(R&R2) Specific opinions and findings

I have only gotten part of the way through the spell list but I think Bread of Life is a bit too much.

Compared to the second level healing spell Cure Moderate Wounds which heals 2d8+1/level up to a maximum of 2d8+10 this spell makes 4 quarters of bread that each heal 1d8+1/caster level with no maximum on the bonus points.
So if one person ate all 4 corners they would be healed of 4d8+4/caster level and not have to eat for the day.

Of course, it has slightly less utility in combat than Cure Moderate Wounds but there is nothing stopping the preperation of the bread before hand. The spells is effectively permanent on the bread until it is eaten or rots away.

Who needs potions of cure light wounds?
 

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Re: Post 2 of 2 -- Specific Opinions and Comments

fba827 said:


p141 - Talen's Maligned Performance
fba827: The spell seems to imply that it worsens the target's performance, not making the ballad/performance any more difficult. That being said, perhaps instead of increasing the DC by the listed amount, it should be a penalty to the perform check for the listed amount. Net effect is more or less the same, however, so not a really big deal at all.

p143 - Tendrils of Eternal Night
fba827: After the school descriptor of "Evil" there is a question mark with a line through it -- I am guessing that they were trying to remove the question mark; or does it mean something else? I am guessing it is safe to assume that mark is removed and doesn't mean anything


As the writter of these two spells maybe I can add a slight clarification. I tend to agree with the idea of it directly worsening the Peroformance. I increased the DC because many of the rules state that you make something more difficult by increasing the DC. However actually subtracting from the performance proabbly makes more sense.

As far as Tendrils of the Eternal night goes I have no clue what is up with the questionmark. The spell should flat out have an evil descriptor.
 


Ah-ha! The thread was moved, no wonder I nor my list of subscribed threads find this! I just figured it rolled off the pages from lack of response ;)

Dr_Rictus said:
The use of healing interdiction to protect undead from healing spell hadn't occurred to me, but it doesn't seem inappropriate for a 9th-level spell.

Oh - I don't disagree (don't let me comment above make you think otherwise). From the perspective of a 9th level spell, protecting undead is not innappropriate at all. Just that from reading the description and the spell it seemed to fall outside the intent and purpose of the spell. I merely meant to say if it wasn't the intent to allow that then to consider an adjustment to the target listing to say "living" that's all :)


tabrumj said:
As the writter of (Talen's Maligned Performance) maybe I can add a slight clarification. I tend to agree with the idea of it directly worsening the Peroformance. I increased the DC because many of the rules state that you make something more difficult by increasing the DC. However actually subtracting from the performance proabbly makes more sense.

Oh, net effect is the same in this case; no harm done :) I was just offering an additional way to look at it.

Someone in the game used this spell (found on a scroll) to the great detriment of the NPC target. Needless to say, the PCs were happy with it :)

Corinth said:
I contributed Essential Blade and the arcane puissance weapon quality. (snip) look forward to hearing feedback from people who use my stuff.

I have not yet had the chance to see either of those in play yet so I haven't had the opporunity to read them beyond the initial reading, if I do, I'll let you know :)
 

The more I think about, the more I think that WOULD be nice. Say if Galdor cast Healing interdiction on himself, he's be able to avoid a lot of powerful positive energy effects. Though he's a got a problem IF he usings inflicts spells because they act as cures and thus still won't work.
 


Ok, this is only tangently related to RR2 but I figured I should ask it here anyway...

I lose Relics and Rituals 1 and I am torn about whether or not I should get it again.

It is flavorful and all that but is it really worth the balance issues?

I am well aware of your opinion on the issues, Nightfall ;-), but I am interested in others as well....
 

Tuerny said:
Ok, this is only tangently related to RR2 but I figured I should ask it here anyway...

I lose Relics and Rituals 1 and I am torn about whether or not I should get it again.

It is flavorful and all that but is it really worth the balance issues?

I am well aware of your opinion on the issues, Nightfall ;-), but I am interested in others as well....

Well I won't say but I would say if you wanted to use the spells in R&R1, you'd probably need another copy. You can't have mine! ;)

Btw I tried my best to answer your question about Calastia on the S&SS boards. Once it gets here, I'll give you a more thorough breakdown.
 

Tuerny said:
Ok, this is only tangently related to RR2 but I figured I should ask it here anyway...

I lose Relics and Rituals 1 and I am torn about whether or not I should get it again.

It is flavorful and all that but is it really worth the balance issues?

I am well aware of your opinion on the issues, Nightfall ;-), but I am interested in others as well....

I have yet to experience any balance problems with this book. When I DMed it was one of the most used books at the table. If I lost my copy, after I was 100% sure I wouldn't be finding it again, I'd go out and get it that day.
 

Some favorites ....

First off -- I have to say up front -- the game effect (visual/desired effect) for just about every spell and item in here is great!. Game mechanics to achieve these effects are also pretty good (some better than others, but over all, still good and nothing that can't easily be changed if needed)

note, I am only commenting on spells I have actually been able to see used in game at least twice

Afflication - a very nasty spell to use against a PC - it became the spell on a scroll most used by a villan :-) (after the second use of it, the PCs were terrified just seeing someone whip out a scroll :D )

Earth Blast - i have been trying to get an effect similar to this for quite sometime.. this does it fairly cleanly.

Enchant Spirit Doll and associated spells - so many possibilities here!

Fanning the Flames -

Malicious Image - feels so wicked, I love it :) was a little awkward when trying to use it the first time.. but the second time through he did, admitedly, play the unknown answers by ear. (This is not to say it isn't a good spell. after all, the more original the spell the more questions that are going to come up!)

Scent of the Hunted - has such a good druid of revenge feel to it ...

Sigil of Fire / Ice / Ooze - this reminds me of some undead in a video game (which one, I don't know). but "feels" cool none the less

Stalkers Sight - fairly diversly applicable spell

Summon (specific creature) - nice idea and saves the space of many individual summon spells and offers an option for those who don't like the PHB summon spells (short duration, etc). my only ongoing question is that this doesn't summon planer creatures but rather same-plane creatures (i.e. summons a rabbit rather than a celestial rabbit, that sort of thing). I was under the impression that the PHB summon spells were purposely planar creatures so that they would "reform/live on" even if killed on the prime plane. (course, I may just be missing some fact here)

Talen's Counfounding Battlefield - this is the stuff confusion and chaos is made of... :D

Again, the above are just ones that my game group has been able to use more than once so I've been able to see them in action... I'm sure over time several of these spells and magic items will make it to the group's list of favorites :D
 

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