I ask, since burning hands says: "Flammable materials burn if the flames touch them", so if I catch, say a goblin's tunic on fire, and they somehow didn't die from the initial casting, would they then take residual fire damage. And then, what, if anything, that I might encounter would be catchable? Is leather armor flamable? Fur? I suppose the easiest answer would be leaving it up the DM. My main concern was, if residual effects (such as being on fire) do bad things, if the other elements would then have effects that cause bad stuff to happen.
I cannot seem to see any text from my original post, so apologiees if this is a double post. My question is multiple parts: Does the setting of fire to burnable materials caused by spells like fireball and burning hands cause continuous damage? Two, does using elemental spell to make burning hands or fireball into acid, cold, or electricity then have an effect along the lines of fire setting things on fire? Three, if I change a spell element to fire, would that set things on fire?
This is actually a two part question, the first part just occurred to me as a consequence of the second part. So, certain spells (such as burning hands and fireball) say they ignite flammable materials, does that mean I can set my enemies on fire, and that would deal continuous damage until they extinguish the flame? Part two, and what I was originally posting about, if I use elemental spell to change a spell like burning hands in to an acid spray, would that acid then have any continuous effect similar to the previously mentioned catching on fire? What if I made it a cold effect and had freezing hands, would that be able to coat my foes in ice, doing any additional effects? I didn't find anything to really address the second part from a cursory google search and looking at the APG FAQ, since the first part just occurred to me, i've yet to actually look. Thanks for your assistance.
The intent was for any caster class (Wizard, Sorcerer, Cleric, oracle, etc.) If they have spell slots they can channel some of their raw magical energies into a weapon and then use that to make ranged attacks more in the flavor of 'magic' than generic ranged weapons that are more suited for martial classes. The idea came to me, primarily from Dragon Age, but the more I thought about it, the more I thought a primarily magic using character firing a crossbow looked silly, in my opinion. I like the ray of whatever idea, though, will have to pull that for my group. My basic concept here though is just to give a flavorful weapon, not a particularly powerful one. Magic users already have their magic. I get force is considered more powerful than elements, but the elements are there, again, just for flavor.
The intent here is to turn an item into a weapon for ranged attacks usable by casters, providing more flavor than crossbows and slings. Some properties of these weapons: -Uses caster's casting stat for ranged attack bonus, instead of dexterity. Melee attacks still rely on strength. -'Charged' with the caster's spell slots for use. -Weapons enhanced in this way are still usable by non-casters, but can only be charged by a caster sacrificing specified spell slots, and using the ranged attack still uses the wielder's stat that matches the last charger's casting stat. (Essentially, say Wizard A makes a casting weapon and hands it off to Fighter B, if Fighter B wants to use the casting ranged attack he uses his INT modifier for determining ranged attack bonus) -Materials used are gemstones worth specified amount, weapon must be able to have this stone magically grafted somewhere on it (pommel-stone, tip of quarterstaff, etc.) -No critical hit multipliers for casting weapon cast attacks, HOWEVER if a melee weapon enchanted in this manner is used, and successfully lands a critical hit when used in melee, expend one charge and unleash one charge worth of energy and associated damage. This extra damage does NOT get a critical multiplier. Basic Cast -Type-less, generic, 'magic energy' attack
Basic Elemental Cast -Attacks with elemental energy, selected at charging
Advanced Cast -Attacks with non-elemental, force magical energy
Advanced Elemental Cast -Attacks with elemental energy, selected at charging
Expert Cast -Attacks with non-elemental, force magical energy
Expert Elemental Cast -Attacks with elemental energy, selected at charging
The low front-end cost for the most basic cast is to make this accessible to low-level casters, that and you are essentially always making a down-payment on it, by having to sacrifice spell slots to use it. So, that is my idea, let me know what you all think.
Cyrad wrote:
Yes, exactly what I was saying. spontaneous casters are getting an ever shorter straw if you allow normally prepared casters to go spontaneous as well. I haven't even looked at 5th edition, just recently started getting in to pathfinder personally, so i'm going to enjoy it for awhile first. I like what you said there at the end though, about the boosts spontaneous casters get in 5th ed., however. If those were also added I think it might balance out a little better.
The way I am reading your houseruled spell selection is turning all spellcasters into some hybrid of a spontaneous/prepared caster. I select the spells I want available that day, and then cast them however I desire from my slots. If that is a correct assessment, why do that? Seems like it removes the flavors from spontaneous and prepared casters in favor of homogenization of the two. Edit: What I am saying is, it appears you are taking from the sorcerer/oracle one of their advantages to give it to a wizard/cleric. So now the wizard/cleric has both balls and the sorcerer/oracle gets... What?
