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General Tabletop Discussion
*Pathfinder & Starfinder
Proposed Solutions to "problem" Spells
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<blockquote data-quote="Destil" data-source="post: 400048" data-attributes="member: 1980"><p><strong>Some of my own changes</strong></p><p></p><p>My own rules tweaks are as follows:</p><p><em>Teleport</em>: You and everyone who teleports with you spends 1d10 minute in astral 'stasis', during which time spell durations are counted but you are unable to act as your bodes are channeled through the astral plane. Three rounds before you arrive a faint arcane beacon appears at your destination (Spot check DC 25), and on the following round it flares & glows brightly, becoming completely obvious to anyone (Spot DC 0). A successful spellcraft check (DC 15+ spell level for during the faint round and 10+spell level during the flaring round) allows you to identify the beacon as an incoming teleportaion, if you're uinfamiliar with it. If you beat the DC by 20 you're also aware of the general location being teleported from (You know the relitive distance and direction to within one mile). This beacon can be taken down with a targeted dispel magic, rebounding those teleported back to their initial location and dealing 1d10 damage.</p><p></p><p>These changes let defenders in the <em>Scry</em> & <em>Teleport</em> situations a clear advantage, inhibiting short duration buffs for the attackers (1 round/level or lower would have a good chance of going down before the combat started, and at lower levels you'll even loose spells that have durations of a second per round sometimes) while letting the defenders use short duration buffs with more ease (since they will have 1 or 2 rounds of uninterrupted preparation), and gives you a chance to counter with <em>dispel magic</em>.</p><p></p><p><em>Telekenetsis</em>: Regardless of weight you can control no more than 1 weapon per level (15 max) of medium size or smaller with any real accuracy, the spell can be used to toss more than this amount into a general area, but there's little to no chance of hitting anything specific. You can control throw half of that number if the weapons are larger, one third of that number with huge weapons, et cetera.</p><p></p><p>This puts a damage cap on the spell inline with the DMG while retaining the ability to toss large amounts of stuff out of the way. Large Weapon = 2d6 (greatsword), medium = 1d8(longsword).. so really you can get a bit better than 1d6 damage per level with longswords, still quite good, 15d8 non-elemental damage… arrows are no longer insane...</p><p></p><p><em>Haste</em>: The target doesn't gain the benefit of the extra action if it's cast on or after the caster's initiative count until their next action: you need to move in the accelerated time-frame for a full round of real-time before the extra time 'builds up' for the partial action...</p><p></p><p>This solves the only real problem I have with the spell, that it gives you back the standard action needed to cast it by the rules, making it practically quickened...</p></blockquote><p></p>
[QUOTE="Destil, post: 400048, member: 1980"] [b]Some of my own changes[/b] My own rules tweaks are as follows: [i]Teleport[/i]: You and everyone who teleports with you spends 1d10 minute in astral 'stasis', during which time spell durations are counted but you are unable to act as your bodes are channeled through the astral plane. Three rounds before you arrive a faint arcane beacon appears at your destination (Spot check DC 25), and on the following round it flares & glows brightly, becoming completely obvious to anyone (Spot DC 0). A successful spellcraft check (DC 15+ spell level for during the faint round and 10+spell level during the flaring round) allows you to identify the beacon as an incoming teleportaion, if you're uinfamiliar with it. If you beat the DC by 20 you're also aware of the general location being teleported from (You know the relitive distance and direction to within one mile). This beacon can be taken down with a targeted dispel magic, rebounding those teleported back to their initial location and dealing 1d10 damage. These changes let defenders in the [i]Scry[/i] & [I]Teleport[/i] situations a clear advantage, inhibiting short duration buffs for the attackers (1 round/level or lower would have a good chance of going down before the combat started, and at lower levels you'll even loose spells that have durations of a second per round sometimes) while letting the defenders use short duration buffs with more ease (since they will have 1 or 2 rounds of uninterrupted preparation), and gives you a chance to counter with [i]dispel magic[/I]. [i]Telekenetsis[/i]: Regardless of weight you can control no more than 1 weapon per level (15 max) of medium size or smaller with any real accuracy, the spell can be used to toss more than this amount into a general area, but there's little to no chance of hitting anything specific. You can control throw half of that number if the weapons are larger, one third of that number with huge weapons, et cetera. This puts a damage cap on the spell inline with the DMG while retaining the ability to toss large amounts of stuff out of the way. Large Weapon = 2d6 (greatsword), medium = 1d8(longsword).. so really you can get a bit better than 1d6 damage per level with longswords, still quite good, 15d8 non-elemental damage… arrows are no longer insane... [I]Haste[/I]: The target doesn't gain the benefit of the extra action if it's cast on or after the caster's initiative count until their next action: you need to move in the accelerated time-frame for a full round of real-time before the extra time 'builds up' for the partial action... This solves the only real problem I have with the spell, that it gives you back the standard action needed to cast it by the rules, making it practically quickened... [/QUOTE]
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