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Did anyone notice those are level 2 spells for him?
Why's that? I'm just wondering. I always thought those are extremely
powerfull spells.
Shouldn't they be level 3? Is there some sort of errata or something?
Is the summoner getting them because he misses out a lot? Can someone please explain?

thanks ^^


Maxximilius wrote:

Coming from a pal, here are four partial examples taken without second thought (incomplete description and no informations on the spells, but these are all low-to-mid levels) :

Force Punch : melee touch attack, 1d4 points of force damage per level, pushes the target away in a straight line.

Fleshworm infestation : As a touch attack, the target must make a save every round or take 1d6 hit points of damage and 2 points of Dexterity damage, plus one more little debuff for 1 round.

Howling agony : Inflicts so much pain the affected creatures take a –2 penalty to AC, attacks, melee damage rolls, and Reflex saving throws. Forces a concentration check to cast spells.

Lightning arc : Generates an arc of lightning between two targets. 1d6 points of electricity damage per caster level to both targets and any creatures in a line connecting them.

These are two necromantic debuffs and two evocation spells, but there are obviously a lot more to discover. Nice book IMHO, no feeling of power creep and lots of flavor in the spells and options. :)

and witches?


Maxximilius wrote:
Moonglade wrote:

So...

is there any evocational love? Wizard love?
Cause from what I've seen, the wizard gets the fewest pages
and fewest feats.
And what about debuffs? I love spells like Touch if Idiocy.
Got any of those?
Global answer : yes ! :D

Examples?


So...
is there any evocational love? Wizard love?
Cause from what I've seen, the wizard gets the fewest pages
and fewest feats.
And what about debuffs? I love spells like Touch if Idiocy.
Got any of those?


Well, I'm not a new DM, but I mostly run low-level adventures.
Lately, we came to a point where some of the party members can fly.
By spell or a an ability.
I never really understood what are the benefits of flying.
May someone please explain them to me?
I mean, I read the SRD, I know the rules for flying.
But it's just that I don't understand it's benefit.
Can you be harmed by melee attacks?
Do you have any bonus or penalty?

If anyone can give me some explanation of flying (and levitate) and its uses, I would really appreciate it.

Thanks. :)


F. Castor wrote:

Infernal Healing: The Inner Sea World Guide, page 295.

Vanish: Advanced Player's Guide, page 253.
Animate Wind: No idea.
Burning Disarm: Cheliax, Empire of Devils, page 22.

Well those are campaign world spells (except for Vanish, which is good, I admit).

Let's keep things generic, shall we?


Abraham spalding wrote:
Moonglade wrote:

I mean, look at the magus spell list. It's got most of the useful spells covered. I mean, what's a first level wizard need that a magus doesn't have?

An "Erase" spell?

Summon monster, mount, mage armor, infernal healing, protection from evil, Endure Elements, Stumble Gap, Charm Person, Sleep, Magic Aura, Vanish, Cause Fear, Ray of Enfeeblement, Break, Animate Wind, Burning Disarm, Touch of Gracelessness

I don't know maybe one of the above... or all of them?

Mount? - magus got it.

Mage Armor - magus can -wear- armor.
Infernal Healing - What? where did you see this spell?
Protection from Alignment - The only valid point so far.
Endure Elements - So many ways to bypass the need for that spell. and cheap ones.
Sleep - ... it's only useful like... once.
Charm Person - I mean in-battle.
Stumble Gap - It's a nice spell, very situational.
Magic Aura- Very non-battle.
Vanish- What?
Cause Fear - Second valid point.
Ray on Enfeeblement - Third.
Break - I never understood that spell.
Animate Wind - again, what?
Burning Disarm - The whole question thing is getting kind of annoying.
Touch of Gracelessness - Fourth valid point.

Anyway, my true problem is that the magus gets both buffs and debuffs, most of the damage dealing stuff and even some illusions.
I can't see why an "Arcane Warrior" should have those spells and the ability to restore them after casting, and a wizard, who studies all magic his entire life can not.
It's just suprising me. I think we should have a variant or something.

BTW, a magus may even have a familiar.


Patryn of Elvenshae wrote:
Moonglade wrote:
I mean, a lot of useful stuff were given to the magus. I mean, spell recall?! why shouldn't a wizard get that?

Because they're different classes?

Why can't a wizard cast all his spells spontaneously?

Why can't a sorceror cast freely in light armor?

Why can't a magus have an arcane-bonded longsword?

Why can't a fighter make sneak attacks?

You don't have to be sarcastic.

Thematically speaking, a wizard is more suitable for this ability -thematically- than the magus.

BTW
Sorcerers in light armor?
Can be done.
Magus with arcane bonded longsword?
Look at the archetypes.
Fighter with sneak attacks?
Really?
I mean, really? that's not thematically appropriate.


I mean, look at the magus spell list. It's got most of the useful spells covered. I mean, what's a first level wizard need that a magus doesn't have?
An "Erase" spell?


