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| Szatany09-20-06, 12:05 AM | To put quite simply, these are altered spells in my games. Some of the changes I haven't been able to playtest yet, but they look good on paper (at least to me). I'm using them with ultimate classes, but they work in normal games equally well. SPELLS Alter Self Transmutation Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You assume the form of a creature roughly similar to you and of your size. The new form can be imaginary and you cannot assume the shape of any specific person. You can change into a member of your own kind or even into yourself. You gain +2 bonus on any physical ability score. You retain all special attacks and qualities of your original form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components. You also gain one of the following abilities per 3 caster levels (maximum 3 abilities at level 9), provided the new form has appropriate body parts. Each ability can be taken only once. Those are: Fly speed 10 (poor) (requires wings) Climb speed 20 (requires claws or 6 legs) Burrowing speed 10 (requires claws) Swim speed 20 Natural armor bonus 2 (requires either scales or thick fur) Natural attack that deals 1d6 + Str modifier damage (requires appropriate appendage or mouth) Damage Reduction 2/- +4 racial bonus to one of the following skills: Hide (requires coloration), Listen, Move Silently, Spot (requires eyes), Survival Low-light vision (requires eyes) Immunity to blindness (requires lack of eyes, but you are not blind because of this spell) Immunity to deafness (requires lack of ears, but you are not deaf because of this spell) Scent If you alter self as a member of existing race, you are disguised as an average member of that race and you get a +10 bonus on your Disguise check. When the change occurs, all your equipment that cannot be worn by your new form falls to the ground. Any part of your body that is separated from the whole reverts to its true form. Astral Projection Necromancy Level: Clr 9, Sor/Wiz 9, Travel 9 Components: V, S, M Casting Time: 30 minutes Range: Touch Targets: You plus one additional willing creature touched per two caster levels Duration: See text Saving Throw: None Spell Resistance: Yes By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions return to their bodies immediately. You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming an astral version of yourself and your equipment in the new plane. Your astral version appears as you do although you appear to be sheathed in a shimmering blue field of energy that neither impedes you nor any that you interact with. Illusion magic or other disguises can conceal your astral nature. You are free to interact with the plane as if you were actually there with three exceptions. First, any piece of equipment that becomes separated from your astral self dissipates 1 round later and cannot thereafter be recovered until Astral Projection is dismissed and cast again. Second, any additional equipment found or gained by your astral self does not transfer back to your original body when the spell ends. If you wish to keep treasure gained while adventuring in astral form, you will have to make other arrangements to get it back to your original body. Finally, any time magic items or effects are used by your astral self, a like number of uses per day and/or charges are consumed as if you had used the original item yourself. In other words, wand and staff charges consumed in astral form are likewise consumed when Astral Projection ends. In cases such as potions and scrolls and such, the original items still exist upon ending the spell, but all magic in them are gone. If you astrally travel to the same plane your original body is located in, the spell ends. Astral Projection cannot be cast while on the Astral Plane. You cannot cast astral projection while under its effects. While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes. You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind until you choose to return your spirits to them or form new ones. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you). Material Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected. Awaken Transmutation Level: Drd 5 Components: V, S, DF, XP Casting Time: 24 hours Range: Touch Target: Animal or tree touched Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s. An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount. An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). You cannot awaken a creature that has 3 or more Intelligence score (not even when that score is drained, reduced, or damaged). XP Cost: 250 XP. Blasphemy (same changes apply to Dictum/Holy Word/Word of Chaos) Evocation [Evil, Sonic] Level: Clr 7, Evil 7 Components: V Casting Time: 1 standard action Range: 40 ft. Area: Nonevil creatures in a 40-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: Will partial; see text Spell Resistance: Yes Any nonevil creature within the area of a blasphemy spell suffers the following ill effects. HD Effect Equal to caster level Dazed Up to caster level –1 Weakened, dazed Up to caster level –5 Paralyzed, weakened, dazed Up to caster level –10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. Whenever a creature makes successful Will save, it suffers blasphemy's effects as if it was one HD category stronger. For example, if a creature would normally be weakened and dazed on a failed save, it is only dazed on a successful save. A creature with HD equal to the caster level suffers no ill effects of this spell if it makes a successful Will save. Neutral (neither good nor evil) creatures gain +4 bonus on Will save. Cure Minor Wounds Conjuration (Healing) Level: Clr 0, Drd 0 This spell functions like cure light wounds, except that it cures only 1d3 points of damage. Dimension Door Conjuration (Teleportation) Level: Brd 4, Sor/Wiz 4, Travel 4 Components: V Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot you can see within range. You always arrive at exactly the spot desired. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Divine Power Evocation Level: Clr 4, War 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +10 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. Enlarge Person Transmutation Level: Sor/Wiz 1, Strength 1 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One huge or smaller humanoid or giant Duration: 1 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell causes instant growth of a humanoid creature, giving it in essence powerful build ability. Affected subject can function in many ways as if he was one size category larger. Whenever the subject is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the subject is treated as one size larger if doing so is advantageous to him. The subject is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The subject can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Enlarge person has no effect on a creature that already has powerful build ability. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell. Material Component: A pinch of powdered iron. Fabricate Transmutation Level: Sor/Wiz 5 Components: V, S, M Casting Time: See text Range: Close (25 ft. + 5 ft./2 levels) Target: Up to 10 cu. ft./level; see text Duration: Instantaneous Saving Throw: None Spell Resistance: No You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet. You cannot fabricate articles requiring a high degree of craftsmanship (craft's DC 15 or higher). Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell. Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created. Fire Seeds Conjuration (Creation) [Fire] Level: Drd 6, Fire 6, Sun 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: Up to four touched acorns or up to eight touched holly berries Duration: 10 min./level or until used Saving Throw: None or Reflex half; see text Spell Resistance: No Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command. Acorn Grenades: As many as four acorns turn into special splash weapons that can be thrown with 10 ft. range increment. A ranged touch attack roll is required to strike the intended target. You can throw more than one acorn at the same target at a time, but it's difficult. For each acorn you throw beyond first with the same action, you suffer -1 penalty on that attack roll. Each acorn explodes upon striking any hard surface and deals 3d6 points of fire damage. In addition to its regular fire damage, it deals 1d6 points of splash damage, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw. Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage. You can have up to 4 acorns or 8 berries enchanted at one time. Material Component: The acorns or holly berries. Fire Storm Evocation [Fire] Level: Clr 8, Drd 7, Fire 7 Components: V, S Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (40-ft. radius, 160 ft. high) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Fly Transmutation Level: Sor/Wiz 3, Travel 3 Components: V, S, F/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 can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, he falls to the ground, taking 1d6 points of damage per 10 feet of fall. Depending on the height he was at, falling may take more than one round, at which time spellcasting, among other activities, is possible, but requires a DC 20 Concentration check. Arcane Focus: A wing feather from any bird. Forbiddance Abjuration Level: Clr 6 Components: V, S, M, DF Casting Time: 6 rounds Range: Medium (100 ft. + 10 ft./level) Area: 60-ft. cube/level (S) Duration: Permanent Saving Throw: See text Spell Resistance: Yes Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically. In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal. Alignments identical: No effect. The creature may enter the area freely (although not by planar travel). Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies. Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies. At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting. Dispel magic does not dispel a forbiddance effect unless the dispeller’s level is at least as high as your caster level. You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect. Material Component: A sprinkling of holy water and rare incenses worth at least 150 gp, plus 150 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses which doubles the price. Freedom of Movement Abjuration Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal or touch Target: You or creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell enables you or a creature you touch to move and act normally for the duration of the spell. While under the effects of this spell, the subject enjoys the following benefits: Under the influence of spell or effect that impedes movement but doesn't allow a save or skill check to ignore the effect, the subject has 75% chance to ignore the effect for one round. Under the influence of spell or effect that impedes movement and allows a save or skill check to ignore the effect (such as grapple or pin), the subject gains bonus on said save or check equal to the caster level. Underwater, the spell allows the subject to move and attack normally, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing. Material Component: A leather thong, bound around the arm or a similar appendage. Gate Conjuration (Creation or Calling) Level: Clr 9, Sor/Wiz 9 Components: V, S Casting Time: 1 minute Range: Medium (100 ft. + 10 ft./level) Effect: See text Duration: Instantaneous or concentration (up to 1 round/level); see text Saving Throw: None or Will negates; see text Spell Resistance: No Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction. Second, you may then call a particular individual or kind of being through the gate. The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (your choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side. A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not. Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel. You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed. Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and creatures with at least 6 HD more than your caster level are under no compulsion to come through the gate, although they may choose to do so of their own accord. All other creatures can make a Will save to resist the pulling of the gate. This use of the spell creates a gate that remains open for just a moment - whether or not the subject is pulled. You may call either a single creature or several creatures. You can call several creatures as long as their HD total does not exceed your caster level +5. Creatures you gate are not controlled. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time. Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type. Harm Necromancy Level: Clr 6, Destruction 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half; see text Spell Resistance: Yes Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target’s hit points to less than -8. If used on an undead creature, harm acts like heal. Hold Person Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Clr 2, Sor/Wiz 3 Components: V, S, F/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. If any enemy begins a hostile action (such as casting a offensive spell, making an attack, stealing a purse, and silmilar activities), the subject becomes free to act again and can defend against the action in a normal manner. Arcane Focus: A small, straight piece of iron. Identify Divination Level: Brd 1, Magic 2, Sor/Wiz 1 Components: V, S, M Casting Time: 1 hour Range: Touch Targets: One touched object Duration: Instantaneous Saving Throw: None Spell Resistance: No The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. Inflict Minor Wounds Necromancy Level: Clr 0 Saving Throw: Will negates This spell functions like inflict light wounds, except that you deal 1d3 points of damage and a Will save negates the damage instead of halving it. Miracle Universal coming soon Mordenkainen's Disjunction Abjuration Level: Magic 9, Sor/Wiz 9 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: All magical effects and magic items within a 40-ft.-radius burst Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: No All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for 1 week. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. You also have a 50% chance of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined. Artifacts and epic items are immune to disjunction. |
| Szatany09-20-06, 12:05 AM | Polymorph Replaced with Polymorph I-IX. Polymorph I Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Willing living creature touched Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No You or a willing creature touched transforms into another creature, chosen from the list below. The subject cannot assume the shape of any specific creature, only a general representative of that creature's kind. He cannot change into a member of his own kind, but if he is already polymorphed, you can use this spell to change the subject's shape into his original self. The subject keeps his Hit Points, but gains all other characteristics of the new form and loses all other characteristics of his own form, including class abilities and the like. If the new form is capable of speech, subject can communicate normally. If polymorphed as a member of existing race, the subject is disguised as an average member of that race and gets a +10 bonus on Disguise check. When the change occurs, all of the subject's equipment melds into the new form and becomes nonfunctional. As soon as the subject is restored to its original shape, all of his equipment reappears where it was. However, if you polymorph the subject into a form that has equipment listed in Monster Manual entry, the subject gains that equipment for the spell's duration. If any part of that equipment is separated from the subject, it disappears. Any part of the body that is separated from the whole reverts to its true form. Material Component: An empty cocoon. Polymorph II Transmutation Level: Sor/Wiz 2 As polymorph I, but you can assume form of a more powerful creature. Polymorph III-IX Same as polymorph II. LIST OF CREATURES: Polymorph I Elf Gnoll Gnome Goblin Halfling Hobgoblin Kobold Krenshar Lizardfolk Merfolk Orc Stirge Troglodyte Polymorph II Bugbear Drow Giant Eagle Giant Owl Grig Grimlock Hippogriff Sahuagin Shocker Lizard Skum Svirfneblin Worg Polymorph III Ankheg Howler Nixie Ogre Pegasus Pseudodragon Rust Monster Satyr Triton Yeth hound Polymorph IV Ettercap Grick Griffon Minotaur Otyugh Owlbear Sea Cat Thoqqua Unicorn Polymorph V Achaierai Basilisk Gargoyle Harpy Hell Hound Manticore Mephit Winter Wolf Wyvern Polymorph VI Azer Bulette Ethereal Filcher Ethereal Marauder Ettin Girallon Ravid Shadow Mastiff Spider Eater Xill Polymorph VII Rast Scorpionfolk Tojanida Troll Will-O’-Wisp Polymorph VIII Aboleth Athach Behir Gibbering Mouther Grey Render Hag Lamia Medusa Salamander (average) Xorn Polymorph IX Gorgon Lillend Nightmare Pixie (with dance) Remorhaz Roc Yrthak Polymorph Any Object Transmutation coming soon Rope Trick Transmutation Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One touched piece of rope from 5 ft. to 30 ft. long Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to a place in astral plane. Creatures in astral plane are hidden, beyond the reach of spells, unless those spells work across planes. As many as eight creatures (of any size) can hold the rope in astral space simultaneously. Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free. If anyone drops the rope, spell for that person ends and it lands on the ground on the material plane. That creature can climb the rope again if it desires so. Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the astral space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the astral space. Note: Astral plane can be hazardous on its own. It's generally devoid of anything, but an occasional traveler or monster can be attracted to you or others holding the rope. Creatures on astral plane do not need to eat or sleep. Material Component: Powdered corn extract and a twisted loop of parchment. Shadow Conjuration Illusion (Shadow) Level: Brd 4, Sor/Wiz 4 Components: V, S, See text Casting Time: See text Range: See text Effect: See text Duration: See text Saving Throw: Will disbelief (if interacted with); varies; see text Spell Resistance: Yes; see text You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any conjuration (summoning) or conjuration (creation) spell of 3rd level or lower that is normally granted by your class (even if you personally are prohibited from casting it). Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Such spells deal typless damage. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell. If mimicked spell has any components other than verbal or somatic, you must provide those components as well. Shadow conjuration's casting time is equal to mimicked spell's casting time plus one move action. Shadow Evocation Illusion (Shadow) Level: Brd 5, Sor/Wiz 5 Components: V, S, see text Casting Time: See text Range: See text Effect: See text Duration: See text Saving Throw: Will disbelief (if interacted with) Spell Resistance: Yes You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of an evocation spell of 4th level or lower that is normally granted by your class (even if you personally are prohibited from casting it). Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell. If mimicked spell has any components other than verbal or somatic, you must provide those components as well. Shadow conjuration's casting time is equal to mimicked spell's casting time plus one move action. Shapechange Transmutation Level: Animal 9, Drd 9, Sor/Wiz 9 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) This spell functions like polymorph VII, except that it enables you to assume the form of any creature available with polymorph I-VI as well. In addition, you can change form to a new one as a standard action. If you cast this spell as cleric with animal domain, you are limited to animals, vermin, and magical beasts. Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.) Simulacrum Illusion (Shadow) Level: Sor/Wiz 7 Components: V, S, M, XP Casting Time: 12 hours Range: 0 ft. Effect: One duplicate creature Duration: Instantaneous Saving Throw: None Spell Resistance: No Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels exceed your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check. At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum. The simulacrum has no memories and divine abilities of the original (including cleric spells, aura of courage, and the like). It behaves similarily to the original, but has mind on its own. It is aware of what it is. Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created. XP Cost: 100 XP per HD of the simulacrum to be created. Teleport Conjuration (Teleportation) Level: Sor/Wiz 5, Travel 5 Components: V, S, F Casting Time: 1 standard action Range: Personal and touch Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) This spell instantly transports you to a designated destination, which must be within your sight, but otherwise can be as far as the horizon. Interplanar travel is not possible, nor is teleporting to places you can see with spells or similar effects. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. Once the spell takes place, you and your eventual companions appear on the spot you were looking at. Focus: A special compass made of gold and astral driftmetal, worth 1,000 gp. Teleport, Greater Conjuration (Teleportation) Level: Sor/Wiz 7, Travel 7 This spell functions like teleport, except that you can teleport to place you can't currently see. You must have been or seen (via scry spell, for example) the general area you want to teleport to. You do not designate exact spot as the destination. Instead, you designate an area roughly the size of a large village or small castle, and the spell teleports you to seemingly random part of that area. Exact destination is not totally random, as empty places are more likely to attract greater teleport's subjects than occupied ones (that includes both buildings, vegetation, and people). Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. If you attempt to teleport into a place that doesn't exist (because what you seen was an illusion or deception) or no longer can be teleported into safely (a cave system that was flooded with lava or water), the spell fails. Interplanar travel is not possible. True Seeing Divination Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You confer on the subject the ability to see things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. True seeing only discerns spells of 8th or lower level. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance. Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat. Virtue Transmutation Level: Clr 0, Drd 0, Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min. Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject gains 2 temporary hit points. If you cast this spell as a paladin, the subject gains 2d4 temporary hit points instead. Wall of Iron/Wall of Stone (and other spells that can provide raw materials) Add: Wall is hard but brittle once broken. Any fragment of the wall separated from the main body is useless rubble, too contaminated to even be melted and reforged (in case of iron). Wish Universal Level: Sor/Wiz 9 Components: V, XP Casting Time: 1 standard action Range: See text Target, Effect, or Area: See text Duration: See text Saving Throw: See text Spell Resistance: Yes By simply speaking aloud, you can alter reality to better suit you. A wish can produce any one of the following effects. Each effect, however, costs you a number of experience points. The more potent the vagary, the higher the price. Also, there is 20% chance that a malevolent being or raw chaos energy will contaminate the spell and attempt to twist your wording of the wish as much as possible. Exact details of such situation are left to DM. Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you. Cost: 200 XP per spell level. Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you. Cost: 400 XP per spell level. Duplicate any wizard or sorcerer spell of 7th level or lower from a prohibited school. Cost: 300 XP per spell level. Duplicate any other spell of 5th level or lower from a prohibited school. Cost: 500 XP per spell level. Undo the harmful effects of many other spells, such as geas/quest or insanity. Cost: 200 XP per spell level. Create a nonmagical item or building of size up to a cottage. Cost: 1 XP per 5 gp of item's value. Create or mend a magic item, or add to the powers of an existing magic item. Cost: 1 XP per 2 gp of the item's value. Grant a creature a +1 inherent bonus to an ability score or improve existing inherent bonus by +1. Inherent bonuses are instantaneous, so they cannot be dispelled. Note: Inherent bonuses to a particular ability score stack, but their total may not exceed +5 for a single ability score. Single ability score can not gain more than +1 inherent bonus at any given level. Cost: Special. You pay nothing beyond wish's basic cost (1000 XP), unless you cast wish on yourself. Spell's recipient must pay 1000 XP per point of (newly improved) inherent bonus squared (for example, yuo cast this spell on a creature that already has +3 inherent bonus to Wisdom and didn't improve the bonus at the current level; you attempt to improve the bonus to +4 so the cost is 4 x 4 x 1000 XP, or 16000 XP). Only willing creatures can be bestowed this effect. Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from any event or the level or Constitution loss from being raised from the dead. Cost: 3000 XP. Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level. Cost: 200 XP per resurrected creature's HD/level. Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. Cost: 100 XP per creature with 10 or less HD/levels, plus 500 XP per creature with 11-20 HD/levels, plus 2000 XP per creature with 21 or more HD/levels. Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. Cost: 3000 XP. Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells). Material Component: When a wish duplicates a spell with a material component, you must provide that component or pay extra XP equal to 1 point per 5 gp of that component's value. Wish allows you to ignore components worth less than 5 gp. XP Cost: The XP cost for casting wish is 1,000 XP or XP indicated by a particular effect, whichever is more. When a wish duplicates a spell that has an XP cost, you add that cost to wish's XP cost. |
