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<blockquote data-quote="the Jester" data-source="post: 2144751" data-attributes="member: 1210"><p>I have a spell imc (<em>Marius' double actions</em>) based on 3.0 haste that allows the caster to take two rounds' worth of actions each round for 1d4 rounds. It's 7th level. With a duration of anything like 1 round/level, an extra standard action per round is a high-end 9th level spell imho; and I wouldn't allow it in my game after seeing the difference in balance between 3.0 and 3.5 <em>based on the changes to haste alone.</em></p><p></p><p> </p><p></p><p>It would really depend on the specifics, but in general this would be kind of a 'come out of nowhere' mechanic that doesn't seem to make much sense to me in retrospect. One of the beautiful things about 3e is the elegent way the rules all fit together. I <em>like</em> having DR for stoneskin. I have a higher level version imc that gives DR of 15/- and light fortification for 10 minutes/level. It's, aargh, have to grab my <em>Players' Guide to Cydra</em>!!- it's 9th level. The 'negate all damage from one attack' mechanic doesn't even really make sense to me in the context of 3e, sorry. :\ </p><p></p><p> </p><p></p><p>See <em>overland flight</em> for a good yardstick. Or use Extend Spell, maybe.</p><p></p><p></p><p></p><p>Hell no, given the amount of damage creatures deal in 3e. I don't know if you've played in high-level games, but the characters imc have been worked from low level all the way up to epic, and the tanks deal <em>tons</em> of damage. I don't know that the old version of FS would be balanced even as a 9th level spell; it's damage output is potentially extreme.</p><p></p><p></p><p></p><p>I doubt whether you could balance this one effectively either at less than epic level- it makes any wizard with <em>timestop</em> and <em>teleport</em> an invincible killing machine, especially if he can also scry. (Scry enemy, <em>time stop, teleport</em> in, blast him real good and <em>teleport</em> out again before time speeds up again- he won't even know who hit him if he survives!) As an epic spell, though, I can see it- and I have it in my game; it's Spellcraft DC is 72, and only spells with energy descriptors can harm other creatures while you're accelerated, but it lasts 5 subjective rounds.</p><p></p><p>I'd be interested to see what you come up with- I don't mean to be a naysayer on this, but I think there were good reasons why all of these spells were changed (in the context of 3e).</p></blockquote><p></p>
[QUOTE="the Jester, post: 2144751, member: 1210"] I have a spell imc ([i]Marius' double actions[/i]) based on 3.0 haste that allows the caster to take two rounds' worth of actions each round for 1d4 rounds. It's 7th level. With a duration of anything like 1 round/level, an extra standard action per round is a high-end 9th level spell imho; and I wouldn't allow it in my game after seeing the difference in balance between 3.0 and 3.5 [i]based on the changes to haste alone.[/i] It would really depend on the specifics, but in general this would be kind of a 'come out of nowhere' mechanic that doesn't seem to make much sense to me in retrospect. One of the beautiful things about 3e is the elegent way the rules all fit together. I [i]like[/i] having DR for stoneskin. I have a higher level version imc that gives DR of 15/- and light fortification for 10 minutes/level. It's, aargh, have to grab my [i]Players' Guide to Cydra[/i]!!- it's 9th level. The 'negate all damage from one attack' mechanic doesn't even really make sense to me in the context of 3e, sorry. :\ See [i]overland flight[/i] for a good yardstick. Or use Extend Spell, maybe. Hell no, given the amount of damage creatures deal in 3e. I don't know if you've played in high-level games, but the characters imc have been worked from low level all the way up to epic, and the tanks deal [i]tons[/i] of damage. I don't know that the old version of FS would be balanced even as a 9th level spell; it's damage output is potentially extreme. I doubt whether you could balance this one effectively either at less than epic level- it makes any wizard with [i]timestop[/i] and [i]teleport[/i] an invincible killing machine, especially if he can also scry. (Scry enemy, [i]time stop, teleport[/i] in, blast him real good and [i]teleport[/i] out again before time speeds up again- he won't even know who hit him if he survives!) As an epic spell, though, I can see it- and I have it in my game; it's Spellcraft DC is 72, and only spells with energy descriptors can harm other creatures while you're accelerated, but it lasts 5 subjective rounds. I'd be interested to see what you come up with- I don't mean to be a naysayer on this, but I think there were good reasons why all of these spells were changed (in the context of 3e). [/QUOTE]
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