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"I see your weakness. I crush your will." (High lvl divination spells!)
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<blockquote data-quote="electric-ant" data-source="post: 732773" data-attributes="member: 9845"><p><strong>Agar's Telepathic Bond</strong>: For this spell, the level seems a bit high, actually, but then in my opinion so does Rary's version of the spell. If you're using Rary's as a yardstick, however, it seems about correct, though it seems more in the 6.5 range. (You could be getting <em>spell turning, forcecage, prismatic spray, </em>or <em>limited wish</em> for the same level.)</p><p></p><p><strong>Agony Recalled</strong>: Damage cap seems about right for its level. It onlly affects one target, so an increased damage cap is justified, but it's also a will save, which is a pretty nice benefit in certain situations (especially when you consider how few straight damage spells there are based on will), because it negates evasion. I'd say it evens out.</p><p></p><p><strong>Exploit Weakness</strong>: In my opinion, it should be level 4 or even 3. After, all, you're only getting a net of +4 per person, and most casters won't have a party of more than about five or so. In comparison, you could use <em>summon monster III</em> to summon a stack of low-level monsters to make aid another actions for +2 each. (Hmm....can you do that?) The bonus on <em>exploit weakness</em> is more flexible, however, justifying an increased level of 4 over SM3.</p><p></p><p><strong>Find the Maker</strong>: I'd bump this up to 6, as it's essentially a <em>find the path</em>, but with a limited range. However, it is also giving you the location of something you may know nothing about, so it deserves the level increase over <em>find the path</em>.</p><p></p><p><strong>Mind of the Enemy</strong>: Wow, awesome spell. The level seems about right, especially given the huge risks involved. However, I'd make sure as a DM to clamp down on reckless PC use of this spell. Also, I would increase the cost of the material component (maybe twice as much), as 500gp is probably not a huge sacrifice for a party able to cast this spell, especially for your party, which IIRC is approaching 20th. Or, you could cause the caster to be weakened by the mental battle in the form of a penalty to certain actions or all actions for X amount of time. That might make it more dramatic, as few casters will be willing to take a hit to their abilities unless it's urgently needed or they're sure they'll be safe a few days (unlikely for any adventurer).</p><p></p><p><strong>Probability Scry</strong>: Looks good.</p><p></p><p><strong>Teleport Tracking</strong> and <strong>Superior Teleport Tracking</strong>: Monte Cook has a similar spell, <em>teleport trace</em> as well as a few other teleport-related spells, in the first Book of Eldritch Might. His version is level 6, but does not require a Spellcraft check, and varies in a few other specifics. The book is definitely worth the price, if you want to look into it.</p><p></p><p><strong>Tentacular Guidance</strong>: The spell is a bit better than most level two spells, but not enough to warrant a three, I think. <em>True strike</em> gives a +20 to attack, and a similar spell by Monte give a +20 to attack, but only if you would otherwise miss (and then the spell is discharged), and is level two, though it requires a feat to use. That's about the limit of the yardstick for automatically succeeding at a check with a spell, as far as I know, however. An almost-automatic success at a skill check is a bit better than a single attack roll, so I'd guess the level is about right.</p><p></p><p><strong>Trace Essence</strong>: You have a divine focus listed for divine casters, but the spell is not available to divine casters. Other than that, I'd say it should probably be Sor/Wiz 6, Clr 5, and possibly Brd 6, since it's a pretty powerful, though specialized spell, when you consider how much easier killing liches just became, plus automatically determining if the creature in front of you, is, in fact, the creature in front of you, disregarding <em>polymorph self</em>. So probably on the low end of 6 for arcane casters, and worthy of five for clerics, since spiritual matters are an area of focus for clerics.</p><p></p><p><strong>True Scrying</strong>: Looks about right.</p><p></p><p><strong>Truth Conversion</strong>: Hmmm...this is a difficult spell to judge. On one hand, it's probably about two levels higher than <em>discern lies</em>, since you find out the truth as well, but in comparison to <em>mind of the enemy</em>, it's a bit better, since it essentially includes that spell as well, without the costly material component, though the subject needs to be at hand. However, it allows no saving throw (as opposed to <em>discern lies</em>), which makes it far more powerful, plus the addition of knowing a lie even if the subject doesn't. (I'd probably either take this out or just make sure as a DM your players don't start casting on each other, trying to figure stuff out, as a cheap <em>commune/contact other plane</em>. "Hey Agar, where's the King of Doom hiding out?" "In the Swamps of Decay." "Nope." "In the Tower of Fiery Death." "Nope." "In the basement of this building?" "Bingo.") I'd say this is probably worthy of a ninth-level spell, considering the amazing utility and information-gathering abilities. You forgot to list the material component, as well.</p><p></p><p><strong>Vision Cascade</strong>: I'd say 7th level would be right, since it provides multiple visions and costs no XP, making it better than <em>vision</em> but also doesn't require checks, albeit easy ones. In any case, level shouldn't matter too much for this spell as it will be primarily a plot device, as you said.</p></blockquote><p></p>
