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Post by GuardianTempest on Sept 29, 2022 20:33:40 GMT -6
One idea for Unluck would be keeping the lowest dice instead of the highest. For simplicity's sake, there would be no benefit from raises, the target just keeps low instead of high.
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Post by GuardianTempest on Jan 21, 2023 19:35:19 GMT -6
Web is strong since there's nothing much anyone can do. In Journey to Carceri, a house rule decided was that the spell has an Arcana+Dexterity saving throw otherwise the spell is an auto-immobilize. It's still hard to resist especially if you're up against Criisik. I considered making it use Snare (common quality so it's easier to escape) but it's harder to work around as Immobilized doesn't stop non-movement actions while Snare does.
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Post by ScrapyardDragon on Jun 7, 2023 21:00:59 GMT -6
double-posting this here from the grimoire thread as well since i might as well.
death ward. a spell that seems simple but is vague enough to be an argument starter, as learned by recent experience. The final interpretation that the table came to is it negates the killing blow in its entirety but going no further, so I'm proposing changing the spell to the following form because of that.
Death Ward Healing 2 Test: Healing + Wisdom Target Number: 20 Action: Full Action Keywords: Touch, Somatic, Verbal, Social Duration: One Day The touched target is warded against death. The next time the target would die during the duration of the effect, he survives, with the killing blow or effect being completely negated, and the spell immediately ending thereafter. This means the spell does not continuously protect against continuous effects that would kill someone, such as being dropped into the Astral Sea unprotected, walking out of an airlock on Venus in your underwear, or falling into molten lava.
Basically; you eat a big ball of acid to the face and die? the big ball of acid somehow *doesn't* hit you now. you *continue* standing where whatever shot you with acid can easily shoot you with it again? thats your own fault. I suppose this also means if you need only a moment or two (ie; a single round, basically) to get yourself *out* of that continuous effect? then sure yeah you'd live unless something unfortunate happened such as you beefing the focus power test for your teleport spell or something. The spell is a one-time safety net not a "you are never going to lose hero points to combat ever again" button.
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Post by GuardianTempest on Jun 8, 2023 1:54:11 GMT -6
Unless one takes the effort to continuously keep casting it every round assuming the caster only gets attacked once per round. Atlanteans in particular are tricky about this with Quicken Spell but recent revelations about how Free Actions actually work (you can only do it on your turn) means a caster has to use their actions to keep it going.
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Post by Traskus on Jun 8, 2023 12:01:42 GMT -6
A ball of acid kills a death warded character. Death ward pops. A second character shoots him before his next turn.
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Post by ScrapyardDragon on Jun 14, 2023 16:53:09 GMT -6
Shield Abjuration 1 Focus Power Test: Abjuration + Willpower Target Number: 10 Action: Reaction Action Keywords: Somatic Duration: Instant You may use the result of this spell as a parry Test. This spell does not provoke attacks of opportunity.
a proposition for shield, to make it function in the way it is seemingly intended to function without first needing to get daggerspell stance (a level 4 feat mind you). I suppose as a matter of course the same benefits would be applied to forsee and jaunt.
In addition, the logical change is making all the evocation spells that say "energy" actually do E damage.
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Post by ScrapyardDragon on Jun 21, 2023 13:22:10 GMT -6
Updated Drain Touch to the revised version from the grimoire thread, since thats the version of the spell everyone seems to use nowadays anyways, and this *is* the thread meant to host and discuss such tweaks. Speaking of necromancy; Anyone else feel that flush of life should be usable on any undead creature to make them seem more alive, not just vampires using it on themselves?
and lastly, I'm just going to bring up a certain elephant in the room. Energy meteors. You know it, you love it, or maybe hate it, but its your one-stop-shop for deleting things at long range. Every single homebrew 5th level attack spell has to be compared to it really. throwing out six (maybe more) 6k4's (usually with a +5 each thanks to stormwalker) is a lot of damage. If I could propose a revision, mayhaps make it create copies equal to *half* your evocation instead (round down, as is tradition). This means that by default you create three meteors (first one plus 2 copies), push for one and you get four, push for three and you get five. Its a bit of a hackjob fix but I'm just spitballing here. reducing the base damage of the meteors and leaving the quantity the same could be another tweak.
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Post by GuardianTempest on Jun 21, 2023 15:04:23 GMT -6
How about one meteor plus another for every two raises on the magic roll?
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Post by ScrapyardDragon on Jun 21, 2023 16:30:31 GMT -6
that would warrant lowering the base TN of the spell, given that at current it is TN35.
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Post by GuardianTempest on Jun 21, 2023 16:51:07 GMT -6
True, one could just make it one per raise instead. A high TN isn't insurmountable for the truly invested and this can be done every round. At least this way the full devastation would be spread out over multiple turns.
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Post by ScrapyardDragon on Jun 29, 2023 14:25:15 GMT -6
I really hope nobody minds me giving silence the touch keyword given that the spell itself says "a touched object or person"
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Post by GuardianTempest on Aug 29, 2023 0:41:16 GMT -6
I got an idea on revising Web. Currently it just immobilizes the target for many rounds with no saving throw. In Journey to Carceri, the house rule gives the spell an Arcana + Dex Saving Throw to avoid the spell, but upon failure the target is still turbo-rekt. Given how high dedicated spellcasters can roll (i.e. Criisik), it's gonna be hard for someone to dodge most of the time. Here's the copy-paste of the Web spell from D&D 5e Given the addition of two more options for dealing with the spell, I propose adding more rules bloat (and the Attack keyword) to Web in exchange for making it easier to deal with. WebConjuration 1 Test: Conjuration + Willpower Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Material, Verbal, Saving Throw, Somatic Duration: Instant When you cast Web, choose a point within 25m. All targets within 5m of the point must pass an Arcana+Dexterity saving throw or become Immobilized for a number of rounds equal to your Caster Level. Those immobilized by this spell can escape as a half action with a TN 15 Strength test. Setting this web on fire burns it away in a single round and deals 2k2 E to the immobilized characters. Material: Cobwebs That last one was originally supposed to ignite the immobilized targets but having yet another way to set creatures on fire can get crazy, plus it opens itself to teambuilding cheese; so you get a standard 2k2 damage roll.
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Post by ScrapyardDragon on Nov 19, 2023 15:49:26 GMT -6
I can't believe it was never actually posted here up until now but uh, here's been the nerf I've been using to reign in energy meteors for the past few months. Effectively; it means an unfettered E meteors will spit out 3 [1+(5/2 round down)] of them, 4 if you push for one, 5 if you push for three (or use empower spell).
Energy Meteors Evocation 5 Test: Evocation + Charisma Target Number: 30 Action: Full Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant Make an attack with Blast 10 that deals 6k4 damage at a range of up to 120m. Copy this spell a number of times equal to half your evocation rating.
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Post by GuardianTempest on Jan 19, 2024 5:03:12 GMT -6
As a precautionary measure, I suggest tweaking Unluck to say "all tests" and not "all rolls".
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Post by ScrapyardDragon on Mar 29, 2024 23:36:18 GMT -6
Went ahead and made that change, and also edited energy aura to be cast as a half action *or* reaction action.
The reason for this is because you technically can't take reactions during your own turn, Rules as written, so making it able to be cast as a half action means you can do it on your own turn right before you hit somebody with your weapon so that you get that on-hit extra damage. Plus it makes the combo-ok keyword play along with other spells better.
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