Malhost Zormaeril said:
If there were an Acid line, Bio'd be it. But it's already Shadow, so we'd be better off leaving it as is. There could be an optional (house) rule making Dark Shadow and Bio Acid.
Naaah, I don't think Bio really fits as an acidic spell....it's more like toxins, diseases, cancers, rot, radiation poisoning, or flesh-destroying. Of course, I really don't think it fits as a Shadow/Dark elemental spell, either.....Bio is called Bio because it attacks the living body, really.
I'd rather the Bio line just be separate poison/disease combination spells that afflict living bodies and have no elemental association, while some other Shadow/Dark spell replaces Bio as the life-force-destroying and undead-healing magic. IIRC, the Drain spell in some Final Fantasies is Shadow/Dark elemental, and when it targets an undead, it has a reverse effect and drains the caster's HP to heal the undead target. Maybe another line of spells is needed for Black Magic to have Shadow attack spells..... Defilet, Defile, Defila, Defilega, and Defileja? A life-attacking spell that has the reverse effect on undead, and causes gradual damage/healing?
The Bio line would, if I tinkered with it, probably do something like this: duration line would be "1 round per caster level", saving throw line would be "Fortitude partial or Fortitude negates (see text)", description would include "The target must succeed at a Fortitude save or be afflicted with a flesh-killing poison, and he or she must succeed at a second Fortitude save or be afflicted with a crippling disease. If both saving throws succeed, this spell is negated. If the first save fails, the subject takes X damage from poison, and then suffers an additional Y poison damage each round afterwards. If the second saving throw fails, the subject is nauseated and sickened by disease for 1 round, then is sickened by disease for the rest of Bio's duration. A sickened creature takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. The poison and disease generated by this spell fades away at the end of the spell's duration, but this does not remove any damage dealt." Dunno what the X and Y damage would be. Likely depends on what spell levels Bio is put at (something like 2d4 damage at 1st or 2nd-level, and 1 damage per round afterward, while later versions would go up to 4d4 and 2/round, etc., or whatever).
Malhost Zormaeril said:
About the Regen series, we have to remember that x hitpoints this round is better than x + 1 next round, so it should probably be balanced against the elemental attacks in the same level. Perhaps heal half of an average elemental attack every round for four rounds, or something like it, otherwise it's too easy to kill a character off before the spell heals everything it could.
Hrmmm. Maybe it should be: Regenet gives Fast Healing 3 for something like 5 or 10 rounds (dunno how much Curet would typically heal, so I dunno how much total healing Regenet should do), Regen gives FH 6, Regenera gives FH 9, Regeneraga gives FH 12, and Regeneraja gives FH 15.... Some of them may have shorter or longer durations than Regenet, depending on their level and how much damage/healing other spells of similar levels do. The total healing of each Regen spell would be something around 130-180% of the previous level's Cure spells, though.