Bonus types - guidelines wanted [Archive] - Wizards Community

Post/Author/DateTimePost
Alamanther's comeback

05-09-07, 02:00 PM
I'm in the process of creating some spells specific to a prospectice campaign world I'm working on. I'm looking into using some of the less often used standard bonus types, such as the Luck bonus.

Now, I realize that the Luck bonus, applied to either saves or AC, is more valuable than the Resistance bonus or Deflection bonus. But looking at existing spells, is it also more valuable than, say, the Insight bonus, the Competence bonus, or the Morale bonus?

Do you guys have any ideas for some reasonable guidelines?
Muktar

05-09-07, 02:14 PM
You really have to look at the spell that you are creating and craft it to the thematics of the spell.
Let's say a spell has a +1 (bonus type) atk rolls

luck=Fortune is guiding your strikes
insight=You see where to appropriately place your strikes
competence=You feel like you are even better with your wpn then before
morale=Your inspired mood helps you focus more clearly on your strikes.
etc . . .
etc . . .
tarkin

05-09-07, 02:33 PM
That is true.

But also, you should be setting the level of the spell only after you are completely done.

Which means that if you give a wierder bonus type, that should boost the level of the spell.

I.E. +4 enhancment bonus to strength is a 2nd level spell (Bull Strength).

But a +4 Sacred bonus to strength is at LEAST a 3rd level spell, because it will stack with the more common spells.
Alamanther's comeback

05-09-07, 03:01 PM
That was exactly what I meant, tarkin, thanks - but would you say there is a hierarchy among the weirder bonus types? In any case, I would rather adjust the duration and the size of the bonus and aim for a specific level. Consider the following:

Tracio's eldritch talisman
Abjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: ?

You gain a +? Luck bonus to all saves versus spells and supernatural effects while Tracio's eldritch talisman is in effect. If you roll a natural 1 on such a save, it is considered a natural 20. However, the focus is destroyed and the spell ends.
Focus: A black sapphire set in a gold coin, worth at least 100 gp.

Can this be balanced out?
tarkin

05-09-07, 04:21 PM
Well, the DMG prices Luck, Sacred and Profane bonuses to saves at double cost.

To me double cost sounds like a strong +1 spell level. (Strong meaning 'almost +2, but not quite).

The natural 1 effect is actually more important. You have gone from a definitive failure to a definitive success.

Effectively this is not just an extra +1 but also sometimes the elimination of the remotest chance of failure, for assured success if you could normally fail only on a natural 1. That alone is also worth a solid +1 level.

Net Net, I think as a 5th level spell, a set value of +3 bonus to all Luck saves vs spells/supernatural effects is the best way to go.


P.S. I would also make specifically include "Spell Like effects" as well as Spells and Supernatural effects.
Alamanther's comeback

05-09-07, 06:11 PM
Thank you for your perspectives, tarkin - I agree that with the natural 1 effect and the fact that it uses a luck bonus, the spell shouldn't have as high a bonus as a standard protection spell with a resistance bonus and no other effects would have.

I want to include the Luck bonus as a minor but noticable benefit, but the real prize is the fact that it negates a single automatic failure - albeit, this causes the loss of an expensive focus as well as the resulting collapse of the spell.

What do you think what be an appropriate duration? I generally feel that 1 round/level is generally too short for personal spells, and the eldritch talisman has an important effect that is only likely to come into play if the spell is more durable.

Ps. And you are of course right, it is meant to protect against spell-like abilities as well as spells and supernatural effects.