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<blockquote data-quote="Destil" data-source="post: 1004806" data-attributes="member: 1980"><p>Bounce Spell: Reminds me of how I usted to abuse reflect in Final Fantasy Tacticts (oh how I love that game). Looks fairly balanced and usefull. The only issue I'd have is spells with durations and such... can this be done with a bigsbuy's hand? Who does the hand then protect?</p><p></p><p>Chain Spell: Why dosn't it work for energy missiles, too? I think it may be a good idea to give a slight to-hit penelity to secondary rays, as well. Otherwise I'd say it looks good.</p><p></p><p>Channle Touch Spell: Great! One one thing, what about a cleric who uses a reach wepon to deal subdual damage and heal with it? Mabye let someone just touch with the weapon in order to make this more of a feature and less of a bug? Also, are you using the 3E or the revised whip (and thus is the whip a sutable channled spell weapon)</p><p></p><p>Compressed spell worries me quite a bit... I mean, this would really be great for lightning bolt. I'm not so sure this is a good balance between damage and power. Mabye instead it always grants a +2 to save DCs and +25% damage. The basic idea of a 1 level empower that often dosn't have any other drawbacks (single target, concentrated opponents) scares me.</p><p></p><p>Contingant Spell: I like it.</p><p></p><p>Enlarge: Wow. Just WOW. Multi-enlarged cones could take down nations now, not just cities... something else I'd be worried about. I think using this as the second feat in a chain after the original Enlarge may be more balanced... or mabye make this +2.</p><p></p><p>Lasting spell isn't bad.</p><p></p><p>Unless mass spell is limited to harmless magic it needs some of the restrictions of chain spell, IMHO. Also I'd keep touch spells touch (check the PH, as a full round action you can touch up to 6 willing targets).</p><p></p><p>Perfect Spell: Humm... maximize at +3. A bit more balanced, I think I'd need to run the numbers. Though one thing you do pay for with maximize is reliability, and that's something stat people often overlook. I could go either way on this one.</p><p></p><p>Transfer: Worries me a lot. Personal spells are often very very good. I'd make it +4, myself.</p><p></p><p>Transmute Spell Energy: Humm, looks good. You may want to do something about sonic damage, of course (as in give some more monsters resistance or immunity to it).</p></blockquote><p></p>
[QUOTE="Destil, post: 1004806, member: 1980"] Bounce Spell: Reminds me of how I usted to abuse reflect in Final Fantasy Tacticts (oh how I love that game). Looks fairly balanced and usefull. The only issue I'd have is spells with durations and such... can this be done with a bigsbuy's hand? Who does the hand then protect? Chain Spell: Why dosn't it work for energy missiles, too? I think it may be a good idea to give a slight to-hit penelity to secondary rays, as well. Otherwise I'd say it looks good. Channle Touch Spell: Great! One one thing, what about a cleric who uses a reach wepon to deal subdual damage and heal with it? Mabye let someone just touch with the weapon in order to make this more of a feature and less of a bug? Also, are you using the 3E or the revised whip (and thus is the whip a sutable channled spell weapon) Compressed spell worries me quite a bit... I mean, this would really be great for lightning bolt. I'm not so sure this is a good balance between damage and power. Mabye instead it always grants a +2 to save DCs and +25% damage. The basic idea of a 1 level empower that often dosn't have any other drawbacks (single target, concentrated opponents) scares me. Contingant Spell: I like it. Enlarge: Wow. Just WOW. Multi-enlarged cones could take down nations now, not just cities... something else I'd be worried about. I think using this as the second feat in a chain after the original Enlarge may be more balanced... or mabye make this +2. Lasting spell isn't bad. Unless mass spell is limited to harmless magic it needs some of the restrictions of chain spell, IMHO. Also I'd keep touch spells touch (check the PH, as a full round action you can touch up to 6 willing targets). Perfect Spell: Humm... maximize at +3. A bit more balanced, I think I'd need to run the numbers. Though one thing you do pay for with maximize is reliability, and that's something stat people often overlook. I could go either way on this one. Transfer: Worries me a lot. Personal spells are often very very good. I'd make it +4, myself. Transmute Spell Energy: Humm, looks good. You may want to do something about sonic damage, of course (as in give some more monsters resistance or immunity to it). [/QUOTE]
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