| smrtgmp09-20-06, 12:28 AM | I like the change to fly. I have something similar in my game. Your changes to enlarge person makes it completely worthless. If the gear doesnt increase in size, what the **** happens to your clothes and armor? Do they break? Or would that mean you are just uneffected by the spell, as you stated that if there isnt enough room to grow the spell fails. As written, you would have to be naked to take advantage of the spell. And a +8 str bonus from a 1st level spell? Thats just nuts. Its way too good in that regard and worthless in others. All in all, a horrible spell. If you're going to change darkness back to complete darkness (which is certainly reasonable from a flavor standpoint), then I would increase the level. The changes to hold person seem kind of pointless. Yeah, you cant CDG, but who cares? They're still a sitting duck. |
| Szatany09-20-06, 12:41 AM | I like the change to fly. Your changes to enlarge person makes it completely worthless. If the gear doesnt increase in size, what the **** happens to your clothes and armor? Does it break? Or would that mean you are just uneffected by the spell, as you stated that if there isnt enough room to grow the spell fails. As written, you would have to be naked to take advantage of the spell. And a +8 str bonus from a 1st level spell? Thats just nuts. Its way too good in that regard and worthless in others. All in all, a horrible spell. If you're going to change darkness back to complete darkness (which is certainly reasonable from a flavor standpoint), then I would increase the level. The changes to hold person seem kind of pointless. Yeah, you cant CDG, but who cares? They're still a sitting duck. That's why I'm posting those spells here. I know some of the changes are probably bad and I want as much feedback as possbile to make those annoying spells work, to be balanced, and not to be able to affect campaigns in negative ways. Enrlarge person - simple is always best, either the spell increases size as per monster manual or it doesn't. The fact that equipment does not resize is to make things simpler (quick, where are resize weapon table rules?!) and is a nerf of course because of +8 str. It's first level spell, it should be WEAK. And it is now. It still has uses, good ones. Can be cast on a monk for example to make him grapple god at that level. Can be used to carry a lot of stuff or hold gate open so everyone can get on time. That's what 1st level spells should do, not some insane combos I keep seeing in optimization boards. I didn't think about armor, I'd say that non-magical light armor will tear, other kinds of armor will stop spell from working. I know change to Hold could probably be done better (same with sleep), but I want spell that removes a creature from combat, not one that effectively kills it. And I'm not sure how to do it differently other than changing spell school. |
| smrtgmp09-20-06, 12:53 AM | the weapon resize rules are in the equipment chapter of the PHB, right before the weapon table. ;) But I'm the wrong person to try to stump with trivia like that, due to my photographic memory. If you're trying to make it simpler, then I would just say the weapon doesnt resize, rather than all the gear. Otherwise it will be a headache to deal with, even for a monk (unless they're a naked monk, of course). btw-just reread my last post and notices I came off like a complete ass. sorry about that. edit: but wait. how coult it be a nerf because of the +8str, when the PHB version gives a +2. |
| Bloodtide_the_Red09-20-06, 01:25 AM | The Teleport nerf is a bit much. When you limit it to only what the caster can see, it's not worth much of a 5th level slot. Is it so broken to let the caster teleport the 5 miles to town instead of walking? The whole point of teleport is long distance travel. The hold person and sleep 'instant dispels' are just silly. Unless your going to change the rules for all effects that can hinder a target so no one in your world can ever, ever to a CDG. And limiting the shadow spells to only the spells the caster knows is a big nerf. The whole point of illusions is to make 'effects' that are not real...so you don't have to know how it is realy done. And the freedom of movement 'freedom points' are even worse. You don't think a mid level spells should get you out of entaglements all day long? This looks more like a player killer effect(DM-ha you've been underwater five minutes and used all your freedom points! Now when you swing your sword it's at -20 to hit...but oh the fish gets a crit on you!). Mostly your changes fall under 'what the spells should be in the PH', except for your nerfs. Maybe your a your a DM who had a group take over the world with hold person and color spray or something... BT |
| Alienfreak09-20-06, 06:03 AM | Your changes are somewhat ridiculous. Alter Self is pretty worthless now. Divine Power ... think about it a moment ... isnt it already THE spell making clerics superior to fighters!? Increasing the enhancement bonus to +10 is really somewhat over. You make Color Spray one of the sickest 1st level spells ingame, while nerfing others to death. Blashphemy and so on should have the maximum of +5 CL ... those are the real balance killers if the cleric specializes in CL increases. Darkness is much too powerful for its level now. Firestorm am i reading that right? not 40ft high and 160ft wide but 40ft wide and 160ft high? Whats the use of this spell anymore? Forbiddance is one of the best spells, even with its costly components. I mean ... its PERMANENT Hold Person is even more useless right now. And Teleport is now ridiculously underpowered. Ill just take that wind walk. It lasts much longer and is more powerful now. Overall those are really bad changes ... twisting the balance all over. |
| steenan09-20-06, 08:24 AM | I don't comment spells that I think you changed right and the changes aren't much interesting. Alter Self - I really like it, it's much better now than in PHB. It's weaker in combat, but much more flexible. Color spray - your version is too weak. One of very few spells that saved a first or second level wizard from being completely useless shouldn't be nerfed. Darkness - that's how it was in 3.0 and how it should be. Detect evil - now it's a "detect&smite" spell. If something shows as evil, it can't be wrong to kill it. I don't think it should work this way. Divine power - ypur verson is just too strong. If it gave +6 strength, it would be perfect. Enlarge person - too strong with +8 strength, too complicated (in-game, not mechanicaly) with not affecting equipment. Maybe it just shouldn't affect magical items? Then it would be useful at low levels, but not so at higher... Fabricate - DC limit is good, but limiting the spell to only single-material items makes it nearly useless, IMO. Most everyday-use items that could be created with it (from boots to rowboats) are composed of more than one material. Freedom of movement - while "freedom charges" may be good against spells and grapples, they make the spell useless for underwater movement or going through difficult terrain. And I strongly oppose turning universal spells into combat-only ones. Mordenkaien's Disjunction - with all the mages creating magic items there should be a way to destroy them. MD forces the characters to think about own abilities, not only magical equipment. It shouldn't be changed. Shadow conjuration&evocation - tspells aren't too strong in RAW, no need to nerf them. Making casting time longer takes much from their usefulness. Teleport, greater teleport, teleportation circle - you nerfed them completely. The main use of teleport is long distance travel and you make it impossible with teleport and very hard (available only to mages using Scrying) with greater teleport. Teleportation circle is interesting, but still has too limited range. |
