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<blockquote data-quote="Technik4" data-source="post: 1004971" data-attributes="member: 7211"><p><strong>Critique!</strong></p><p></p><p>Bounce Spell: Essentially you would use this to get around walls, or get line of sight where you cannot. What if a cleric bounces a hold person to a wizard with see invisibility? Can the wizard then target an invisible creature? Seems like for the effect it should only be SL +1.</p><p></p><p>Chain Spell: For 3 levels I'm not sure its really worth it? I mean, disintegrate is a 6th level spell, 9th level chained spell. You target one monster and 3 secondary. You hit on 3 of the 4 disintegrates. One gets resisted by SR. One makes his save. So you do about 45d6 damage for a 9th level spell. An empowered disintegrate is more dependable and level 8, but I suppose if the dice are rolling your way (or if you are targetting creatures without good defense) it could make for a nice spell effect. No suggestion.</p><p></p><p>Channel Touch Spell: I like it, its spellsword-ish as well as Storing (the weapon enhancement) reminiscent. It seems like there should be a second one though, one that works for ranged weapons (so you can channel a touch spell on a javelin/arrow/bolt).</p><p></p><p>Compressed Spell: As someone else said, this one is dicey. What if it reduced the area to 1 target, and if the spell had multiple targets (instead of an area) reduce it to only 1? Concentrate Spell?.</p><p></p><p> At any rate, you should list what kind of spells work with it and which don't. For instance can I compress Magic Missile, Wave of Fatigue, etc. Also note that even reducing Meteor Swarm's area by a little, by increasing its potency by one-half you come out way ahead.</p><p></p><p></p><p>Contingent Spell: Just a metamagic version of the same arcane spell? So divine people can get in on it?</p><p></p><p>Expand Spell: Isn't this like "Widen Spell" from Magic of Faerun? I dont have my book so I can't reference it.</p><p></p><p>Extend Spell: I still think this should move it one category longer lasting per +1 you spend. So Hold Person Extended with a +3 hold someone for hours/caster level. Hehe.</p><p></p><p>Mass Spell: The Jester plays a rather high powered game and has mass spell pinned at +3. Below is a link to his RG thread for elements in his game. Personally I don't know what level its better at, most of the spells people would mass would be buffs. Maybe use 3.5 as a ruling stick?</p><p></p><p><a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=23482&pagenumber=1" target="_blank">http://enworld.cyberstreet.com/showthread.php?s=&threadid=23482&pagenumber=1</a></p><p></p><p>Perfect Spell: I like it more than Maximize. I think its better at +3 than +4, and I like how you changed it to perfect any variable.</p><p></p><p>Ranged Touch Spell: Isnt there a meta like this in Tome and Blood? Seems oftly pricey at +4.</p><p></p><p>Transfer Spell: This is the one that seems like it should be higher. Giving out things like Globes of Invulnerability or Spell Turning should be more costly than 2 spell levels, imo.</p><p></p><p>Transmute Spell Energy: This is cool, but why is it free? This creates a lot more flexibility for arcane spellcasters, especially since they won't need to research many spells after this. Seems like it would be very nice with the new Burning Ray. Make one of the rays fire, one of them ice, one of them shock.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1004971, member: 7211"] [b]Critique![/b] Bounce Spell: Essentially you would use this to get around walls, or get line of sight where you cannot. What if a cleric bounces a hold person to a wizard with see invisibility? Can the wizard then target an invisible creature? Seems like for the effect it should only be SL +1. Chain Spell: For 3 levels I'm not sure its really worth it? I mean, disintegrate is a 6th level spell, 9th level chained spell. You target one monster and 3 secondary. You hit on 3 of the 4 disintegrates. One gets resisted by SR. One makes his save. So you do about 45d6 damage for a 9th level spell. An empowered disintegrate is more dependable and level 8, but I suppose if the dice are rolling your way (or if you are targetting creatures without good defense) it could make for a nice spell effect. No suggestion. Channel Touch Spell: I like it, its spellsword-ish as well as Storing (the weapon enhancement) reminiscent. It seems like there should be a second one though, one that works for ranged weapons (so you can channel a touch spell on a javelin/arrow/bolt). Compressed Spell: As someone else said, this one is dicey. What if it reduced the area to 1 target, and if the spell had multiple targets (instead of an area) reduce it to only 1? Concentrate Spell?. At any rate, you should list what kind of spells work with it and which don't. For instance can I compress Magic Missile, Wave of Fatigue, etc. Also note that even reducing Meteor Swarm's area by a little, by increasing its potency by one-half you come out way ahead. Contingent Spell: Just a metamagic version of the same arcane spell? So divine people can get in on it? Expand Spell: Isn't this like "Widen Spell" from Magic of Faerun? I dont have my book so I can't reference it. Extend Spell: I still think this should move it one category longer lasting per +1 you spend. So Hold Person Extended with a +3 hold someone for hours/caster level. Hehe. Mass Spell: The Jester plays a rather high powered game and has mass spell pinned at +3. Below is a link to his RG thread for elements in his game. Personally I don't know what level its better at, most of the spells people would mass would be buffs. Maybe use 3.5 as a ruling stick? [url]http://enworld.cyberstreet.com/showthread.php?s=&threadid=23482&pagenumber=1[/url] Perfect Spell: I like it more than Maximize. I think its better at +3 than +4, and I like how you changed it to perfect any variable. Ranged Touch Spell: Isnt there a meta like this in Tome and Blood? Seems oftly pricey at +4. Transfer Spell: This is the one that seems like it should be higher. Giving out things like Globes of Invulnerability or Spell Turning should be more costly than 2 spell levels, imo. Transmute Spell Energy: This is cool, but why is it free? This creates a lot more flexibility for arcane spellcasters, especially since they won't need to research many spells after this. Seems like it would be very nice with the new Burning Ray. Make one of the rays fire, one of them ice, one of them shock.... ;) Technik [/QUOTE]
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