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New Spell Dancer
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<blockquote data-quote="emoplato" data-source="post: 5662130" data-attributes="member: 97812"><p>Oh, yeah I should probably add the requirements and skills, sorry. </p><p>1. As for the adjustments I made the problem with the original it requires ten ranks of cross class skills. This means a spell caster will have to at least take two other levels of a core class that halts progression. I mean unless you are a human and have able learner. It also had three completely useless feats and one only situationally beneficial feat for casting as requirements. As was a sorcerer is utterly screwed taking this. Remember it still takes three feats and a cross class skill 6, so possibly four feats. </p><p>2. Actually the Incantatrix doesn't require spellcraft check at all. If it did that is outside rule in which must apply to all casters applying on the fly or a houserule. It also has three bonus feats and level knockoff capability. Also from what was said in the Magic of Faerun there is no indication on what the Spelldancer could even cast or not during the spelldance. It sounded it could only dance and apply those tactically and effectively stupid effects while dancing. Also the con. damage was a fort. save applied after dancing not for casting but for dancing and well I thought that was ridiculous because most likely you will have a lack fortitude. So combined with cooperative dance it was a recipe for suicide. This on the other hand doesn't give any feats. I could remove the storing though. Well it is an issue for the Spelldancer because at least someone has to burn a spell or an ability to get them going again with it. Remember they can't use it while fatigued. Though I didn't specify whether spelldance could only be used during battle I should add persistent spell to the off limits list.</p><p>3. Okay, I know it is a bit weird but yet again I wanted to throw a bone to spontaneous casters as they have little known selection. So what Enigmatic Flourish does is that if a sorcerer had previous spells known, in other words they opted to forget the previous for the ones they currently have, they could resurrect others they have used before eliminating them from their spells known. Though they must have actually used them before. Okay, the rules of Battle Dynamics/Revitalizing Spirit if they initiate this ability while in spell dance they may continue bonus in the next round for half(round down) value. This increases up to 3 at level 8, however bonuses do not stack if a spelldancer sacrifices again they reset. Though may be it would simpler just to say one use with the two per dance. Duration is half of their perform scores ranks. Okay Fluid casting means if you provoke an attack of opportunity it is for the spell not the movement, in other words no tumble for it until level 8, but then it is a much higher DC.</p></blockquote><p></p>
[QUOTE="emoplato, post: 5662130, member: 97812"] Oh, yeah I should probably add the requirements and skills, sorry. 1. As for the adjustments I made the problem with the original it requires ten ranks of cross class skills. This means a spell caster will have to at least take two other levels of a core class that halts progression. I mean unless you are a human and have able learner. It also had three completely useless feats and one only situationally beneficial feat for casting as requirements. As was a sorcerer is utterly screwed taking this. Remember it still takes three feats and a cross class skill 6, so possibly four feats. 2. Actually the Incantatrix doesn't require spellcraft check at all. If it did that is outside rule in which must apply to all casters applying on the fly or a houserule. It also has three bonus feats and level knockoff capability. Also from what was said in the Magic of Faerun there is no indication on what the Spelldancer could even cast or not during the spelldance. It sounded it could only dance and apply those tactically and effectively stupid effects while dancing. Also the con. damage was a fort. save applied after dancing not for casting but for dancing and well I thought that was ridiculous because most likely you will have a lack fortitude. So combined with cooperative dance it was a recipe for suicide. This on the other hand doesn't give any feats. I could remove the storing though. Well it is an issue for the Spelldancer because at least someone has to burn a spell or an ability to get them going again with it. Remember they can't use it while fatigued. Though I didn't specify whether spelldance could only be used during battle I should add persistent spell to the off limits list. 3. Okay, I know it is a bit weird but yet again I wanted to throw a bone to spontaneous casters as they have little known selection. So what Enigmatic Flourish does is that if a sorcerer had previous spells known, in other words they opted to forget the previous for the ones they currently have, they could resurrect others they have used before eliminating them from their spells known. Though they must have actually used them before. Okay, the rules of Battle Dynamics/Revitalizing Spirit if they initiate this ability while in spell dance they may continue bonus in the next round for half(round down) value. This increases up to 3 at level 8, however bonuses do not stack if a spelldancer sacrifices again they reset. Though may be it would simpler just to say one use with the two per dance. Duration is half of their perform scores ranks. Okay Fluid casting means if you provoke an attack of opportunity it is for the spell not the movement, in other words no tumble for it until level 8, but then it is a much higher DC. [/QUOTE]
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