I mean, a lot of useful stuff were given to the magus. I mean, spell recall?! why shouldn't a wizard get that?
Or a sorcerer?
I just think, and I dm mostly low-level and low-magic
that the magus will outshine every possible class I have.


Am I the only one wondering if this class outshines the arcane spellcasters early on?


Okay, some background:
My players don't want to be casters anymore. I would normally won't have a problem with that, but I think I should do some encouraging... you know, each group has some roles to fill.

Anyway, my players are extremely bummed about spell resistance. I kind of agree. They like to be blasters+utility wizards, they hate summoning. They prefer being Gandalf-like XD

So, I thought maybe if I let spell casters add their spell casting attribute to overcoming spell resistance it would somewhat motivate them without breaking the game.

(I should mention that my campaign world lacks attribute enhancment magic items.)

any other ideas? And what about mine?


clearing things out:
the characters are level 5. and they are dealing with epic evil. The best they can hope for is stealing the artifact and destorying it.


Actually, they themselves told me they like it. They like the sense of impending doom, my apocalyptic storytelling. I do supply a few light-hearted moments, a lot of romance and just amazing dialogues and characters, but the main thing that happens to the world is that evil is at it's neck. My campaign world is about the dissonance of the light-fairytale-like surrounding and atmosphere to the gloom and dreadfull reality of the world.


Hey guys, I'm in need of some assistance.
My current campaign revolves around an artifact, I'll explain it fully:

The three characters are:
A tiefling monk, who was abandoned fron a neighboring nation and was forced to slavery in the Keledine Mines, until some explosion happened and he transformed from a human to a tiefling. He's got nowhere to go and stuff.

The other is another tiefling, but he's a mage. He went to the Keledine Mines to gather some resources for his little studies in the mage's guild. The explosion happened, and he was transformed into a tiefling, which are considered abominations in my campaign world, and no one lends them a hand or something.

The third is an elven murderer who cares for nothing but himself, the monk subdued him and forced him to work for them, which kinda works out for him, because he's inlove with the monk.

Anyway, they went to the Sanctuary, the land on which the Parthenon is build on, and by law they must be treated as equals and be shared with food and water. After a few days there, a troupe of paladins from the barony of Conaminster, a really fanatic city, worshipping Lathander, the god of light and healing, entered the land and declared about a village to the south which worships Rovagug, and must be destroyed.

The characters agreed to look into the village and find out what happens there. They found out the people were doing nothing wrong, worshipping Rovagug, but not evil-doing or something. They even befriended a bit with the old high priestess.

On their way, they saved a woman which turned out to be the daughter of the baron of Conaminster, Alicia.. The tiefling monk fell inlove with her, and taken her virginity. After a while they met the head of the paladin order, Deredus, which happened to be the husband of the Alicia.
He was so nice and befriended them, and the monk felt just so bad for doing this.

They went to Conaminster and declared their findings, and the paladins decided they should still disband that village. The monk felt it is wrong and rode to the village to warn the people. When he arrived he discovered that the old high priestess is actually a powerful Devil, using the faith to power herself, transforming the citizens into demons. She had amazing power, and slaughtered the entire army of paladins that came to disband the paladins, then opened a portal to hell (Oblivion style) and vanished. The characters closed the gate a banished the demons.

Later on, the mage started to get visions in his dreams about Deredus's soul being trapped in a shadowy plane, and he told him the only way to save him is to summon his spirit and bind it to the material world. The mage was convinced and convinced the entire group to go out to get the materials for the ritual to summon the soul.

After gathering the materials, they decided to summon the soul to the temple of Lathander in Conaminster. After the summoning happened, they discovered it was actually the she-devil, manipulating them to summon her again, she needed something in the temple. An ancient sword, blessed by Lathander himself- called the Sword of Mercy.
A sword of light and healing, never willing to strike an opponent dead, always subduing, and other stuff.
The devil twisted the sword to a Sword of Slaughter, and demolished entire Conaminster.

Now the characters need to destroy the sword, which grants the devil tons of power. Any ideas?

Thoughts on the story line will be appreciated. :)


SmiloDan wrote:
Moonglade wrote:
I'm suprised nobody mentioned His Dark Materials trilogy, Smoke and Mirrors, Coraline, Wicked, Black Sun Rising (By C.S Friedman) and Mists of Avalon.

Smoke and Mirrors and Coraline are by Neil Gaiman, and fall under my suggestion to read everything of his--including his shopping list and post-it notes!

Smoke and Mirrors is really, really good. Lots of great ideas.

Smoke and Mirrors is absolutely brilliant,

And the Graveyard BOOK!


I'm suprised nobody mentioned His Dark Materials trilogy, Smoke and Mirrors, Coraline, Wicked, Black Sun Rising (By C.S Friedman) and Mists of Avalon.