| Nom09-20-06, 08:46 AM | Darkness is much too powerful for its level now.More of a problem is that ignores the rationale for the original nerf: requiring all characters (including bad guys) to play blind-man's bluff just doesn't make for good gameplay. A single blinded or invisible character isn't too bad, but pitch-black darkness basically removes the map and says "none of you know where you are, I'll try to keep track". OP: You seem to have a real problem with anything that might be considered a "save or die". colour spray is unnecessarily complex and badly weakened, and sleep and hold person (already quite weak spells) are nerfed to the point of uselessness (and how the heck does a sleeping target tell the difference between friendly and hostile?). However, you've left most of the true save-or-dies untouched. The teleportation nerfs are interesting, but leave them way too weak for their level. And the change to harm seems gratuitous. The original heal and harm were modified precisely because their game mechanic effect was all over the shop (see http://www.jonathantweet.com/jotgamehitpoints.html for a designer's take). Under D&D's hit point system, there's nothing overly flavourful about being almost able to kill something. If you want to disable it, use "hold person" or another spell designed for that role. |
| Thiez09-20-06, 09:22 AM | I dont like what you did to harm. It allows the characters to imagine how hitpoints work (Hehe, you harmed that monster pretty well! Now we only need to use inflict minor wounds on it twice!) Hold Person makes no sense now, just like sleep. Maybe say 'an attack on the affected character breaks the spell'? Makes more sense then the thought that at some time in the past, a wizard decided to invent a spell that would prevent an enemy from moving AND give it an build-in autodispel for when he himself got too close. |
| Archtyrant Terevoth09-20-06, 01:14 PM | Alter Self is pretty worthless now. Disagree. Even if you just take the +2 natural armor, that's damn good. A +2 stacking AC buff for 10 min/level, that you can't get anywhere else. Plus you get some other benefits, like DR 2/-. Alter self is far from worthless as he's written it. It's just not the uber +6 troglodyte morph it used to be. Divine Power ... think about it a moment ... isnt it already THE spell making clerics superior to fighters!? Increasing the enhancement bonus to +10 is really somewhat over. Agreed. Divine power really doesn't need any help. You make Color Spray one of the sickest 1st level spells ingame, while nerfing others to death. Actually he's nerfed color spray quite a bit. Now a level 1 caster firing on kobolds is just going to stun them for 1 round, as opposed to knocking them down and all. It's really a blow to low level wizards all around, and I'm not quite sure why, wizards just aren't that powerful at low levels. Blashphemy and so on should have the maximum of +5 CL ... those are the real balance killers if the cleric specializes in CL increases. Darkness is much too powerful for its level now. Well, he added a save to negate blasphemy which eliminates the need for a CL cap. About darkness, I agree, it's much too good as a 2nd level spell when you start using rogue blindsight combos. Firestorm am i reading that right? not 40ft high and 160ft wide but 40ft wide and 160ft high? Whats the use of this spell anymore? Yeah, 160 ft high is kinda meaningless. Forbiddance is one of the best spells, even with its costly components. I mean ... its PERMANENT My guess is that he's lowing the cost to make teleport/scry prevention cheaper. Hold Person is even more useless right now. Well, if it's supposed to be "hostile creature" then hold person is fairly decent. If it's "any creature", then it's crap. Basically your friend just runs by you and tags you and you're out of the hold, that'd be stupid. If it requires a hostile creature, it's now actually really good. It just means that you kill held stuff wtih arrows or reach weapons. And Teleport is now ridiculously underpowered. Ill just take that wind walk. It lasts much longer and is more powerful now. Yeah, I just don't see much of a difference between dimension door and teleport, unless you happen to be standing on a mountain or something. |
| mattdusty09-20-06, 02:14 PM | I didn't think about armor, I'd say that non-magical light armor will tear, other kinds of armor will stop spell from working. Maybe I just daydreamed it, but didn't I read somewhere that magic rings and armor automatically adjusts in size to the wearer? I can't find it, but I know I've heard that somewhere before, maybe it was a houserule. |
| Thiez09-20-06, 03:22 PM | I don't know exactly DMG 3.0 or 3.5 (could be both) but somewhere near the beginning of the chapter it said about the size of magic items that they would auto-adjust their size. Means, among other things, that making your monkey familiar wear your magic full-plate is going to bring down the weight a bit ;) |
| smrtgmp09-20-06, 04:12 PM | regarding divine power: I think some of you are missing something. While he increased the str bonus, he removed the full BAB. regarding the change to awaken: the added line is unessesary. animals, by definition, cant have an intelligence above 2. The moment it raises above 2, they are no longer an animal. |
| jaelis09-20-06, 04:57 PM | The holy word spells seem too weak now. Rope trick is pretty weird, and just inconsistent with the normal rules (such as they are) for planar travel. I like hold person, assuming it is supposed to be a hostile creature to end it. Note there is no more saving every round. I like alter self too. |
| Alienfreak09-20-06, 05:58 PM | Most changes he made are simply unnecessary!? Why introducing Forbiddance (even so cheap) if ANY cheap proof from scrying can now prevent teleporting permanently!? A proof from teleportation is REALLY unneeded in this world Again some critics: Alter Self: This spell is pretty pointless now and contradicts the whole polymorphing school! And how can you have no eyes while not being blind!? Why dont you give him blindsense or such? Words: With the save for NEGATING those are pretty useless now. CL requirement, 7th grade and save NEGATES!? Worst spell ever. Color Spray: Why the change? Darkness: Not only much too powerful now, it is complete nonsense, disabling ALL characters out there. This will also make Devils almost invulnerable! They can all cast that spell and see through perfectly ... so they get total concealment all day! Harm: Already is save for half plus 10dmg/level with a maximum of 150 and has a range of touch. I really see NO problem with that spell in 3.5!? Hold Person: Youre change is not only unneeded because you get a save every round it also makes it at one point completely useless but it is really over for any mage. He can now cast hold person again and then blast him to hell without any chance for him. Stupid ... just stupid. |
| Szatany09-23-06, 12:31 PM | Most changes he made are simply unnecessary!?Interesting to see you feel so strongly about them. Why introducing Forbiddance (even so cheap) if ANY cheap proof from scrying can now prevent teleporting permanently!? A proof from teleportation is REALLY unneeded in this worldIt can still be dispelled quite easily and imagine the cost if you want to protect, lets say, A CASTLE. Cost is simply astronomic (unfairly). Alter Self: This spell is pretty pointless now and contradicts the whole polymorphing school!Maybe it does contradict something, I don't know, if yes point me to it and I'll try to fix it. And polymorph subschool is so convulted it's not even fun to read anymore. And how can you have no eyes while not being blind!? Why dont you give him blindsense or such?Points to fly spell. Gee, I don't know, how can you fly without wings? It's magic. Words: With the save for NEGATING those are pretty useless now. CL requirement, 7th grade and save NEGATES!? Worst spell ever.It's not requirement, it's benefit. Color Spray: Why the change?To make it more in line with word spells. Darkness: Not only much too powerful now, it is complete nonsense, disabling ALL characters out there. This will also make Devils almost invulnerable! They can all cast that spell