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[Elements Revised] Spell list fixes - proposed
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<blockquote data-quote="astriemer" data-source="post: 1899492" data-attributes="member: 19771"><p>Thanks for the feedback! </p><p></p><p></p><p></p><p>Excellent point, I hadn't thought about that combination. Maybe for 1 MP you get limited greater DR where you must specify an element and an alignment where either one bypasses.</p><p></p><p></p><p></p><p>I was assuming that to get a feat that required prereqs that you meet the prereqs first, either normally or through other magical enhancements. Perhaps include some guidelines as a beta for erratta'ing in LA?</p><p></p><p>In particular I was wanting a way to give proficiency with a particular weapon that might be created by the spell.</p><p></p><p></p><p></p><p>B was a statement to allow for changing damage types for dice. 1d4+1 is the same average damage as 1d6 so shouldn't I be able to specify that if I wanted to? For example, what if I want to more closely simulate the core magic missile?</p><p></p><p>C, I wasn't intending to say that it should necessarily only apply to AoE spells or single target spells. Yes, the primary purpose is to trump Evasion, and regarding balance, there are a lot of core spells that do it (again, magic missle being the classic example, but Ice Storm is another good example (with AoE as well)).</p><p></p><p></p><p></p><p>That's a good point I hadn't considered. With spells there is the problem of getting a discount for a limitation that isn't really a limitation (because you can whip up another version of the spell 2 rounds later that doesn't have the limitation). For for magic items (as well as signature spells) you don't get to make changes on the fly, so they should be able to get some discount for being limited.</p><p></p><p></p><p></p><p></p><p>1, Ok, that makes some sense, but I can use Divination to get an effect that makes rolling for Knowledge checks pretty much useless as well and I can use Create instead of craft to make something, so why don't Int checks get the bonus also. I could use an illusion to do Sleight of Hand, so why not Dex also? Etc. Although thinking of the core spells, I see the logic. Jump gives a much better bonus (+10 to +30) than Magecraft (+5) and both are 1st level. So...never mind. %^)</p><p></p><p>2, Shouldn't consistancy also say though that any attack that requires an attack roll should have a chance to crit and thus double the damage. The Complete Arcana provides some clarification regarding this in the core rules (though not yet part of the SRD). To paraphrase-Any weapon-like spell (one that requires an attack roll and deals damage (hit point, nonlethal, ability or energy drain)) can crit. Any spell that crits does double damage (though only in the first round of damage and only versus a single target if multiple targets are affected). The damage is of the same time as the original damage (cold is cold, negative levels is negative levels, ability damage is ability damage). Only spells that do damage can be doubled (thus no doubling of side effects or penalties).</p><p></p><p></p><p></p><p>Great, now you've got me singing, "Kemrain, Kemrain, does whatever a Kemrain can..." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="astriemer, post: 1899492, member: 19771"] Thanks for the feedback! Excellent point, I hadn't thought about that combination. Maybe for 1 MP you get limited greater DR where you must specify an element and an alignment where either one bypasses. I was assuming that to get a feat that required prereqs that you meet the prereqs first, either normally or through other magical enhancements. Perhaps include some guidelines as a beta for erratta'ing in LA? In particular I was wanting a way to give proficiency with a particular weapon that might be created by the spell. B was a statement to allow for changing damage types for dice. 1d4+1 is the same average damage as 1d6 so shouldn't I be able to specify that if I wanted to? For example, what if I want to more closely simulate the core magic missile? C, I wasn't intending to say that it should necessarily only apply to AoE spells or single target spells. Yes, the primary purpose is to trump Evasion, and regarding balance, there are a lot of core spells that do it (again, magic missle being the classic example, but Ice Storm is another good example (with AoE as well)). That's a good point I hadn't considered. With spells there is the problem of getting a discount for a limitation that isn't really a limitation (because you can whip up another version of the spell 2 rounds later that doesn't have the limitation). For for magic items (as well as signature spells) you don't get to make changes on the fly, so they should be able to get some discount for being limited. 1, Ok, that makes some sense, but I can use Divination to get an effect that makes rolling for Knowledge checks pretty much useless as well and I can use Create instead of craft to make something, so why don't Int checks get the bonus also. I could use an illusion to do Sleight of Hand, so why not Dex also? Etc. Although thinking of the core spells, I see the logic. Jump gives a much better bonus (+10 to +30) than Magecraft (+5) and both are 1st level. So...never mind. %^) 2, Shouldn't consistancy also say though that any attack that requires an attack roll should have a chance to crit and thus double the damage. The Complete Arcana provides some clarification regarding this in the core rules (though not yet part of the SRD). To paraphrase-Any weapon-like spell (one that requires an attack roll and deals damage (hit point, nonlethal, ability or energy drain)) can crit. Any spell that crits does double damage (though only in the first round of damage and only versus a single target if multiple targets are affected). The damage is of the same time as the original damage (cold is cold, negative levels is negative levels, ability damage is ability damage). Only spells that do damage can be doubled (thus no doubling of side effects or penalties). Great, now you've got me singing, "Kemrain, Kemrain, does whatever a Kemrain can..." :) [/QUOTE]
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[Elements Revised] Spell list fixes - proposed
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