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*Pathfinder & Starfinder
Some More New Spells(Even More Spells Added)
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<blockquote data-quote="Merlion" data-source="post: 870988" data-attributes="member: 10397"><p>Thats entirly your opnion. I disagree.</p><p></p><p> </p><p></p><p>Possibly yes. I am still working on the workings of positive energy but I probably will add the Good descreptor. Neither of my other evocations are overpowered...a conclusion you finaly came to yourself on one of em....but ok</p><p></p><p></p><p> </p><p></p><p>I think this is part of where you arent understanding what I'm doing with thease spells. My Mystic class is not the Cleric. Its going to "replace" the cleric in my campaign to a point, but magic as a whole and as a concept is going to be much more generalized. Wizards will be able to heal(albeit badly) for instance.</p><p></p><p></p><p></p><p> </p><p></p><p>I dont see the problem here. Ten dice of damage is the usual max for a 3rd level multi target arcane spell. The concept of Arcane versus divine magic doesnt exist in my campaign...magic is simply magic. the Mystic is not a divine spellcaster. The Mystic is the Mystic. their spells dealing with alignment and with things like undead are going to follow the upper guidlines because that is one of their strengths.</p><p></p><p></p><p></p><p> </p><p></p><p>Should their be? All of the Mystic stuff is a work in progress. this spell in particular. I am ironing out how I am going to deal with positive and negative energy, exactly how to express the things I want to do in mechanics, how much offensive power I want the Mystic to have and many other things. I am not really happy with Disruption Blast...it is slightly more powerful than I want it to be...its also clunky. I think this works better:</p><p>Disruption Blast</p><p>Evocation [Good]</p><p>Level: Sor/Wiz 4, Mys 3</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft +5 ft/2 levels)</p><p>Area: Cone</p><p>Duration: Instantaneous </p><p>Saving Throw: Reflex Half</p><p>Spell Resistance: Yes</p><p></p><p>This spell creates a blast of intense positive energy. This energy deals 1d8 points of damage per caster level (maximum 10d8) to undead and evil outsiders. Evil beings who are not undead or outsiders take half damage, or one quarter damage on a succesful save. Non evil beings are unaffected by this spell.</p></blockquote><p></p>
[QUOTE="Merlion, post: 870988, member: 10397"] Thats entirly your opnion. I disagree. Possibly yes. I am still working on the workings of positive energy but I probably will add the Good descreptor. Neither of my other evocations are overpowered...a conclusion you finaly came to yourself on one of em....but ok I think this is part of where you arent understanding what I'm doing with thease spells. My Mystic class is not the Cleric. Its going to "replace" the cleric in my campaign to a point, but magic as a whole and as a concept is going to be much more generalized. Wizards will be able to heal(albeit badly) for instance. I dont see the problem here. Ten dice of damage is the usual max for a 3rd level multi target arcane spell. The concept of Arcane versus divine magic doesnt exist in my campaign...magic is simply magic. the Mystic is not a divine spellcaster. The Mystic is the Mystic. their spells dealing with alignment and with things like undead are going to follow the upper guidlines because that is one of their strengths. Should their be? All of the Mystic stuff is a work in progress. this spell in particular. I am ironing out how I am going to deal with positive and negative energy, exactly how to express the things I want to do in mechanics, how much offensive power I want the Mystic to have and many other things. I am not really happy with Disruption Blast...it is slightly more powerful than I want it to be...its also clunky. I think this works better: Disruption Blast Evocation [Good] Level: Sor/Wiz 4, Mys 3 Components: V, S Casting Time: 1 action Range: Close (25 ft +5 ft/2 levels) Area: Cone Duration: Instantaneous Saving Throw: Reflex Half Spell Resistance: Yes This spell creates a blast of intense positive energy. This energy deals 1d8 points of damage per caster level (maximum 10d8) to undead and evil outsiders. Evil beings who are not undead or outsiders take half damage, or one quarter damage on a succesful save. Non evil beings are unaffected by this spell. [/QUOTE]
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