[QUOTE="electric-ant, post: 732773, member: 9845"] [b]Agar's Telepathic Bond[/b]: For this spell, the level seems a bit high, actually, but then in my opinion so does Rary's version of the spell. If you're using Rary's as a yardstick, however, it seems about correct, though it seems more in the 6.5 range. (You could be getting [i]spell turning, forcecage, prismatic spray, [/i]or [i]limited wish[/i] for the same level.) [b]Agony Recalled[/b]: Damage cap seems about right for its level. It onlly affects one target, so an increased damage cap is justified, but it's also a will save, which is a pretty nice benefit in certain situations (especially when you consider how few straight damage spells there are based on will), because it negates evasion. I'd say it evens out. [b]Exploit Weakness[/b]: In my opinion, it should be level 4 or even 3. After, all, you're only getting a net of +4 per person, and most casters won't have a party of more than about five or so. In comparison, you could use [i]summon monster III[/i] to summon a stack of low-level monsters to make aid another actions for +2 each. (Hmm....can you do that?) The bonus on [i]exploit weakness[/i] is more flexible, however, justifying an increased level of 4 over SM3. [b]Find the Maker[/b]: I'd bump this up to 6, as it's essentially a [i]find the path[/i], but with a limited range. However, it is also giving you the location of something you may know nothing about, so it deserves the level increase over [i]find the path[/i]. [b]Mind of the Enemy[/b]: Wow, awesome spell. The level seems about right, especially given the huge risks involved. However, I'd make sure as a DM to clamp down on reckless PC use of this spell. Also, I would increase the cost of the material component (maybe twice as much), as 500gp is probably not a huge sacrifice for a party able to cast this spell, especially for your party, which IIRC is approaching 20th. Or, you could cause the caster to be weakened by the mental battle in the form of a penalty to certain actions or all actions for X amount of time. That might make it more dramatic, as few casters will be willing to take a hit to their abilities unless it's urgently needed or they're sure they'll be safe a few days (unlikely for any adventurer). [b]Probability Scry[/b]: Looks good. [b]Teleport Tracking[/b] and [b]Superior Teleport Tracking[/b]: Monte Cook has a similar spell, [i]teleport trace[/i] as well as a few other teleport-related spells, in the first Book of Eldritch Might. His version is level 6, but does not require a Spellcraft check, and varies in a few other specifics. The book is definitely worth the price, if you want to look into it. [b]Tentacular Guidance[/b]: The spell is a bit better than most level two spells, but not enough to warrant a three, I think. [i]True strike[/i] gives a +20 to attack, and a similar spell by Monte give a +20 to attack, but only if you would otherwise miss (and then the spell is discharged), and is level two, though it requires a feat to use. That's about the limit of the yardstick for automatically succeeding at a check with a spell, as far as I know, however. An almost-automatic success at a skill check is a bit better than a single attack roll, so I'd guess the level is about right. [b]Trace Essence[/b]: You have a divine focus listed for divine casters, but the spell is not available to divine casters. Other than that, I'd say it should probably be Sor/Wiz 6, Clr 5, and possibly Brd 6, since it's a pretty powerful, though specialized spell, when you consider how much easier killing liches just became, plus automatically determining if the creature in front of you, is, in fact, the creature in front of you, disregarding [i]polymorph self[/i]. So probably on the low end of 6 for arcane casters, and worthy of five for clerics, since spiritual matters are an area of focus for clerics. [b]True Scrying[/b]: Looks about right. [b]Truth Conversion[/b]: Hmmm...this is a difficult spell to judge. On one hand, it's probably about two levels higher than [i]discern lies[/i], since you find out the truth as well, but in comparison to [i]mind of the enemy[/i], it's a bit better, since it essentially includes that spell as well, without the costly material component, though the subject needs to be at hand. However, it allows no saving throw (as opposed to [i]discern lies[/i]), which makes it far more powerful, plus the addition of knowing a lie even if the subject doesn't. (I'd probably either take this out or just make sure as a DM your players don't start casting on each other, trying to figure stuff out, as a cheap [i]commune/contact other plane[/i]. "Hey Agar, where's the King of Doom hiding out?" "In the Swamps of Decay." "Nope." "In the Tower of Fiery Death." "Nope." "In the basement of this building?" "Bingo.") I'd say this is probably worthy of a ninth-level spell, considering the amazing utility and information-gathering abilities. You forgot to list the material component, as well. [b]Vision Cascade[/b]: I'd say 7th level would be right, since it provides multiple visions and costs no XP, making it better than [i]vision[/i] but also doesn't require checks, albeit easy ones. In any case, level shouldn't matter too much for this spell as it will be primarily a plot device, as you said. [/QUOTE]
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"I see your weakness. I crush your will." (High lvl divination spells!)
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