I actually like the idea behind giving arcane casters a weapon that functions like the staffs in DA2, bummer you are developing it solely for wizards though. Only problem I can see with such an item, in general, is it would kind of kill the purpose of a damaging cantrip such as acid splash or ray of frost since a weapon would pretty much need to do more damage than 1d3 to be at all viable.
I want to open by saying thank you to everyone whom has thus far helped me work the balance on this little project thus far. Your contributions have been immensely helpful in getting this playable. We are now past the prototype stage but I don't yet know if it is ready for play. I took the ideas that were not further challenged from the last thread and combined them here on a relatively clean slate; Without further ado, I present the alpha concept: Quote:
For the interested who don't want to dig, here is where we started at: Force bloodline initial:
Force Bloodline
Through you courses the raw power of force, possibly stemming from magic-touched, excessively forceful ancestors, or other mages whom favored the power of force themselves. This power manifests itself as a talent for force magic, which you cast enhanced above those same spells from your non-force-filled peers. Class Skill: Perception
Wave of Force (Sp): Starting at 1st level, you can unleash a wave of force as a standard action, hitting any foe in a 20 ft. cone shaped burst in front of you. This wave deals 1d6 +1 damage for every two sorcerer levels you possess. At 5th level this wave is enhanced as if by the Toppling Spell Metamagic feat. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Force Field (Sp): At 3rd level you gain the ability to cast a Force Field which grants total cover until the start of your next turn. It also functions as the Shield spell for this short duration. This is an instantaneous effect and can be used in response to an attack. You may use this ability once a day at 3rd level. You gain an additional use of this spell-like ability every further 4 levels of sorcerer (7th, 11th, 15th, and 19th). Auxiliary Battery (Su): At 9th level when you cast a spell that involves missiles of force (Magic Missile, Greater and Lesser Missile Storms) the amount of missiles you launch are increased by a factor of 50%, rounded down. This allows you to fire more missiles than those spells parameters would normally allow. Overwhelming Force (Su): At 15th level all force spells are enhanced as if by the Toppling Spell Metamagic feat when you cast them. This supernatural ability does not increase the spell casting time or use a higher level spell slot. Maximum Potential Force (Su): At 20th level your mastery of force is fully realized. When you enhance a spell with the Force descriptor using Metamagic Feats you increase the total spell level by 1 less than the end sum that your normally would (a 1 level adjustment is 0, a 2 level adjustment is 1, 3 becomes 2, and so on); this ability can NOT decrease a spell level beyond where it starts at however (NO using a +0 Metamagic Feat to take a 4th level spell down to 3rd level, for instance). Lastly, the two spells added for use of this bloodline, but can also be adopted by, near as i figure, any arcane caster: Quote:
I feel it is pertinent to note the idea here is to make a useful bloodline, not a must have bloodline, but I was shooting for something about on par with Arcane and Fey for overall usefulness, since those seem to be universally regarded as the best. But I wanted it to be more useful than the elemental bloodlines, which are typically panned from the reviews I read. Finally, for the interested: Thought process behind the different elements of the bloodline: Diplomacy class skill: You have a force of personality, not quite as good as a cult of personality though. Bonus spells: Spells that already are of the force descriptor, except for knock which as written struck me as something that could easily be interpretted as forceing a lock/door open, and the missile swarm spells pulled from NWN because, honestly, I just really wanted a spell to shotgun a bunch of magic missiles. if you ever played the game and saw the effect you might understand, or you can just look here. Bonus Feat Selection: The theme here was, as is with every bloodline I observed, feats that seem to go with the bloodline's theme. Bloodline Arcana: Essentially the arcana from primal elemental, but slightly tweaked because there are not as many damaging force spells as elemental spells Wave of Force: Remove the damage altogether and focus on clearing things from meleeing with you, in a path that mirrors Dragon claws (in that they get better at melee, but this instead gets better at clearing you from a melee) Force Field: Taking the advice that makes sense, and pump up your force defense, and tossing out the instant, one turn shield. This actually strikes me as more useful this way, if not quite as cool as raising an instant defense. Explosive Force: Many people insist the bloodline needs a straight blast, so I was trying to figure out how best to deliver it. Then it struck me, take a single meteor from meteor swarm as the delivery vehicle, make it a magic missile that explodes, and can be aimed at things instead of just creatures. For balance reasons, it does not unerringly strike, and reflex saves can be made against the explosive force area effect. Overwhelming Force: This was discussed, and struck me as a pretty good idea. I mean, with the 4th and 6th level spells you get being essentially pumped up magic missile, it would seem kind of pathetic to be completely negated by a 1st level spell. Thanks to Abraham Spalding for suggesting the anti-magic part, since that never even crossed my mind. Maximum Potential Force: Honestly, I think this is great as far as metamagic goes for theme, because you can choose how best to enhance your force spells (and only force spells, obviously) whether quickened, dazing, maximized, empowered, toppling, stilled, silent, or any combination thereof, and it takes 1 off the total level adjustment.
