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<blockquote data-quote="Kerrick" data-source="post: 2823449" data-attributes="member: 4722"><p>Rather than post comments on the spells in the other thread, since it'd be slightly off-topic, I decided to go here. </p><p></p><p>I noticed, first off, that they're all low-level. You have anything higher? Mine currently range from 10-25, with a few odd ones even higher.</p><p></p><p>Aphasia: I can understand the part about blocking a creature's ability to understand language (that alone would make a good 7th-8th level curse), but why does it grant the caster control over the target? This a totally unrelated effect, IMO.</p><p></p><p>Arbitrary Form: Interesting spell. I'd allow a Will save each day (cumulative penalty) until it fails, but otherwise, not bad.</p><p></p><p>Call Herald: This is way too low level. Consider summon monster IX - the average CR for those monsters is around 12. Solars are CR 23, titans 21, so I'd put the level for a spell like this at around 15-16 (I'd go by 2 points of CR per level after IX).</p><p></p><p>Commune Beyond Nature: I've never used spells like commune or legend lore, so I can't really say much here.</p><p></p><p>Controlled disjunction: I got rid of the non-epic disjunction and replaced it with an epic version, which does much the same thing, but after reading your version, I'm going to change mine again. </p><p></p><p>Basically, I'd keep the 9th-level version, with the area effect dispel (+40 cap) or you can automatically disjoin a single spell effect, or destroy a single (non-epic) magic item with a targetted disjoining (Will save applies). This would not work against artifacts. The epic version (~L12) would do the same thing, but has no cap and can work against (lesser) artifacts.</p><p></p><p>Duplicate spell: Hmm... powerful spell. Maybe a bit too powerful for 10th level. I could easily imagine someone getting a free wish, wail of the banshee, gate, implosion... you get the idea.</p><p></p><p>Epiphany: Hmm... First it says that outsiders of the same deity are inspired, then it says later on that outsiders are immune if they're opposed. You can't have it both ways - either all outsiders can be affected, or they're all immune. I'd go with the former - it makes more sense for the demonic minions of Orcus (hey, he makes a good example <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) are shaken when this spell is cast on them by a cleric of Pelor.</p><p></p><p>I like the part about a crisis of faith, but I'm not sure that "unwilling to worship any other deity for at least a day" would fly, since you're effectively taking away their choice here. How about if they lose all abilities gained from a divine source until they spend an hour in prayer communing with their god and reaffirming their faith, and if they don't do so within, say, 24 hours, they have to undergo atonement for letting their faith waver for so long?</p><p></p><p></p><p></p><p>You mean fails the save?</p><p></p><p>BTW, the duration on this should be one day, not Instantaneous.</p><p></p><p>Infantilize: This is a weird spell - it's just basically a super-energy drain, and too low a level. ED is L9 and only drains 2d4 levels - this one deals 2 negative levels/CL. I'd drop it to 1/level and bump the spell level up to around 13, simply because of the memory wipe part of it.</p><p></p><p>Vaticinal Taunt: Not a bad spell, but I think the permanent duration is a little much. I'd go with 1 day/level, unless you want to jack up the spell level.</p><p></p><p>Why did you set the division for who can be affected at CL 21? Why not have it as equal to or higher than your level can save for no effect, lower than your level gets no save?</p><p></p><p></p><p></p><p>Wouldn't Spellcraft make more sense here?</p></blockquote><p></p>
[QUOTE="Kerrick, post: 2823449, member: 4722"] Rather than post comments on the spells in the other thread, since it'd be slightly off-topic, I decided to go here. I noticed, first off, that they're all low-level. You have anything higher? Mine currently range from 10-25, with a few odd ones even higher. Aphasia: I can understand the part about blocking a creature's ability to understand language (that alone would make a good 7th-8th level curse), but why does it grant the caster control over the target? This a totally unrelated effect, IMO. Arbitrary Form: Interesting spell. I'd allow a Will save each day (cumulative penalty) until it fails, but otherwise, not bad. Call Herald: This is way too low level. Consider summon monster IX - the average CR for those monsters is around 12. Solars are CR 23, titans 21, so I'd put the level for a spell like this at around 15-16 (I'd go by 2 points of CR per level after IX). Commune Beyond Nature: I've never used spells like commune or legend lore, so I can't really say much here. Controlled disjunction: I got rid of the non-epic disjunction and replaced it with an epic version, which does much the same thing, but after reading your version, I'm going to change mine again. Basically, I'd keep the 9th-level version, with the area effect dispel (+40 cap) or you can automatically disjoin a single spell effect, or destroy a single (non-epic) magic item with a targetted disjoining (Will save applies). This would not work against artifacts. The epic version (~L12) would do the same thing, but has no cap and can work against (lesser) artifacts. Duplicate spell: Hmm... powerful spell. Maybe a bit too powerful for 10th level. I could easily imagine someone getting a free wish, wail of the banshee, gate, implosion... you get the idea. Epiphany: Hmm... First it says that outsiders of the same deity are inspired, then it says later on that outsiders are immune if they're opposed. You can't have it both ways - either all outsiders can be affected, or they're all immune. I'd go with the former - it makes more sense for the demonic minions of Orcus (hey, he makes a good example :p) are shaken when this spell is cast on them by a cleric of Pelor. I like the part about a crisis of faith, but I'm not sure that "unwilling to worship any other deity for at least a day" would fly, since you're effectively taking away their choice here. How about if they lose all abilities gained from a divine source until they spend an hour in prayer communing with their god and reaffirming their faith, and if they don't do so within, say, 24 hours, they have to undergo atonement for letting their faith waver for so long? You mean fails the save? BTW, the duration on this should be one day, not Instantaneous. Infantilize: This is a weird spell - it's just basically a super-energy drain, and too low a level. ED is L9 and only drains 2d4 levels - this one deals 2 negative levels/CL. I'd drop it to 1/level and bump the spell level up to around 13, simply because of the memory wipe part of it. Vaticinal Taunt: Not a bad spell, but I think the permanent duration is a little much. I'd go with 1 day/level, unless you want to jack up the spell level. Why did you set the division for who can be affected at CL 21? Why not have it as equal to or higher than your level can save for no effect, lower than your level gets no save? Wouldn't Spellcraft make more sense here? [/QUOTE]
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