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<blockquote data-quote="seasong" data-source="post: 1005073" data-attributes="member: 5137"><p><strong>Re: Critique!</strong></p><p></p><p>For the invisibility question, I would say yes. It can potentially double the effective range of a spell, get around corners, utilize an ally's unique senses (a bat familiar, for example, could be the "ally target"), and generally make the wizard's strategy a lot more flexible.</p><p></p><p>Or one monster and up to around a hundred targets. It depends on how many foes you are facing, and how bunched they are. But a 30 ft burst radius is pretty sizable.</p><p></p><p>Hm. Not a bad idea! Maybe with this as a prereq, and a higher level modifier. Consider it added.</p><p></p><p>I'm thinking about it. Anyone else have any arguments on this one?</p><p></p><p>Essentially, yes, but also so that epic casters can do higher level spells. I'll be getting rid of the spell and using this instead (for divine casters, this is a matter of leaving the contingent spell with a celestial/infernal ally or something; they could call it "guardian angel spell").</p><p></p><p>Is it? I don't know - I don't have any Faerun books, but I think I pulled this one from the <em>Ultimate Feats</em> book.</p><p></p><p>Unfortunately, this quickly makes spells far more useful than their spell slots - buff spells that are increased to xxx per level (like <em>stoneskin</em>, perhaps) can be cast at any level and last for days, and the "wasted" spell slot no longer matters.</p><p></p><p>At the moment, I'm happy with +4. I'm still playtesting this (and Chain Spell), however, and I may drop them both significantly.</p><p></p><p>Thanks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>Again, dunno. I don't have <em>Tome and Blood</em>, either. As for the +4, what level do you think <em>ranged harm</em> or <em>ranged ghoul touch</em> should be? <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>I can deal with an 8th level spell that gives the fighter an effective immunity to 4th level spells or lower. Especially since <em>globe of invulnerability</em> provides its benefits to any of your allies who need it anyway. A 9th level <em>spell turning</em>, I'm similarly cool with.</p><p></p><p>It's only free if you change ALL of the spell's damage to a single energy type, and that energy type is not force (or sonic in many campaigns). If you have a multi-ray spell, and you change each ray to something different, that's +1 level per energy type except the original energy type.</p></blockquote><p></p>
[QUOTE="seasong, post: 1005073, member: 5137"] [b]Re: Critique![/b] For the invisibility question, I would say yes. It can potentially double the effective range of a spell, get around corners, utilize an ally's unique senses (a bat familiar, for example, could be the "ally target"), and generally make the wizard's strategy a lot more flexible. Or one monster and up to around a hundred targets. It depends on how many foes you are facing, and how bunched they are. But a 30 ft burst radius is pretty sizable. Hm. Not a bad idea! Maybe with this as a prereq, and a higher level modifier. Consider it added. I'm thinking about it. Anyone else have any arguments on this one? Essentially, yes, but also so that epic casters can do higher level spells. I'll be getting rid of the spell and using this instead (for divine casters, this is a matter of leaving the contingent spell with a celestial/infernal ally or something; they could call it "guardian angel spell"). Is it? I don't know - I don't have any Faerun books, but I think I pulled this one from the [i]Ultimate Feats[/i] book. Unfortunately, this quickly makes spells far more useful than their spell slots - buff spells that are increased to xxx per level (like [i]stoneskin[/i], perhaps) can be cast at any level and last for days, and the "wasted" spell slot no longer matters. At the moment, I'm happy with +4. I'm still playtesting this (and Chain Spell), however, and I may drop them both significantly. Thanks :). Again, dunno. I don't have [i]Tome and Blood[/i], either. As for the +4, what level do you think [i]ranged harm[/i] or [i]ranged ghoul touch[/i] should be? ;) I can deal with an 8th level spell that gives the fighter an effective immunity to 4th level spells or lower. Especially since [i]globe of invulnerability[/i] provides its benefits to any of your allies who need it anyway. A 9th level [i]spell turning[/i], I'm similarly cool with. It's only free if you change ALL of the spell's damage to a single energy type, and that energy type is not force (or sonic in many campaigns). If you have a multi-ray spell, and you change each ray to something different, that's +1 level per energy type except the original energy type. [/QUOTE]
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