I like to roleplay, even when just thinking to myself, when I wrote: "Through you courses the raw power of force, possibly stemming from magic-touched, excessively forceful ancestors" I was picturing a very pregnant barbarian hit with a force spell of some sort, and the magic leaked into her womb, touched the baby, and the tribe was very surprised by the birth of a sorcerer.
kydeem, to such a GM I would point to these examples: Quote:
and thus submit that my own flavor text: "Force Bloodline Through you courses the raw power of force, possibly stemming from magic-touched, excessively forceful ancestors, or other mages whom favored the power of force themselves and the magic leaked into the blood. This power manifests itself as a talent for force magic, which you cast enhanced above those same spells from your non-force-filled peers." or even the examples provided by Goth Guru are fairly in line with the official explanations for some of the bloodlines. Your family looked through a telescope and now you have sorcerer abilities? I find that harder to believe than what I wrote (not to toot my on horn)
I look at it as, every bloodline can do something different from others. An elemental fire sorcerer has his own powers, he doesn't have the aberrant's reach, dragon's claws, destined's rerolling, etc. Speaking of, for thematic reason's I am currently running a primal elemental fire Ifrit sorcerer, even though it is consistently rated as chronically underpowered, compared to the arcane and fey bloodlines especially (though being an Ifrit, and using the primal fire instead of normal helps somewhat), for thematic reasons. Which is the gist of why I wanted to make this sort of bloodline: thematic reasons. I want to play a character in the future who specializes in force, like my current character specials in fire. I could have just ran it by the DM, and since he is a big fan of playing half-dragons himself when not DMing because he loves the power, I probably could have gotten away with the prototype in the OP, but I actually do NOT want to play something that is hilariously overpowered, which is why i registered to run it by this forum, since it is about the closest thing to experts as I have access to. I have appreciated all the very helpful feedback I've received thus far.
I'm Hiding In Your Closet wrote:
Looks like some Castlevania: Symphony of the Night
Thanks for that ever-so-constructive criticism. P.s. you missed the part further in the discussion where I said I wasn't in love with Perception as a class skill, and in fact suggested Diplomacy instead, which would use your 'force of personality'. P.p.s. Also, spell resistance works against force, so there is that. Enjoy being your tables' dictator.
Fly is also already sorcerer class skill, Bandw2. Funny thing, I considered briefly Levitation for the second level bonus spell, but it just didn't strike me, personally, so much as 'force' as Knock did, (explained above). So let me tackle possible fixes, based on Abraham Spaldings skeleton there: Quote: Wave of Force (Sp): Starting at 1st level, you can unleash a wave of force as a standard action, hitting all creatures in a 15 ft. cone shaped burst in front of you. This wave deals no damage but does make a trip check against all targets, using your caster level plus your casting ability score bonus. This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. At 5th level your trip attempt adds an additional +5 bonus, at 7th level this ability allows you to make this trip attempt against creatures that are up to two size categories larger than you, at 11th level the bonus to your trip attempt becomes +10. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Justification: Remove the damage altogether and focus on clearing things from meleeing with you, in a path that mirrors Dragon claws (in that they get better at melee, but this instead gets better at clearing you from a melee) Quote: Force Field (Sp): At 3rd level your manipulation of force effects for defensive purposes is enhanced. Whenever you cast a spell that improves your AC with the force descriptor, enhance it by an additional +1 on top of whatever the spell would normally give you. If you cast such a spell with metamagic effects that would further improve the AC (such as Empower Spell), those effects are applied to the total after you add your Force Field effect. This bonus to AC increases by an additional +1 at level 9, and again +1 at level 13. Justification: Taking the advice that makes sense, and pump up your force defense, and tossing out the instant, one turn shield. This actually strikes me as more useful this way, if not quite as cool as raising an instant defense. Quote: Explosive Force (Sp): Starting at 9th level you fire off a single missile of arcane energy that streaks towards the target you designate. This missile can be directed at a creature OR tile. If you aim it at a specific creature, you may make a ranged touch attack to strike the target with the missile. If the creature is struck it takes 1d6+2 points of magic force damage and takes a –4 penalty on the saving throw against the missile's explosive force damage. If the missile misses its target, it simply explodes at the nearest corner of the target's space. The explosion of the missile deals 1d6 points of force magic damage per sorcerer level, reflex save for half, to all creatures in a 20 ft. radius. