Dragonwriter
First Post
(check out Jareth's new cloak)
Not quite mine, remember?

And congrats on the PHB2. Now you can finally see the whole text on what I'm playing. And I might be able to use some of those PHB2 spells, like Kelgore's Fire Bolt.
(check out Jareth's new cloak)

 But seriously UA/SC/Complete* are the most important IMO.Not quite mine, remember?Of course, it also would've been better if Jareth knew the meaning of "stealth."
And congrats on the PHB2. Now you can finally see the whole text on what I'm playing. And I might be able to use some of those PHB2 spells, like Kelgore's Fire Bolt.![]()
Grats on the books HM! Now if you only got Unearthed Arcana, Spell Compendium and Complete: Warrior, Arcane, Divine, Scoundrel and Mage... Oh and Races of Stone and Dragon Magic and... wait. There's no end to those books is there...But seriously UA/SC/Complete* are the most important IMO.
And don't get Libris Mortis because... Well because i haven't given up on VOTD and i can't have you choosing a class that permannetly slays Undead can I?(just kidding)
i have a question for you HM reguarding a possible other homebrew item (because i can't find a similar itemin books) for my character. Rather than picking up Mobility at L2, how about a homebrew feat we'll call Divine Mage that allows me to stack cleric and wizard levels to determine caster level for spell effects and caster level checks. I say this because if I do alternate levels up to 6th before moving on to the PRC I'll be L5 before i can cast a MagicMissile with two bolts, and it will decrease my healing contribution (at L6 CLW is still only 1d6+3) Anyway, thought I'd present it now and give you a chance to mull it over. I get the idea from feats like Ascetic Mage that allow you to stack monk/wizard levels to determine Unarmed attacks. in the end it only amounts to a +3 bonus to my Caster level for each class
Thanks and no way you are getting a d6/lvl instant hit save for half spell, think it needs tweaked to either a range attack no save, or ranged touch attack still with save. Some of the spells they come up with are truly bizzare.
@DW: but at 5th lvl you can cast that spell how many times?? 5 or 6 at 5d6 each and fireball you only would have 1 or 2. I believe you should use spells like magic missile, burning hands, and fireball and the like as the base for all other spells. And see where a new spell falls into place.
Nothing is to overpowered it can't be changed to compensate, add a lvl, add an attack roll, or change the damage die. And you have a more balanced spell.
I feel they never play test these new spells at high lvls to see what would happened if a powerful caster had access to the spell and things like meta-magic feats and such. Cast a quicken firebolt and a regular one in the same round for auto hit 10d6, save for half?? just adding an attack roll makes that a little better.