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<blockquote data-quote="gpetruc" data-source="post: 727802" data-attributes="member: 2255"><p>About Time Walk: written as it is it's really overpowered IMHO: a decent level sorceror could delay to go last in initiative and then use many of his 2nd level slots to actually cast lots of spells: assuming haste + quickened is 6 spells/1 round, only haste or only quickened spells is still 4 spells/round that is still really scary (consider save-or-die spells: if you have a 50% chance of passing one save, you'll have 1/16 chance of passing all of them, that means that you're probably dead by the end of the turn)</p><p>Apart from this I think that spells like TimeWalk, Ancestral Recall (I don't know how to fix it in D20 terms, but that is) & so where one of the main strenghts of blue (and one of the reasons for which most T1 decks have at least some blue). And so maybe won't steal this to blue only because green loses the ability of providig fast mana. But still I realize that d20 and MotG are not that similar, and that the job that Michael Morris is doing is already difficult. (but is giving great results. Go on with it !)</p><p></p><p></p><p>About Incinerate: what made this different from MotG Lightning Bolt (that is actually a d20 higher level Magic Missile: quick sure damage) was the fact that it didn't allow regeneration: </p><p></p><p>so maybe one could say:</p><p>Touch attack, fire damage, fort 1/2 (like the orbs form T&B). If you fail the fort save the damage from this spell can't be healed in the following round (or maybe in the next 1d4 rounds)</p></blockquote><p></p>
[QUOTE="gpetruc, post: 727802, member: 2255"] About Time Walk: written as it is it's really overpowered IMHO: a decent level sorceror could delay to go last in initiative and then use many of his 2nd level slots to actually cast lots of spells: assuming haste + quickened is 6 spells/1 round, only haste or only quickened spells is still 4 spells/round that is still really scary (consider save-or-die spells: if you have a 50% chance of passing one save, you'll have 1/16 chance of passing all of them, that means that you're probably dead by the end of the turn) Apart from this I think that spells like TimeWalk, Ancestral Recall (I don't know how to fix it in D20 terms, but that is) & so where one of the main strenghts of blue (and one of the reasons for which most T1 decks have at least some blue). And so maybe won't steal this to blue only because green loses the ability of providig fast mana. But still I realize that d20 and MotG are not that similar, and that the job that Michael Morris is doing is already difficult. (but is giving great results. Go on with it !) About Incinerate: what made this different from MotG Lightning Bolt (that is actually a d20 higher level Magic Missile: quick sure damage) was the fact that it didn't allow regeneration: so maybe one could say: Touch attack, fire damage, fort 1/2 (like the orbs form T&B). If you fail the fort save the damage from this spell can't be healed in the following round (or maybe in the next 1d4 rounds) [/QUOTE]
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