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a medium range (100 ft + 10/level) Justification: Many people insist the bloodline needs a straight blast, so I was trying to figure out how best to deliver it. Then it struck me, take a single meteor from meteor swarm as the delivery vehicle, make it a magic missile that explodes, and can be aimed at things instead of just creatures. For balance reasons, it does not unerringly strike, and reflex saves can be made against the explosive force area effect. Quote: Overwhelming Force (Su): At 15th level all force spells you cast are able to punch through effects that would halt the advance of casters less practiced in force than yourself. Your missiles of force punch through the Shield spell (and other spells that would normally block the missiles), and your other force effect spells work even in anti-magic fields. Justification: This was discussed, and struck me as a pretty good idea. I mean, with the 4th and 6th level spells you get being essentially pumped up magic missile, it would seem kind of pathetic to be completely negated by a 1st level spell. Thanks to Abraham Spalding for suggesting the anti-magic part, since that never even crossed my mind. Quote:
Justification: Honestly, I think this is great as far as metamagic goes for theme, because you can choose how best to enhance your force spells (and only force spells, obviously) whether quickened, dazing, maximized, empowered, toppling, stilled, silent, or any combination thereof, and it takes 1 off the total level adjustment. But, I think it is incomplete. Abraham suggested an "AND defensive bonus/high level ability", and honestly I am just tapped for ideas on that at this point.
You mentioned about "why Knock?" as a spell, Zswordsman, allow me to explain my reasoning. Knock, as I read it, does not explain what opens the thing you are attempting to open with it, merely chalking it up to "magic, that is why". So I figured there wasn't much harm in chalking such a thing up to a force effect. Your magic forces the door/lock/chest open. Perception as a class skill, I could pull out some semi-sensical fluff to explain why such as, lets say;
Quote: Because of your bloodline's unique relationship with the forces of the world, you are better able to perceive outside factors exerting upon it Just off the top of my head. I know Perception is pretty much one of the best, must-have skills. If making it class skill makes the bloodline too powerful, I am not so in love with it that I couldn't replace it with something which has the fluff make more sense. Actually, as I write it now, what about Diplomacy? You already have a forceful personality, after all.
Possible fix for the spells converted from Neverwinter Nights for this bloodline, though I would also think the spells should be available to other arcane casters? Or no? Quote:
Since they are essentially enhanced magic missiles from my understanding of the source, I figured modifying magic missile from PFSRD would be applicable. For those interested, source:
I was considering adding to the 15th or 20th level ability, that the missiles punch through the shield spell since, as is, it would appear that the Shield spell would still block either one, but I want to hold back til some other people tell me whether that would be too powerful. I was trying to make a good bloodline, but not something that is more "must-have" than the already widely considered best that is Arcane bloodline.
Okay, so the first thing is, thank you for pointing it out, "gargantuan" is vague, so I actually looked up what the game meant by that: http://nwn2.wikia.com/wiki/Area_of_effect Specifically: Area Meter Feet
When designing the first level ability I was trying to make something that would still retain some modicum of use after the first handful of levels, as the reviews of sorceror bloodlines I had read labeled the different elemental rays as nigh-useless. So, when writing it up, I was kind of shooting for a force version of burning hands, but as a spell-like ability. Would lowering the damage to 1d4+1 per two sorcerer levels in a 15ft cone that affects all targets (ally or enemy) balance it out more? So it would then read:
Quote: Wave of Force (Sp): Starting at 1st level, you can unleash a wave of force as a standard action, hitting all creatures in a 15 ft. cone shaped burst in front of you. This wave deals 1d4 +1 damage for every two sorcerer levels you possess. At 5th level this wave is enhanced as if by the Toppling Spell Metamagic feat. You can use this ability a number of times per day equal to 3 + your Charisma modifier. The rest of the feedback I need to mull over, adjust fire, and get back to it later when my wife isn't trying to push me out the door. To everyone I would say thanks for the feedback thus far though.