and see through perfectly ... so they get total concealment all day!After reading all responses I agree. I'll make it near total darkness when characters can still spot something if they are good at it. Harm: Already is save for half plus 10dmg/level with a maximum of 150 and has a range of touch. I really see NO problem with that spell in 3.5!?Correct me if I'm wrong but all I did was applying sage's response to what happens when you succeed at a save. Hold Person: Youre change is not only unneeded because you get a save every round it also makes it at one point completely useless but it is really over for any mage. He can now cast hold person again and then blast him to hell without any chance for him. Stupid ... just stupid.I have an idea how to reword both it and sleep, wait few moments and judge it again. And just for the record, HP no longer allows save every round. ------------------------------- Rope trick is pretty weird, and just inconsistent with the normal rules (such as they are) for planar travel.Perhaps, I'd like some help to make it more consistant then. On the other hand, it's more consistant with D&D's cosmology and not as unbeatable as before. I like hold person, assuming it is supposed to be a hostile creature to end it. Note there is no more saving every round.Yes, I already changed hold person and sleep to make it more how I originally intended it. ------------------------------- regarding divine power: I think some of you are missing something. While he increased the str bonus, he removed the full BAB.Exactly. New DP gives you +10 str instead of +6 str and full BAB. Hit points part is unchanged. I can't see exactly why everyone screams it's overpowered. regarding the change to awaken: the added line is unessesary. animals, by definition, cant have an intelligence above 2. The moment it raises above 2, they are no longer an animal.You're telling me that when I cast fox's cunning on a cat it instanly becomes magical beast? ------------------------------- Maybe I just daydreamed it, but didn't I read somewhere that magic rings and armor automatically adjusts in size to the wearer? I can't find it, but I know I've heard that somewhere before, maybe it was a houserule. Perhaps, I honestly can't remember. ------------------------------- Disagree. Even if you just take the +2 natural armor, that's damn good. A +2 stacking AC buff for 10 min/level, that you can't get anywhere else. Plus you get some other benefits, like DR 2/-. Alter self is far from worthless as he's written it. It's just not the uber +6 troglodyte morph it used to be.Indeed. Alter self gives you +2 to physical stat, ability to hide as something else, and few varied benefits on the top of that. Now compare it to Bull's strenght. ------------------------------- Actually he's nerfed color spray quite a bit. Now a level 1 caster firing on kobolds is just going to stun them for 1 round, as opposed to knocking them down and all. It's really a blow to low level wizards all around, and I'm not quite sure why, wizards just aren't that powerful at low levels. That's because I find it impossible to balance 1st-level wizard around 4 encounters per day with 1 spell per day (2 with Int bonus). That's ridiculous! The way it should have been done is to make 1st level spells more equal (which means weaker in instances like color spray), and then give sor/wiz more lowest level spells per day. If you think the current setup is fine (I never will but it's up to you), just ignore my suggestions to 1st level spells. |
| Szatany09-23-06, 12:55 PM | I dont like what you did to harm. It allows the characters to imagine how hitpoints work (Hehe, you harmed that monster pretty well! Now we only need to use inflict minor wounds on it twice!) Hold Person makes no sense now, just like sleep. Maybe say 'an attack on the affected character breaks the spell'? Makes more sense then the thought that at some time in the past, a wizard decided to invent a spell that would prevent an enemy from moving AND give it an build-in autodispel for when he himself got too close. Just an idea to toy with. What if harm looked like this? Harm Necromancy Level: Clr 6, Destruction 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half; see text Spell Resistance: Yes Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target’s hit points to less than -8. If used on an undead creature, harm acts like heal. ------------------------ The teleportation nerfs are interesting, but leave them way too weak for their level. I'm not so sure. Dimesion door is level 4 and has range up to about 1200 ft (without epic levels). Teleport is almost identical but 1 level higher and anywhere within sight (possibly up to tens of miles). |
| Thiez09-23-06, 01:22 PM | I like this version of Harm, but now it's probably not much different from 10 damage/level without a minimum hitpoint limit, when used against a single target. Then again, the same can be said of the PHB version of Harm, if the victim doesn't have access to Heal. I appreciate your efforts, but I don't like the limit on Harm at all, so I'm never going to like it :) |
| Szatany09-23-06, 03:43 PM | Changed Harm to what I proposed 2 posts above and also altered freedom of movement to be more interesting and rely less on charges. Also removed underwater contradiction. For now I removed darkness, I'll look into it and make another set of changes. ------------------------------------ Color spray - your version is too weak. One of very few spells that saved a first or second level wizard from being completely useless shouldn't be nerfed. As I said previously, class shouldn't be useless thanks to spells, but to class features. I'd add (and I'm doing something similar with my classes progressively) to spellcasting rules a rule like this: Every character has bonus 1st level spells equal to spellcasting stat bonus (or twice 0-level spells, or any combination of them). Detect evil - now it's a "detect&smite" spell. If something shows as evil, it can't be wrong to kill it. I don't think it should work this way.It also makes foiling adventure much harder, now that among normal villains only members of few classes will register as "threat". It's also less complex. Divine power - ypur verson is just too strong. If it gave +6 strength, it would be perfect.No BAB. Fabricate - DC limit is good, but limiting the spell to only single-material items makes it nearly useless, IMO. Most everyday-use items that could be created with it (from boots to rowboats) are composed of more than one material.I envision the spell as something that can prepare materials for crafing. Crafting alone IMO should be left to the skills so players may actually need asistance of NPCs once in a while. Mordenkaien's Disjunction - with all the mages creating magic items there should be a way to destroy them. MD forces the characters to think about own abilities, not only magical equipment. It shouldn't be changed.But there is - ruin delver's fortune (not sure if it's in Spell Compendium, but that spell from BoVD is suited to do just that, MD as written in PHB is simply an overkill. Mine fix makes it powerful battle spell without unwanted consequences. Shadow conjuration&evocation - tspells aren't too strong in RAW, no need to nerf them. Making casting time longer takes much from their usefulness.I simply limited spell selection to spells from the same class list (not even spells known). Also added necessary changed such as adjusted casting time and components (especially important). Teleport, greater teleport, teleportation circle - you nerfed them completely. The main use of teleport is long distance travel and you make it impossible with teleport and very hard (available only to mages using Scrying) with greater teleport. Teleportation circle is interesting, but still has too limited range.Perhaps its just me but I hate the fact that PCs can pop literally everywhere in the world in one round (unless protected with elaborate magic of course). With those changes PCs actually have to do some travel (both in the world and during one-site-adventure), which is good. --------------------------- Firestorm am i reading that right? not 40ft high and 160ft wide but 40ft wide and 160ft high? Whats the use of this spell anymore? It's simply flame strike with area x4. Consistency is good, and tile-like AOE of original firestorm made it a little to good for 8 level Cleric spell. |
