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Spells that could be improved / better designed
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<blockquote data-quote="Saeviomagy" data-source="post: 6897307" data-attributes="member: 5890"><p>I'd say keep it as is, remove "the target becomes hostile" and replace it with "the target is aware you cast the spell on it". Maybe have that 5 minute duration bump, because 1 minute isn't long enough to have most conversations.</p><p></p><p>Letting it work on a friend is the way to go.</p><p></p><p>I think blade ward is fine.</p><p></p><p>Cast it on your Strength 20 fighter, and he can now jump 60 feet. Most characters are getting more than a 25 foot jump. I think jump is fine.</p><p></p><p>* