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Rejiggering Spells and Spell Levels: Improved Invis, Haste, Poly Other . . .
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<blockquote data-quote="Forrester" data-source="post: 201728" data-attributes="member: 1279"><p>Howdy, all. Based on what I've read about others' campaigns, and in the interests of keeping my campaign interesting, powered at core3E levels, and somewhat powergamer resistant, I've made a few house rules to my campaign.</p><p></p><p>I'd like to know what you think, and then, ask a question about changing Polymorph Other. </p><p></p><p>Current changes: Haste is now a 4th level spell (and still oh, so very very good). Improved Invis is a 5th level spell. (Now, these spells aren't necessarily auto-taken.)</p><p></p><p>I've also made it so that one needs more information in order to teleport -- either an exact distance, or familiarity with the area. No Scry/Teleport, Scry/Teleport. I had to institute this rule or else the party I'm DM'ing would be dead already, as they've got powerful foes. (The party doesn't even have the ability to Scry yet.) </p><p></p><p>Next spell that's on the block: Polymorph Other (Tome & Blood errata'd version). Even with the errata, it allows anyone and everyone traveling with a 7th level wizard to eventually, PERMANENTLY, get a huge boost to strength, 10' reach, and +7 to +10 natural armor (depending on whether you're going the troll route, the stone giant route, the hag route, or whatnot). </p><p></p><p>Or, you could just turn into a Gold Dragon and get +20 or so to natural armor, and a bunch of other nifty attacks besides. </p><p></p><p>I guess what I'm saying is that Polymorph Other seems a bit strong for a 4th level spell. First, it's a save or die spell (almost). Add on top of that permanent gains in natural armor, reach, and strength . . . not to mention the fact that one's NORMAL armor is supposed to expand to fit this form . . . well, does anyone else feel this way? </p><p></p><p>The main foes of my party are (surprise surpirse) nasty elves -- drow below, high elves above. And they have access to better magics than the party. I worry about EVERY single party hunting in the Underdark being made up of a mix of Trolls and Dragons, Giants and Dragons, and Hags and Dragons. Including any and all spellcasting sentients hunting down the party. </p><p></p><p>Anyway, possible changes. (I'm considering using any and all of them)</p><p></p><p></p><p>1) Natural armor above +4 is considered "Extraordinary", and would not be granted by the spell. </p><p></p><p>2) Gear would not change size when one is polymorphed. (Tough to defend this one if you play in a campaign where all magical stuff can resize to fit both kobolds and stone giants)</p><p></p><p>3) The spell has a duration of one day (or one hour/level, or whatever). Perhaps the caster can make it permanent, in which case the target must make a Fort save when he's changed back, or die. </p><p></p><p>Ideas? Responses? Childish Insults from Forgotten Realms players? I await your feedback.</p></blockquote><p></p>
[QUOTE="Forrester, post: 201728, member: 1279"] Howdy, all. Based on what I've read about others' campaigns, and in the interests of keeping my campaign interesting, powered at core3E levels, and somewhat powergamer resistant, I've made a few house rules to my campaign. I'd like to know what you think, and then, ask a question about changing Polymorph Other. Current changes: Haste is now a 4th level spell (and still oh, so very very good). Improved Invis is a 5th level spell. (Now, these spells aren't necessarily auto-taken.) I've also made it so that one needs more information in order to teleport -- either an exact distance, or familiarity with the area. No Scry/Teleport, Scry/Teleport. I had to institute this rule or else the party I'm DM'ing would be dead already, as they've got powerful foes. (The party doesn't even have the ability to Scry yet.) Next spell that's on the block: Polymorph Other (Tome & Blood errata'd version). Even with the errata, it allows anyone and everyone traveling with a 7th level wizard to eventually, PERMANENTLY, get a huge boost to strength, 10' reach, and +7 to +10 natural armor (depending on whether you're going the troll route, the stone giant route, the hag route, or whatnot). Or, you could just turn into a Gold Dragon and get +20 or so to natural armor, and a bunch of other nifty attacks besides. I guess what I'm saying is that Polymorph Other seems a bit strong for a 4th level spell. First, it's a save or die spell (almost). Add on top of that permanent gains in natural armor, reach, and strength . . . not to mention the fact that one's NORMAL armor is supposed to expand to fit this form . . . well, does anyone else feel this way? The main foes of my party are (surprise surpirse) nasty elves -- drow below, high elves above. And they have access to better magics than the party. I worry about EVERY single party hunting in the Underdark being made up of a mix of Trolls and Dragons, Giants and Dragons, and Hags and Dragons. Including any and all spellcasting sentients hunting down the party. Anyway, possible changes. (I'm considering using any and all of them) 1) Natural armor above +4 is considered "Extraordinary", and would not be granted by the spell. 2) Gear would not change size when one is polymorphed. (Tough to defend this one if you play in a campaign where all magical stuff can resize to fit both kobolds and stone giants) 3) The spell has a duration of one day (or one hour/level, or whatever). Perhaps the caster can make it permanent, in which case the target must make a Fort save when he's changed back, or die. Ideas? Responses? Childish Insults from Forgotten Realms players? I await your feedback. [/QUOTE]
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