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*Pathfinder & Starfinder
fixing Wraithstrike
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2788551" data-attributes="member: 3146"><p>Hmm. Small changes. One level higher, and the duration has been fogged up (even though it looks like it is still one round--just written in the text instead of in the duration field), it now doesn't bypass force armor or shields, and has a material component. From the looks of things, it looks like it effects ranged attacks too.</p><p></p><p>I don't think that's enough to balance it.</p><p></p><p>1. The level increase is insufficient. It it exists at all, it should be at least 6th level. (5th level is Quickened true strike which costs a feat and generates an inferior effect in most ways since it only affects the first attack). Since this effect is better than quickened true strike and doesn't require a feat, it should be at least one level higher.</p><p></p><p>2. Making the duration less clear doesn't serve a lot of purpose. If the goal was to keep persistent spell from working on it, you're better off just banning persistent spell. (AFAIK, there's not really any spells that are balanced when made persistent--they're all either laughably weak or hideously broken). I don't think that extend spell is broken with this and in general I don't like deliberately obfuscating important effects like durations.</p><p></p><p>3. Incorporeal touch attack--doesn't bypass force armor or ghost touch armor/shields. A good addition, but given the rarity of such effects, it doesn't affect the balance of the spell too much.</p><p></p><p>4. Material component. I don't see what an archery target has to do with anything; I'd be more inclined to use spectre dust or something like that if a material component has to be added.</p><p></p><p>5. Allowing it to affect ranged attacks. Probably not too bad balancewise since the big trick is using it to crank the damage with Power Attack and ranged attackers can't do that. However, concept-wise, arrows seem like they pretty much have to be physical objects, so I might keep it melee only.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2788551, member: 3146"] Hmm. Small changes. One level higher, and the duration has been fogged up (even though it looks like it is still one round--just written in the text instead of in the duration field), it now doesn't bypass force armor or shields, and has a material component. From the looks of things, it looks like it effects ranged attacks too. I don't think that's enough to balance it. 1. The level increase is insufficient. It it exists at all, it should be at least 6th level. (5th level is Quickened true strike which costs a feat and generates an inferior effect in most ways since it only affects the first attack). Since this effect is better than quickened true strike and doesn't require a feat, it should be at least one level higher. 2. Making the duration less clear doesn't serve a lot of purpose. If the goal was to keep persistent spell from working on it, you're better off just banning persistent spell. (AFAIK, there's not really any spells that are balanced when made persistent--they're all either laughably weak or hideously broken). I don't think that extend spell is broken with this and in general I don't like deliberately obfuscating important effects like durations. 3. Incorporeal touch attack--doesn't bypass force armor or ghost touch armor/shields. A good addition, but given the rarity of such effects, it doesn't affect the balance of the spell too much. 4. Material component. I don't see what an archery target has to do with anything; I'd be more inclined to use spectre dust or something like that if a material component has to be added. 5. Allowing it to affect ranged attacks. Probably not too bad balancewise since the big trick is using it to crank the damage with Power Attack and ranged attackers can't do that. However, concept-wise, arrows seem like they pretty much have to be physical objects, so I might keep it melee only. [/QUOTE]
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