| smrtgmp09-23-06, 08:42 PM | You're telling me that when I cast fox's cunning on a cat it instanly becomes magical beast?No. Thats not what I'm saying. All I'm saying is that the cavet you added is uneccesary, as it only works on animals to begin with, and animals never have an int above 2. |
| Szatany09-25-06, 11:45 PM | No. Thats not what I'm saying. All I'm saying is that the cavet you added is uneccesary, as it only works on animals to begin with, and animals never have an int above 2. I'm sure I've read somewhere that spell can be horribly broken and it had something to do with Int. Wasn't that with druid/wildshape or something? Maybe I just remembered it wrong. Ok, I had some fun with Darkness. Perhaps it's not a fix per se, but I like the idea that darkness can be fought with nonmagical means. BTW, are there any spells you'd like altered or think they need altering? I'm talking about a campaign where magic is powerful and common, but just not supposed to do things for you, only help you achieve them. |
| smrtgmp09-26-06, 03:17 AM | I'm sure I've read somewhere that spell can be horribly broken and it had something to do with Int. Wasn't that with druid/wildshape or something? Maybe I just remembered it wrong.I suppose with shapechanging magic it would be possible, as you gain the type of the form you assume. My apologies for the confusion. :) |
| Szatany11-03-06, 12:02 AM | I removed darkness, detect magic, and detect evil. There are no glaring problems with those spells so changes are not necessary. I have an idea for new polymorph revision, will write it down later. Polymorph Transmutation Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Willing living creature touched Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No You or a creature touched assume the form of a another creature. You cannot assume the shape of any specific creature, only a general representative of that creature's kind. You can change into a member of your own kind or even into yourself. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level or 15. New size must be within 2 size categories of the subject's original size. You can’t cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form. Upon changing, the subject regains 1d6 lost hit points. If slain, the subject reverts to its original form, though it remains dead. The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. Each physical ability score can increase or decrease by no more than 6 points. It also gains all keyworded extraordinary special attacks and qualities possessed by the form, but not any supernatural or spell-like abilities. Keyworded abilities are all abilities described here (http://www.d20srd.org/srd/specialAbilities.htm). If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action. If polymorphed as a member of existing race, the subject is disguised as an average member of that race and gets a +10 bonus on Disguise check. When the change occurs, all of the subject's equipment that cannot be worn by his new form falls to the ground. Any part of your body that is separated from the whole reverts to its true form. Material Component: An empty cocoon. Can the spell be abused now? |
| Archtyrant Terevoth11-03-06, 01:12 PM | That's because I find it impossible to balance 1st-level wizard around 4 encounters per day with 1 spell per day (2 with Int bonus). That's ridiculous! The way it should have been done is to make 1st level spells more equal (which means weaker in instances like color spray), and then give sor/wiz more lowest level spells per day. If you think the current setup is fine (I never will but it's up to you), just ignore my suggestions to 1st level spells. 1st level wizards work like this. Two encounters out of those four, you really shine. The other two encounters you're sitting back firing your crossbow or casting daze. This assumes all goes well. At low levels, you've got 4 hit points, a crappy AC and a handful of spells. Your first level spells of worth are sleep and color spray, or possibly some battlefield control spells like silent image. You aren't supposed to be running around casting magic missiles and burning hands because those spells are awful at first level. Since you only have 2 slots, when you cast something, it has to count for something. Sleep has the ability ot be cast at range but takes a full round to use. Color spray requires you get right up to the enemy to cast it and catch them in a narrow formation. Given that getting up close is deadly for wizards, you take a big risk by casting it. Sure if it works it takes your foe down, but if it fails you're now in melee with something that can probably kill you in one swing! Low level wizard spells need to be effective and very effective for that reason and should not be nerfed at early levels. |
| Szatany11-06-06, 09:19 PM | Lets just agree that you and me have completely different vision of how spellcasters should work in the game. For me they should have steady but eventually limited output of power, you appear to want them to be able to nuke once or twice and nothing else. |
| Szatany11-10-06, 12:20 AM | POLYMORPH, FINAL FIX Polymorph I Transmutation Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Willing living creature touched Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No You or a willing creature touched transforms into another creature, chosen from the list below. The subject cannot assume the shape of any specific creature, only a general representative of that creature's kind. He cannot change into a member of his own kind, but if he is already polymorphed, you can use this spell to change the subject's shape into his original self. The subject keeps his Hit Points, but gains all other characteristics of the new form and loses all other characteristics of his own form, including class abilities and the like. If the new form is capable of speech, subject can communicate normally. He retains any spellcasting ability he had in his original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components. If polymorphed as a member of existing race, the subject is disguised as an average member of that race and gets a +10 bonus on Disguise check. When the change occurs, all of the subject's equipment melds into the new form and becomes nonfunctional. As soon as the subject is restored to its original shape, all of his equipment reappears where it was. However, if you polymorph the subject into a form that has equipment listed in Monster Manual entry, the subject gains that equipment for the spell's duration. If any part of that equipment is separated from the subject, it disappears. Any part of the body that is separated from the whole reverts to its true form. Material Component: An empty cocoon. Polymorph II Transmutation Level: Sor/Wiz 2 As polymorph I, but you can assume form of a more powerful creature. Polymorph III-IX - analogous to polymorph II (no point in writing them all down) LIST OF CREATURES: (list will fill slowly, so far MM entries A and B) Polymorph I Elf Gnoll Gnome Goblin Halfling Hobgoblin Kobold Krenshar Lizardfolk Merfolk Orc Stirge Troglodyte Polymorph II Bugbear Drow Giant Eagle Giant Owl Grig Grimlock Hippogriff Sahuagin Shocker Lizard Skum Svirfneblin Worg Polymorph III Ankheg Howler Nixie Ogre Pegasus Pseudodragon Rust Monster Satyr Triton Yeth hound Polymorph IV Ettercap Grick Griffon Minotaur Otyugh Owlbear Sea Cat Thoqqua Unicorn Polymorph V Achaierai Basilisk Gargoyle Harpy Hell Hound Manticore Mephit Winter Wolf Wyvern Polymorph VI Azer Bulette Ethereal Filcher Ethereal Marauder Ettin Girallon Ravid Shadow Mastiff Spider Eater Xill Polymorph VII Rast Scorpionfolk Tojanida Troll Will-O’-Wisp Polymorph VIII Aboleth Athach Behir Gibbering Mouther Grey Render Hag Lamia Medusa Salamander (average) Xorn Polymorph IX Gorgon Lillend Nightmare Pixie (with dance) Remorhaz Roc Yrthak |
| SKRP11-10-06, 01:30 PM | I do for you list of monsters from E to Z. Feel free to ignore or to change it. Polymorph I Elf Gnoll Gnome Goblin Halfling Hobgoblin Kobold Krenshar Lizardfolk Merfolk Orc Stirge Troglodyte Polymorph II Drow Giant Eagle Giant Owl Grig Grimlock Hippogriff Sahuagin Shocker Lizard Skum Svirfneblin Worg Polymorph III Howler Nixie Ogre Pegasus Pseudodragon Rust Monster Satyr Triton Vargouille Yeth hound Polymorph IV Ettercap Grick Griffon Minotaur Otyugh Owlbear Sea Cat Thoqqua Unicorn Polymorph V Gargoyle Harpy Hell Hound Manticore Mephit Winter Wolf Wyvern Polymorph VI Ethereal Filcher Ethereal Marauder Ettin Girallon Ravid Shadow Mastiff Spider Eater Xill Polymorph VII Rast Scorpionfolk Tojanida Troll Will-O’-Wisp Polymorph VIII Gibbering Mouther Grey Render Hag Lamia Medusa Salamander (average) Xorn Polymorph IX Gorgon Lillend Nightmare Pixie (with dance) Remorhaz Roc Yrthak |
