Hypersmurf
Moderatarrrrh...
Moved to House Rules.
-Hyp.
(Moderator)
-Hyp.
(Moderator)
What About Moving Orb spells back where they belong? (Evo)
PHB spells only, please. I want to stick to OGC stuff so I can reprint the document when it's done.Normally I say that this spell is just plain banned. But if you're up for the challenge, it's in the PHB2.
I think it could work if turned into a super Dispel Magic.
Normally it acts like a Dispel Magic cast as an area, except...
Hey, quit looking at my notes!I'd split off the travel effect. A 9th level super-teleport that creates a gateway to exactly where you want to go on any plane is reasonable. Drop the creature calling part.
Yeah.. shades isn't on the list of OMGBROKEN!!1! but it does need to be adjusted. True seeing, OTOH... I'll add that to the list of problematic spells too. It does too much, IMO, and there should be a way to get around that all-or-nothing effect - maybe it grants the person a bonus to the Will save to disbelieve illusions?Eh.... You don't exactly see wizards prepping all their spell slots with Shades.
I don't find it too problematic, given that most Illusion spells are useless around 9th level due to omnipresent True Seeing.
That's what I was thinking too - 4HD is not very useful beyond 1st level. My gripe is that, while it CAN be devastating, like you said, it doesn't affect much, but extending the HD would help a good deal.You know, I have to disagree. I'm running a Beguiler, and at 1st level Sleep is just devastating to opponents it can effect. Yes, even with the 1 round casting time.
What I would suggest is extending the useful range of Sleep a bit. 4HD + 1HD/2 caster levels (max 4) would do nicely.
Oh, I never suggested getting rid of them - just fixing them. I like Jack's suggestion #1: you actually become the creature. That eliminates a HUGE amount of problems right there (what spells/magic items are still in effect, e.g.), and fits the strict definition of "polymorph". If we put a cap of CR = caster level, add in that the caster must have seen or have knowledge of the beast (maybe make a Knowledge check), and go back to the old version where you have to make a Will save to avoid losing your identity to the creature's. Shapechange would be similar, except that the caster doesn't have to make the Will save.Worth the effort to fix, though. Shapeshifting is classical story magic. It needs to be retained somehow.
Mm, good point. It could be argued that scorching ray is a bit too powerful for a L2 spell. Magic missile is like a L1.5 spell - a touch too strong for L1, but not enough for L2. Wizards are fairly lacking in decent-range attack spells at 1st level... all they get is ray of enfeeblement, mage hand/chill touch or shocking grasp, and magic missile.Magic missile gets put on the same level as scorching ray? 5d4+5 vs 8d6 at 9th level? No thanks....plus what other ranged attack spells do wizards get at 1st level at that point? Acid splash? lmao
Oh yeah... not to mention simulacra in ritual spells. Ugh. We quickly house-ruled that one - living or undead beings only in a ritual spell - no constructs.Simulacrum is problematic. Especially if combined with Eschew Material Components. Free wishes from simulacra of noble djinn, creatures with fast healing or regeneration (to bypass the oddly worded restriction on healing- if it is a restriction). It's a weird spell.
Cheiromancer said:Simulacrum is problematic. Especially if combined with Eschew Material Components. Free wishes from simulacra of noble djinn, creatures with fast healing or regeneration (to bypass the oddly worded restriction on healing- if it is a restriction). It's a weird spell.
For True Seeing, try making Nondetection (but not Mind Blank) function against True Seeing and See Invisibility. The Nondetection mechanic is a caster level check on the part of the looker against a DC based on Nondetection's caster level; a roll to succeed.A Crazy Fool said:True seeing is a bit of a problem, I agree. I personally say it sees through all illusions with a lower caster level than it's own (I also allow higher level versions of spells like disguise self that are designed specifically to defeat true seeing in adition to having a bonus to the save DC), and automaticly grants a save versus other illusion spells.
Ooh, I like that. I was also going to steal a bit from NWN - their version grants a bonus to Spot checks equal to +2/caster level (max +30). It otherwise lets you see in darkness (normal or magical), and negates displacement, blur, invisibility, and concealment, but it doesn't reveal polymorphed creatures/objects. Keep the ability to see into the Ethereal, and you've got a pretty good spell that's not overpowered.True seeing is a bit of a problem, I agree. I personally say it sees through all illusions with a lower caster level than it's own (I also allow higher level versions of spells like disguise self that are designed specifically to defeat true seeing in adition to having a bonus to the save DC), and automaticly grants a save versus other illusion spells.
I'd say that Jack's suggestion #1 is a good way to go, but I would allow protection and buff spells to apply to the polymorphed target. Turn Todd the Fighter into a hawk, and sure he's a hawk with Todd's mind. But I see nothing wrong with throwing some Mage Armor and Bull's Strength on Todd the Hawk-Fighter.Kerrick said:Oh, I never suggested getting rid of them - just fixing them. I like Jack's suggestion #1: you actually become the creature. That eliminates a HUGE amount of problems right there (what spells/magic items are still in effect, e.g.), and fits the strict definition of "polymorph". If we put a cap of CR = caster level, add in that the caster must have seen or have knowledge of the beast (maybe make a Knowledge check), and go back to the old version where you have to make a Will save to avoid losing your identity to the creature's. Shapechange would be similar, except that the caster doesn't have to make the Will save.
Quote:
{True seeing is a bit of a problem, I agree. I personally say it sees through all illusions with a lower caster level than it's own (I also allow higher level versions of spells like disguise self that are designed specifically to defeat true seeing in adition to having a bonus to the save DC), and automaticly grants a save versus other illusion spells.}
Ooh, I like that. I was also going to steal a bit from NWN - their version grants a bonus to Spot checks equal to +2/caster level (max +30). It otherwise lets you see in darkness (normal or magical), and negates displacement, blur, invisibility, and concealment, but it doesn't reveal polymorphed creatures/objects. Keep the ability to see into the Ethereal, and you've got a pretty good spell that's not overpowered.
Turn Smash the Cleric-10 who currently has Divine Power and Righteous Might running into a Clay Golem, on the other hand, and he's doing 2 Slams +21 Melee for 4d8+12.Wolv0rine said:I'd say that Jack's suggestion #1 is a good way to go, but I would allow protection and buff spells to apply to the polymorphed target. Turn Todd the Fighter into a hawk, and sure he's a hawk with Todd's mind. But I see nothing wrong with throwing some Mage Armor and Bull's Strength on Todd the Hawk-Fighter.