For a few days I've been visualizing a sorcerer bloodline that would be like a pathfinder, bloodline version of the D&D force Missile mage. I saw a thread in conversions that further inspired me, but as I began writing this up, I felt the concept could be expanded to force magic as a whole. So this is the end result, I would love some constructive criticism, thank you in advance. Force Bloodline Through you courses the raw power of force, possibly stemming from magic-touched, excessively forceful ancestors, or other mages whom favored the power of force themselves and the magic leaked into the blood. This power manifests itself as a talent for force magic, which you cast enhanced above those same spells from your non-force-filled peers. Class Skill: Perception Bonus Spells: Magic Missile (3rd), Knock (5th), Force Punch (7th), Lesser Missile Storm* (9th), Wall of Force (11th), Greater Missile Storm* (13th), Mage's Sword (15th), Telekinetic Sphere (17th), Crushing Hand (19th). (*Spells converted from Neverwinter Nights source, see below) Bonus Feats: Great Fortitude, Iron Will, Skill Focus (Perception), Spell Focus, Spell Penetration, Toughness, Empower Spell, Spell Perfection (Bloodline Spell ONLY) Bloodline Arcana: Whenever you cast a spell with the force descriptor, or a bloodline bonus spell, that does damage, add +1 to each damage die rolled. For non-damaging spells, increase the caster level by 2. Bloodline Powers: The raw power of force flows within you, and your talent with magical force is thus enhanced. Wave of Force (Sp): Starting at 1st level, you can unleash a wave of force as a standard action, hitting any foe in a 20 ft. cone shaped burst in front of you. This wave deals 1d6 +1 damage for every two sorcerer levels you possess. At 5th level this wave is enhanced as if by the Toppling Spell Metamagic feat. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Force Field (Sp): At 3rd level you gain the ability to cast a Force Field which grants total cover until the start of your next turn. It also functions as the Shield spell for this short duration. This is an instantaneous effect and can be used in response to an attack. You may use this ability once a day at 3rd level. You gain an additional use of this spell-like ability every further 4 levels of sorcerer (7th, 11th, 15th, and 19th). Auxiliary Battery (Su): At 9th level when you cast a spell that involves missiles of force (Magic Missile, Greater and Lesser Missile Storms) the amount of missiles you launch are increased by a factor of 50%, rounded down. This allows you to fire more missiles than those spells parameters would normally allow. Overwhelming Force (Su): At 15th level all force spells are enhanced as if by the Toppling Spell Metamagic feat when you cast them. This supernatural ability does not increase the spell casting time or use a higher level spell slot. Maximum Potential Force (Su): At 20th level your mastery of force is fully realized. When you enhance a spell with the Force descriptor using Metamagic Feats you increase the total spell level by 1 less than the end sum that your normally would (a 1 level adjustment is 0, a 2 level adjustment is 1, 3 becomes 2, and so on); this ability can NOT decrease a spell level beyond where it starts at however (NO using a +0 Metamagic Feat to take a 4th level spell down to 3rd level, for instance). Spells converted from Neverwinter Nights for this bloodline Lesser Missile Storm Spell level : Sorcerer/Wizard: 4
A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, evenly distribute the missiles among the creatures. Each missile does 1d6 points of magical damage Greater Missile Storm Spell level : Sorcerer/Wizard: 6
A number of energy missiles (one per caster level up to a maximum of 20) appear and randomly target and hit any creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, evenly distribute the missiles among the creatures. Each missile does 2d6 points of magical damage.
I've recently had a similar vision of a 'Force' sorcerer bloodline, for a sorcerer who specializes in using force missile attacks, possibly even could add 'force' descriptor to other spells. Registered just to discuss it actually, since Snively has already started hashing it out. I wanted to convert Missile Storm (greater and lesser) from Neverwinter Nights to be bonus spells for such a bloodline. It looked, to me, like they would be of fair power just straight cut and paste from the game, but I have no experience with conversions, or creating a bloodline for that matter, so thought I could work here with some vets to get this thing from blueprint to protottype. References: http://nwn2.wikia.com/wiki/Isaac%27s_Lesser_Missile_Storm http://nwn2.wikia.com/wiki/Isaac%27s_Greater_Missile_Storm |