| Szatany11-10-06, 05:18 PM | It's a nice list SKRP, I'll add it swiftly. Meanwhile, what do you think of my new fix of enlarge person? Enlarge Person Transmutation Level: Sor/Wiz 1, Strength 1 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One huge or smaller humanoid or giant Duration: 1 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell causes instant growth of a humanoid creature, giving it in essence powerful build ability. Affected subject can function in many ways as if he was one size category larger. Whenever the subject is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the subject is treated as one size larger if doing so is advantageous to him. The subject is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The subject can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Enlarge person has no effect on a creature that already has powerful build ability. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell. Material Component: A pinch of powdered iron. |
| Szatany11-16-06, 12:11 AM | Based on feedback from this (http://www.giantitp.com/forums/showthread.php?t=27296) thread, I changed few things: - color spray, sleep, and teleportation circle removed - shapechange, true seeing, virtue, wall of iron, wall of stone, and wish added - blasphemy's saving throw works differently - shadow conjuration and evocation's parts reworded - greater teleport completly changed |
| Szatany11-16-06, 07:32 PM | New version of Freedom of Movement posted. It's simpler, no bookkeeping. I decided to reduce the duration to 1 minute/level, since even with that it's an awesome defensive spell. EDIT: Deleted the line in polymorph I about spellcasting. Now the text does not contradict itself (you do lose spellcasting while polymorphed). |
| redraven11-16-06, 10:53 PM | If I do not comment on a spell, I think it is fine. Astral Projection The function of Astral Projection is to be able to explore and interact with the world from another plane with little-to-no danger, not as a nerfed Plane Shift. I am well aware of the Astral Projection cheese (doubling character wealth, etc), but turning your original body into goo is not the way to go (nor does it address what happens to your items back on the Material Plane). Here is my suggestion: "Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming an astral version of yourself and your equipment in the new plane. Your astral version appears as you do although you appear to be sheathed in a shimmering blue field of energy that neither impedes you nor any that you interact with. Illusion magic or other disguises can conceal your astral nature. You are free to interact with the plane as if you were actually there with three exceptions. First, any piece of equipment that becomes separated from your astral self dissipates 1 round later and cannot thereafter be recovered until Astral Projection is dismissed and cast again. Second, any additional equipment found or gained by your astral self does not transfer back to your original body when the spell ends. If you wish to keep treasure gained while adventuring in astral form, you will have to make other arrangements to get it back to your original body. Finally, any time magic items or effects are used by your astral self, a like number of uses per day and/or charges are consumed as if you had used the original item yourself. In other words, wand and staff charges consumed in astral form are likewise consumed when Astral Projection ends. In cases such as potions and scrolls and such, the original items still exist upon ending the spell, but all magic in them are gone. If you astrally travel to the same plane your original body is located in, the spell ends. Astral Projection cannot be cast while on the Astral Plane." It is a bit wordy, but I basically wanted to preserve the "I can adventure will almost zero chance of permanent harm" effect while preventing characters from virtually doubling their character wealth. Awaken Just add the line "Awaken cannot be cast on a creature more than once," and you should be good to go. Dimension Door Huge (unnecessary) nerf here. What happens if you have been blinded, are in an area of darkness, fog, etc. etc? This spell is supposed to offer a quick escape for wizards that find themselves in over their heads or otherwise ambushed. The spell is fine as written. Freedom of Movement A bonus equal to caster level for things like grapple is fairly useless. I would suggest something like 10 + caster level, at the very least. Gate If you are going to nerf the casting time and allow a Will save to negate the casting of a 9th level spell, you need to keep the effect of such Gated creatures being under your control. If you are concerned about PCs/BBEGs using Gate to force BBEGs/PCs to do their bidding (including killing themselves, etc) simply limit the spell to non-specific individuals. If this was the case, I would waive the Will save. Specific individuals should be able to be called, but it would be up to them if they wanted to answer the call. Harm Since Heal cannot restore more HP than you have, I would actually put the limit at negative HP. In other words, "Harm cannot reduce a creature's HP below 0." Hold Person Huge nerf to an already nerfed spell. If you insist, I would say that they get a Will save to break free if an obviously harmful action is being taken against them (or they take damage from any source) but only after the action (or damage) has taken place. Teleport Another huge nerf. I agree that it needs to be limited more than it is currently simply due to Greater Teleport being so close in level and otherwise not being fantastically better, but this is not the way to go. I recommend: "This spell instantly transports you to a designated destination that you have physically (or astrally) visited before, which may be as distant as 100 miles per caster level." Teleport, Greater As above, but you do not have to have physically (or astrally) been to the location. In such a case, you need to have at least a reliable description of the location. True Seeing I would simply amend Nondetection and state that it can defeat True Seeing unless the caster succeeds on the castor level check. Wall of Iron/Stone Your fix makes no sense if the duration of the spells remain "Instantaneous." I would either change the Duration to Permanent or otherwise add a line to Wall of Iron stating that the iron so conjured is pitted or otherwise contaminated enough so as to only be worth the amount of the material component (and that the material component can be voluntarily increased to add to the value of the resulting iron). I have never seen a problem with a Wall of Stone for building materials. |
| Szatany12-01-06, 02:34 PM | Thanks for the respone! Astral Projection: I agree that your version is better, my fix was put together in moments really and you seem to have thought about the issue in much more detail. Thanks ;) Awaken: TO be honest, I'd have to read what was the awaken abuse about exactly, and I can't find any thread about it :(. Dimension Door: I don't like it as written simply because I don't like easy ways of overcoming obstacles (like walls and such). I could add a line that when a wizard can't see, he can use the spell to teleport to random place within range, in essence simplified use of (new) teleport without error. Freedom of Movement: No it's not useless, it's just not automatic "you can't grapple me no matter what" ability anymore. Gate: I don't want to go as far as outright control, but perhaps target could be charmed by the spell on arriving...? Harm: I'm satisfied with current version of harm, no need to change anything with it anymore. Hold person: Oh, but I removed 3.5 nerf from it and instead added mine own. Most people doesn't notice that there is no more save/round in my version. Teleport: To another world-altering spell. Teleport, Greater: And with your proposed change, scry'n'die is back in action. Something I absolutely abhore and will not invite back. True Seeing: I think I'll just change it so it auto foils spells of levels 0-8 lvl. Simple and to the point. And still doesn't make epic illusionists a joke. Wall of Iron/Stone: Another possibility is to make the iron brittle and effectively useless once it's chiseled off. So the wall is conjured and not magical, it's just not made of iron that we know (it is iron from some outer plane after all :) ). Same with stone. |