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<blockquote data-quote="AlmirEldignor" data-source="post: 6663091" data-attributes="member: 6795736"><p>UPDATE: 7/12/2015</p><p></p><p>Some new spells, some old spells removed, and a couple cantrip tweaks:</p><p>Removed-</p><p>(0) Know Direction (As mentioned above, basically just a skill check)</p><p>(5) Meteor Strike (Replaced and reflavoured with the new 6th-level Cometfall)</p><p>(8) Paranoia (Just weird and kind difficult to run with, no one in the playtest ever wanted to use it, probably for good reason)</p><p></p><p>Changed-</p><p>(0) Ice Jet (Now deals in 2d4's, rather than d10's. This is both to differentiate it from other d10 cantrips, as well as slightly reducing the average (5.5 > 5)</p><p>(0) Summon Weapon/Shield now reflavoured into Ethereal Weapon/Shield. No real mechanical changes here.</p><p></p><p>New-</p><p>5th Level</p><p>Aether Waves (Small AoE add-on for weapon attacks)</p><p>Chaos Armour (Causes random effects against attackers, good if you enjoy lots of rolling and randomness.)</p><p>Reap (Aoe life draining, does same damage as vampiric touch but aoe, may need future balancing)</p><p>Zealot's Fire (Self-destructive damage reflection spell, may need future balancing)</p><p></p><p>6th Level</p><p>Cometfall (higher-level Ice version of the older Meteor Strike, now with 97% more druid compatibility)</p><p>Frost Aura (Passive small-AoE Cold damage)</p><p>Magma Burst (AoE fire damage and one-time restraint)</p><p></p><p>7th Level</p><p>Banshee Wail (cone-based damage spell, save negates necrotic portion)</p><p>Icicle Blast (line-based cold damage spell. really dunno why they didn't already have one, although i know a lot of people don't care too much for line AoEs)</p><p></p><p>8th Level</p><p>Healing Rain (AoE HoT, will most likely need balancing pending further testing)</p><p>Impale (Single-target massive damage, no damage on save. Deals piercing)</p><p>Phoenix (AoE Death Ward effect, cleric only, tiny amount of fire damage when activated, mostly for flavour)</p><p></p><p>9th Level</p><p>Chaos Storm (as chaos armour above, but AoE. DEFINITELY do not use if you don't like rolling for random results)</p><p>Empower (AoE stat-boost, non-con, will likely need balancing)</p><p>Mindstab (Massive single-target damage, similar to impale above, but psychic damage. requires gold-cost component)</p><p>Soul Lance (Line-based necromancy damage spell)</p><p></p><p></p><p></p><p>Notes</p><p>Added some higher-level spells now, instead of the horde of 1st-4th levels as before, now that the playtest is progressing into higher level grounds. I mentioned it above, but I'll say it again here: The "Chaos" spells are random, and although its almost always something for your enemies, you can actually benefit them on occasion. If you dislike things like Wand of Wonder or Deck of Many things, this is basically just a watered-down combat version, so you probably won't enjoy it too much. I probably made some other changes i didn't remember to mention here, so if something is different that's probably why. Depending on how the Ice Jet changes go, some of the other d10 cantrips may also be changed to suit.</p></blockquote><p></p>
[QUOTE="AlmirEldignor, post: 6663091, member: 6795736"] UPDATE: 7/12/2015 Some new spells, some old spells removed, and a couple cantrip tweaks: Removed- (0) Know Direction (As mentioned above, basically just a skill check) (5) Meteor Strike (Replaced and reflavoured with the new 6th-level Cometfall) (8) Paranoia (Just weird and kind difficult to run with, no one in the playtest ever wanted to use it, probably for good reason) Changed- (0) Ice Jet (Now deals in 2d4's, rather than d10's. This is both to differentiate it from other d10 cantrips, as well as slightly reducing the average (5.5 > 5) (0) Summon Weapon/Shield now reflavoured into Ethereal Weapon/Shield. No real mechanical changes here. New- 5th Level Aether Waves (Small AoE add-on for weapon attacks) Chaos Armour (Causes random effects against attackers, good if you enjoy lots of rolling and randomness.) Reap (Aoe life draining, does same damage as vampiric touch but aoe, may need future balancing) Zealot's Fire (Self-destructive damage reflection spell, may need future balancing) 6th Level Cometfall (higher-level Ice version of the older Meteor Strike, now with 97% more druid compatibility) Frost Aura (Passive small-AoE Cold damage) Magma Burst (AoE fire damage and one-time restraint) 7th Level Banshee Wail (cone-based damage spell, save negates necrotic portion) Icicle Blast (line-based cold damage spell. really dunno why they didn't already have one, although i know a lot of people don't care too much for line AoEs) 8th Level Healing Rain (AoE HoT, will most likely need balancing pending further testing) Impale (Single-target massive damage, no damage on save. Deals piercing) Phoenix (AoE Death Ward effect, cleric only, tiny amount of fire damage when activated, mostly for flavour) 9th Level Chaos Storm (as chaos armour above, but AoE. DEFINITELY do not use if you don't like rolling for random results) Empower (AoE stat-boost, non-con, will likely need balancing) Mindstab (Massive single-target damage, similar to impale above, but psychic damage. requires gold-cost component) Soul Lance (Line-based necromancy damage spell) Notes Added some higher-level spells now, instead of the horde of 1st-4th levels as before, now that the playtest is progressing into higher level grounds. I mentioned it above, but I'll say it again here: The "Chaos" spells are random, and although its almost always something for your enemies, you can actually benefit them on occasion. If you dislike things like Wand of Wonder or Deck of Many things, this is basically just a watered-down combat version, so you probably won't enjoy it too much. I probably made some other changes i didn't remember to mention here, so if something is different that's probably why. Depending on how the Ice Jet changes go, some of the other d10 cantrips may also be changed to suit. [/QUOTE]
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