Tequila Sunrise
Adventurer
Revised Spell Book
Wall of Force
Evocation [Force]
Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Component: M, S, V
Casting Time: 1 standard action
Range: 30 ft.
Effect: Wall of 200 square feet
Duration: 5 minutes
Saving Throw: None
Spell Resistance: No
You create an immobile wall of force with stats as shown below. The wall is immune to most effects that allow saves, except for Disintegrate which automatically destroys an appropriate portion of the wall.
Spell Hit Armor Damage
Level Points Class Reduction
1 6/CL 11 1
2 6/CL 13 2
3 7/CL 15 3
4 7/CL 17 4
5 8/CL 19 5
6 8/CL 21 6
7 9/CL 23 7
8 9/CL 25 8
9 10/CL 27 9
10 10/CL 29 10
I'm still not convinced that force effects need DR, but well...peer pressure, I guess.
I like your damage per round idea, though I'd prefer HP damage. I'll work on it.
*Not to pick on anyone, but this reminds me of 2e's over-abundance of required Strength checks to do things like lift a treasure chest -- outside of combat. It was bizarre that the 3 Str wizard could get lucky enough to be able to haul all the phat lewts home, while the 18/00 Str fighter could get unlucky enough to fail. So at some point a splatbook came out, I don't remember which one, that suggested a solution to the problem: roll two Strength checks instead of one! But of course that's not really a solution, because all it does is make the bizarre [and unwanted] consequence one degree less likely to happen.
Didn't know I had such a reputation to maintain!Celebrim said:TS has produced several novel ideas. The quality of his work is high enough that he's immediately placed himself in the top 5% of rule smiths that post in the 3rd edition house rules forum. That I'm critical of it should be taken with a grain of salt. I'm critical of just about everything.
Whoops, let's try this instead:Celebrim said:I know that this was quickly thrown together, but do you realize that your 1st level spell is just as powerful as your 10th?
Also, without DR, a wall of force is pointless. I suggest partially fixing both problems with a line like: "The wall has hardness equal to 5 x spell level." I further capping the maximum hitpoints of the wall at 10 x spell level.
Wall of Force
Evocation [Force]
Level: (Arcane) 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Component: M, S, V
Casting Time: 1 standard action
Range: 30 ft.
Effect: Wall of 200 square feet
Duration: 5 minutes
Saving Throw: None
Spell Resistance: No
You create an immobile wall of force with stats as shown below. The wall is immune to most effects that allow saves, except for Disintegrate which automatically destroys an appropriate portion of the wall.
Spell Hit Armor Damage
Level Points Class Reduction
1 6/CL 11 1
2 6/CL 13 2
3 7/CL 15 3
4 7/CL 17 4
5 8/CL 19 5
6 8/CL 21 6
7 9/CL 23 7
8 9/CL 25 8
9 10/CL 27 9
10 10/CL 29 10
I'm still not convinced that force effects need DR, but well...peer pressure, I guess.

Maybe my text isn't clear, so here's how I see Save-or-Loses working: An 11th level party faces off against the Boss (a 15th level caster) and his goons (CR 7 whatevers). The PCs can't SoL the bad guys, because they all meet the immunity threshold for any SoL spell the PCs could cast. But the bad guys can't SoL the PCs either, because the PCs are 11th level which meets the immunity threshold for any SoL spell that the Boss could cast.Celebrim said:Not true at all. For example: a 3rd or 4th level party encounters a 5th level evil spellcaster and his 4 1st level orc minions.
Yeah, that's the idea -- SoLs should be for show, not for serious challenges. Something to make peasants scream in terror; something that PCs hear stories of and say "We've got to take down that s.o.b.!"Celebrim said:The problem runs right through your rules. He can put the party to Sleep too. And that's to say nothing about lack of attention to detail in things like 'charm' being strictly inferior to 'dominate'. And you can't easily fix it by playing with the numbers, because if you raise them high enough that the PC's aren't effected by the NPC bosses, then conversely the PC's can't effect the boss minions. The result is to just make 'save or suck' suck much as evocation sucks in 3rd edition, but maybe even more so.
Then we have fundamentally different ideas about what SoLs should do. I don't want any single spell having such a drastic effect on the fate of anyone; your ideas simply make it a bit less likely for SoLs to take effect.*Sylrae said:The way you set up the damage, is that, the amount of damage done should be enough that it will PROBABLY kill someone outright if they would have probably failed their save.
I like your damage per round idea, though I'd prefer HP damage. I'll work on it.
Multi what?nonsi256 said:Because now most spells would have to abide by the multi-instances (level-wise) constraint.
How we imagine spells is somewhat arbitrary, but I like rules to have as little arbitrariness as possible. Why? Because then we end up with character concepts that aren't viable until X level, necromancers for example, because someone arbitrarily decided that Animate Dead should be a 4th level arcane spell. (Although since these are all house rules anyway, any DM who wanted to use my spells would be free as a bird to place all the arbitrary restrictions on them they pleased.)nonsi256 said:Spells mess around with the laws of reality – they’re arbitrary by definition.
Maybe I'm failing a Spot check here, but where now?nonsi256 said:Check out my HRs – especially entry #3 and you’ll find out (whether the execution is good or bat is entirely a matter of test runs plus personal taste).
Not a bad idea.nonsi256 said:1. Make all SoS (and battlefield-control, btw) splls full round casting time.
Okay, I have to ask EVERYONE: What makes you think that HD are a better measure of challenge than CR?nonsi256 said:2. Instead of CR, I’d require both min hit-dice AND min base save bonus.
I don't know how viable they are, because they haven't been play tested. They are a step in the right direction though.concerro said:Why do you beleive the spells as they have been rewritten are still viable for play?
Haven't thought about it, in that way. Right now I'm just focussing on pulling all spells closer toward 'average' balanced power -- which I figure is the power level of the better 3rd level spells.concerro said:What is your baseline for balance? In other words what class are you using as the example of how powerful a class should be?
*Not to pick on anyone, but this reminds me of 2e's over-abundance of required Strength checks to do things like lift a treasure chest -- outside of combat. It was bizarre that the 3 Str wizard could get lucky enough to be able to haul all the phat lewts home, while the 18/00 Str fighter could get unlucky enough to fail. So at some point a splatbook came out, I don't remember which one, that suggested a solution to the problem: roll two Strength checks instead of one! But of course that's not really a solution, because all it does is make the bizarre [and unwanted] consequence one degree less likely to happen.
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