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Post by olwentheold on Sept 4, 2006 20:41:35 GMT -5
Please take note that the following spells have been modified on FRC.
Darkfire, Flame Weapon, Greater Magic Weapon, Keen Edge: 1 turn/level.
Magic Vestement: 10 turns/lvl
Find Traps: Only detects traps, will not destroy them
Gate:
LE summons a Pit Fiend CN and N summons a Death Slaad Lord LN summons a Marut Good summons an Astral Deva
//edited: made a mistake with the duration, updated.
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Post by soulfien on Sept 4, 2006 20:56:51 GMT -5
If I may, DM Ainur, I'd like to point out that these spells can no longer be scribed onto scrolls nor can they be brewed into potions now that they've been altered. Don't want anyone inadvertantly wasting their gold or experience points
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Panros
Old School
Sneak Attack - Reach out and touch someone.
Posts: 479
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Post by Panros on Sept 4, 2006 21:03:59 GMT -5
1 turn per Lever - is that your total level or your spellcasting level?
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Post by olwentheold on Sept 4, 2006 21:52:50 GMT -5
1 turn per Lever - is that your total level or your spellcasting level? Caster's level
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Post by olwentheold on Sept 4, 2006 22:20:25 GMT -5
If I may, DM Ainur, I'd like to point out that these spells can no longer be scribed onto scrolls nor can they be brewed into potions now that they've been altered. Don't want anyone inadvertantly wasting their gold or experience points Oh? Thanks for the tip.
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Post by heimdall on Sept 5, 2006 4:40:20 GMT -5
I can still brew them with my mage character. Granted, he IS exceptional.
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Post by Dachshund on Sept 5, 2006 7:23:44 GMT -5
What about the duration of summoning spells? As it is now I believe they last 1 round /level. Can they be altered to perhaps 1 turn/level? ;D And what is the duration of Gate? EDIT: Can we please have a full list of altered spells?
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Post by glittereye on Sept 5, 2006 10:31:24 GMT -5
Was Find Traps changed too?
Last night my party was ambushed and after we set off a nasty electrical trap I used a scroll of Find Traps.
Instead of removing the traps, it let me see them. I don't think the rest of my party was able to see the traps either.
I'm not complaining this is actually more realistic. I was just wondering if this was a new change or if it was because a player set the traps.
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Post by Dachshund on Sept 5, 2006 10:54:41 GMT -5
It's a new change. And you're right... you are the only one who can see them.
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Post by Munroe on Sept 5, 2006 13:57:27 GMT -5
I always wanted to be able to summon an Astral Deva, but how does it compare with a balor? Astral Deva seems a rather low-level creature for Gate.
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Post by soulfien on Sept 5, 2006 15:45:12 GMT -5
it's compensation for good alignments getting an archon
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Post by Munroe on Sept 5, 2006 17:53:56 GMT -5
What's compensation for good alignments getting an archon? He didn't post a change to Planar Ally.
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Post by soulfien on Sept 5, 2006 19:35:25 GMT -5
Gate, my friend... he was talking about the spell Gate.
Specifically how a Diva is weak compared to a Pit Fiend which is summoned by an evil PC.
That is compensation for a Good Aligned PC summoning an Archon.
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Post by heimdall on Sept 5, 2006 20:30:11 GMT -5
What about the duration of summoning spells? As it is now I believe they last 1 round /level. Can they be altered to perhaps 1 turn/level? ;D No. We're trying to discouage the one man army as it is, and increasing the duration of summons (already too long imo) would only encourage them. So be sure to thank all the mage/sorcerers and cleric/druids who summon their familiars and creatures and run amuk soloing...for they are hosing this up for the rest of you. This thread is the list. Currently (to the best of my knowledge) only the spells listed in Ainur's original post contains the spells that have been altered...at this time.
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Post by olwentheold on Sept 5, 2006 21:06:50 GMT -5
I always wanted to be able to summon an Astral Deva, but how does it compare with a balor? Astral Deva seems a rather low-level creature for Gate. All summons are comparable, rated CR 15-16.
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Post by soulfien on Sept 5, 2006 21:52:31 GMT -5
actually, Heimdall, a wizard/druid HAS to use their famliar in combat as an army. If you can suggest a way to RP with a familair outside of combat (and no, RP'ing outside a town or city in an area with no monsters doesn't work- Bored DM's will always show up to toss a dragon at you- happened to me twice ) then I will be eternally grateful to you! Outside of a wizard's tower there is no way to ever be with your familiar unless you're killing something.
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Post by heimdall on Sept 5, 2006 21:55:18 GMT -5
I use my familiar to scout out areas and spy on people. It has honestly gotten more RP than my character as I am maintaining a low profile for the time being. It's amazing the things I've learned through it's eyes though. What a wizard/druid SHOULD do is maybe team up with a couple other players and form a party for extended travels.
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Post by Dachshund on Sept 5, 2006 23:44:45 GMT -5
Add to original post... Summon Creature lasts 1 round/level.
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Post by DM Grizwald on Sept 6, 2006 0:41:23 GMT -5
So the familiar has not been altered?
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Post by heimdall on Sept 6, 2006 0:58:44 GMT -5
Not yet... *shifty eyes*
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Post by DM Grizwald on Sept 6, 2006 1:05:38 GMT -5
if familiars are modded. i wonder if its possible to make it so that we druids can posess our familiars?