In my campaign setting, mages (arcane spellcasters) are rare and chosen people, selected by the gods above or taint in they're blood. Mages are raised in circles, very much like dragon age's, and mages outside of the circle are heretics that getting burned on a stick.

In my campaign world, mages are shapers of reality, ones that people fear and worship as gods. Sometimes a mage does venture outside a circle and because of his training and pious religion (my world is extremely religious) he may become a trustworthy member of society.

I want something that's similiar to spellfire but only a lot weaker, to show they are "Chosen", they are "Gifted".
In my world being a mage is really a pain in the ass, and being a divine caster really isn't.

So I'm asking for advice about how to scale the power level of this ability waaaaaay down so I could have my mages deal with it.

(And as I mentioned, the magic in my world is the living energy of everything, it is contained by the smallest of rocks, a plant, a cat, a person, a demon or even a greater god.)


Calixymenthillian wrote:
Kthulhu wrote:
Really, the only thing overpowered about it is the ability to stand there and ignore spells that an enemy spellcaster is hurling at you. Otherwise, you're just a weak version of the 3.5 warlock with a massively weak and limited channel positive energy ability.

Indeed, a spell of the equivalent level is almost always better... except when you want to play a blaster against creatures with SR.

Moonglade wrote:

Okay, but I want to add it to the exsiting arcane casters.

Just for the fluff of them manipulating raw energy around them.

Is it weak enough not to be ground-breaking?

I don't think it would be unbalancing once the spell absorption is removed, and a cap on the number of levels which can be spent at once is implemented (10d6 at first level is a little much).

So, got any idea for the cap?


Kthulhu wrote:
Really, the only thing overpowered about it is the ability to stand there and ignore spells that an enemy spellcaster is hurling at you. Otherwise, you're just a weak version of the 3.5 warlock with a massively weak and limited channel positive energy ability.

Okay, but I want to add it to the exsiting arcane casters.

Just for the fluff of them manipulating raw energy around them.

Is it weak enough not to be ground-breaking?


Calixymenthillian wrote:
Moonglade wrote:

So, if I add this option by canon to the wizard class, would it make it too powerful? If it does, should I restrict it? Maybe the spell levels can be gained only through meditation or something and you can't absorb spells? Cause the absrobtion is really badass.

and my campaigns are always low-to-mid level.

I guess if you restrict it to only gaining spellfire-levels through meditation (and giving up your own spell slots to power them), with the additional limit that you can spend a maximum number of spellfire-levels in a given action equal to your caster level, then it wouldn't be much of an issue to give it away for free.

On the other hand, arcane casters already have plenty of toys, are you planning to give the other classes something new too?

It's mostly for fluff.

and the other classes always get better things from me. XD
What if I do your maximum storage is equal to your caster level, and per blast/heal you can only use one level per 4 levels of your spellcasting class?


Kthulhu wrote:
I'd maybe make this a new feat, requiring Arcane Blast as a pre-requisite. It won't be overpowered by the time you can access it, but it still could be useful.

I want it to be utilized to low level casters, for the theme "Magic is life, Magic is raw energy.".


Calixymenthillian wrote:

It's basically equivalent to a free, unlimited supply of Rod's of Absorption, with the exception that there are penalties to having more stored charges than your constitution score, and you can't use the charges to power your own spells.

At low levels the 1d6 damage/spell level is very powerful, but at higher levels you've got much better options.

So, if I add this option by canon to the wizard class, would it make it too powerful? If it does, should I restrict it? Maybe the spell levels can be gained only through meditation or something and you can't absorb spells? Cause the absrobtion is really badass.

and my campaigns are always low-to-mid level.


Spellfire does this:
It's raw energy, maximum levels of this energy is equal to your constitution.
You get the energy by absorbing spells, you can absorbs spells by readying a standart action before someone casts a spell that targets you.
by doing that, you absorb the spell and the spell is completely nullified, you gain as many levels of spellfire equal to the spell level you absorbed.

You can use this energy to shoot spellfire energy blasts dealing 1d6 per spellfire energy level used, reflex saves half, this is half fire damage half raw magic damage.

You can also heal someone by two points per spellfire energy level spent.

I think ITS wayyyyyyy powerful, especially the part of the damage and the absorbing spells.


I always found the spellfire wielder feat from Magic of Faerun, very good thematically for arcane casters, but really sucks when it comes to power scaling. I mean, I can't comprehend if it too powerfull for a character to have.

I'm the DM in my party, and it always seemed really powerfull for me, I'm afraid that if I'll make it legit, the non-arcane classes will be made obsolete.

So, I'm begging for advice. What am I doing with this feat? Should I put it in my game with boundries? Maybe drawbacks?
Maybe I can make it a standart for arcane casters? (In my game, Magic is very much like the Weave, Fade and Force of other media fantasies/sci-fies. It's the power of life, concecrated, and manipulated by beings sesnitive to it.).

It would be awesome to have a reply. :3