existing buffs, or those of the YAB (yet another buff) category.


That spell that exchanges the position of two characters sounds nifty, as does that portable mansion.
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terryrayc
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Post by terryrayc » Tue Sep 27, 2005 11:29 am

I like the mansion...though I'm thinking on an item, not as a spell...it is an interesting idea though
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Sarmanos
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Post by Sarmanos » Tue Sep 27, 2005 11:32 am

Well I like what I see in there and if someone would implement it I would be in favor of it.

teleri
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Post by teleri » Tue Sep 27, 2005 12:54 pm

There are a few very cool possabilities here (: I can think of some interesting effects that some of these could create (:
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Apandapion
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Post by Apandapion » Tue Sep 27, 2005 5:50 pm

Well, here's the druid end of things:
Drown, Mass - Druid 9 (UND) - As drown, but all targets in a huge radius.
ba-boing, boing, boing
Mass Ultravision - Druid/Ranger 3, Bard/Cleric/Sorc/Wiz 4 (T&B) - As ultravision but all friendly targets in a large burst.
Also not bad. I think that too many classes get it, however. Only the classes that normally get ultravision at level 1 should get it. Make the mass spells too common and they become somewhat omnipresent.
Spiderskin - Druid/Sorc/Wiz 3 (UND) - Target gains bonus to natural armor, saves vs. poison, and hide checks. Bonus is 1 + (1 / 3 levels), max +5.
It's like barkskin but doesn't make me turd brown? Where do I sign up? Probably should be druid/ranger only, as barkskin is.
Word of Balance - Druid 7 (UND) - Gargantuan radius centered on caster, creatures with fewer hit dice than the caster receive varying effects including slowed, str drain, paralysis, and death.
Yummy! Is this party friendly?
Energy Immunity - Cle/Dru 6, Sorc/Wiz 7 (T&B) - Makes the target immune to 1 element for 24 hours.
I would say no on copap. I have to shift into fire elemental form to get fire immunity, and just being able to do that is so terribly useful that I can only imagine what being able to use any elemental immunity in my normal form would be like.
Mass Bull's Strength - Bard/Cle/Dru/Sorc/Wiz 6 (3.5 but using 3.0 stats) - As bull's strength but all friendly targets in a large burst.

Mass Cat's Grace - Bard/Dru/Sorc/Wiz 6 (3.5 but using 3.0 stats) - As cat's grace but all friendly targets in a large burst.

Mass Eagle's Splendor - Bard/Cle/Dru/Sorc/Wiz 6 (3.5 but using 3.0 stats) - As eagle's splendor but all friendly targets in a large burst.

Mass Endurance - Cle/Dru/Sorc/Wiz 6 (3.5 but using 3.0 stats) - As endurance but all friendly targets in a large burst.

Mass Owl's Wisdom - Bard/Cle/Dru/Sorc/Wiz 6 (3.5 but using 3.0 stats) - As owl's wisdom but all friendly targets in a large burst.
More overobsessive doling out of spells to too many classes. Are they sure they didn't forget a class there? (If there is a spell list revision, can druids have endurance and cat's grace like they do in 3 and 3.5 please?)[/quote]

Fuzz
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Post by Fuzz » Tue Sep 27, 2005 8:03 pm

I smell something... a bit cheddary.

The genuinely new spells are cool, but not the cracked out versions of existing spells, those just make the magic system seem more like a shitty MMORPG like Evercrack or World of Warcrack.

GuiltySpark
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Post by GuiltySpark » Tue Sep 27, 2005 9:34 pm

I'm a big fan of increasing the time between rest periods but thats another argument.

Some of those spells look pretty interesting and i'd love to see them (Maybe more paladin spells heh).
Some of them look like little modifications of existing spells, as mentioned.

Sindol
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Post by Sindol » Wed Sep 28, 2005 2:18 am

On the "what's needed" end I would like to note that there's not enough variation in bard spells. Especially level 5 has only 5 spells, meaning that every bard eventually ends up with those 5 spells, if he gets high enough in level that is. Would be nice to present some more options to players, although I haven't looked into this package to see if that is actually provided here.

Otherwise I'm of the opinion that there's plenty of spells already. Only spells that add something significantly different should be considered as good additions.
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Orleron
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Post by Orleron » Wed Sep 28, 2005 8:25 am

The spell that gives the portable mansion is one of the ones that worries me, actually. An area will need to be added to the mod, a lot like the Banishment psion power. We'd have to check that spell really closely to make sure it's compatable with our servers.

The other damage spells are probably fine because all they do is create new kinds of fireballs and such, which probably won't hurt anything balance-wise. It'll just add variety to what spells people throw in combat.

I agree with Fuzz about the "Mass" buffs. They are a bit cheesy, not to mention they'd all need to be changed to have the same setup as the regular buffs for militant bonuses, etc.

Oh, also everything would need to be hooked, and we haven't even hooked all the original NWN spells yet.
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tindertwiggy
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Post by tindertwiggy » Wed Sep 28, 2005 10:37 pm

Sphere of Ultimate Destruction - Sorc/Wiz 9
I need this.

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