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Post by heimdall on Sept 6, 2006 2:07:43 GMT -5
I'm wondering if it's possible that the Acid Splash and Electric Jolt can be made to do 1d4+1 pts of damage? Seems the only Cantrip folks seem to choose is ray of frost...simply because 2-5 dmg is a better deal than 1-3 dmg any day of the week.
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Post by olwentheold on Sept 6, 2006 2:28:32 GMT -5
Hmm this thread is becoming somewhat cluttered, I'm going to start a new one for the spells that have been modified and lock it for reference only. Continue your discussion here
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Post by Munroe on Sept 6, 2006 14:37:17 GMT -5
I'm wondering if it's possible that the Acid Splash and Electric Jolt can be made to do 1d4+1 pts of damage? Seems the only Cantrip folks seem to choose is ray of frost...simply because 2-5 dmg is a better deal than 1-3 dmg any day of the week. Ray of Frost should be modified to 1d3 as it is supposed to be, not the others modded up. As for Astral Deva compensating for the good characters getting an archon for Planar Ally, the two can't be summoned at once, so it can hardly be called for balancing. I've always hated that Planar Ally gives an LG celestial to any good aligned character. Why would a CG cleric always call an LG celestial? Of course, given the description of Planar Ally and the HD of an Astral Deva, a cleric would have to be fairly high level before being able to call an Astral Deva with planar ally.
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Post by soulfien on Sept 6, 2006 15:44:47 GMT -5
well, regardless, planar ally is very unbalanced for Good, Neutral, and Evil.
Neutral and Evil get creatures that continuously blast foes with spells- usually hitting the rest of the party. They hang back and blast away and their combat is weak.
A good wizard gets a virtual tank! After the archon casts 3 lightning bolts it jumps into the fray with its enchanted blade and wreaks havok! (Greater Magic Weapon, Flame Blade, and Keen Edge along with all the other buffs makes this 1 hour per level tank a monster!)
An archon can take out an adult dragon since it already does fire damage to evil creatures that stacks with flame blade. Once a good aligned PC makes lvl 11 he's got himself a loyal fighter.
The other alignments don't come close to getting that much power.
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Post by gathera on Sept 6, 2006 20:54:56 GMT -5
Yes however neutral (maybe) and evil aligned characters have access to Animate Dead (more useful at lower levels) and Create Undead castings. Yes I quite agree the summoning called forth from the Planner Ally spell is terrible for evil aligned. More useful for show than anything else. Neutral...don't know so no comment. If the issue is to balance out the creatures then change the undead created from a spectre to something else. Lesser Planar ally for "good" alignments, the Lantern Archon is not really useful. It is rather quirky sometimes casting spells some times not. The Red Slaad is likely the best of the three. Imps ... well have to test run those in the future, so no comment yet.
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Post by Dachshund on Sept 6, 2006 23:39:18 GMT -5
I've always thought the pick lock ability of the Planar Ally summoned Slaad was very useful. A tank isn't always needed.
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Post by DM Justicar - Creator of FRC on Sept 6, 2006 23:46:10 GMT -5
*sees pandoras box*
*smiles*
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Post by Pookey on Sept 7, 2006 6:45:08 GMT -5
If you really want to revamp Planar Binding/Ally, perhaps these will work. From another server. This makes it easier for clerics if they have the XP and Gold to make the Planar Ally, and hard for Mages who don't have awesome charisma or are Conjurers with Spell Focus. The intention was to make Planar Bindings hard and more in line with the 3.5 ruleset. The thinking was that a cleric was summoning an ally who was a willing helper, while a mage was binding something, probably against their will.
+Planar Ally (one 12 HD creature): Planar Ally-1200gp for 1hr/lvl 600gp for 1min/lvl. 250xp cost.
+Planar Binding (one 12 HD creature) The planar binding spells require a magic circle against alignment spell, and then affords the summons a will save, a spell resistance check, and then a charisma check. If it fails all three then it is yours to command. Otherwise it disappears after ten seconds. Ally/Binding Summons Lawful Good: Trumpet Archon (Archon from Celestia) Neutral Good: Leonal (Guardinal from Elysium) Chaotic Goood: Ghaele (Eladrin from Aborea) Lawful Neutral: Kolyarut (Inevitable from Mechanis) Neutral: Culprilach (Rilmani from the Outlands) Chaotic Neutral: Gray Slaad (Slaad from Limbo) Lawful Evil: Erinyes (Devil from Baator) Neutral Evil: Nycaloth (Yugaloth from Gehenna) *** Chaotic Evil: Vrock (Deamon from the Abyss) **** cleric version: yugaloth has a 25% chance of turning and attacking the summoner instead +Lesser Planar Binding (summons a 6 HD creature) Lawful Good: Hound Archon (Archon from Celestia) Neutral Good: Avoral (Guardinal from Elysium) Chaotic Good: Bralani (Eladrin from Aborea) Lawful Neutral: Zelekhut (Inevitable from Mechanis) Neutral: Ferrumach (Rilmani from the Outlands) Chaotic Neutral: Red Slaad (Slaad from Limbo) Lawful Evil: Barbazu (Devil from Baator) Neutral Evil: Canoloth (Yugaloth from Gehenna) Chaotic Evil: Babau (Deamon from the Abyss)
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Post by soulfien on Sept 7, 2006 15:19:21 GMT -5
*sees pandoras box* *smiles* *notices Justicar smiling off in the shadows and grins slightly*
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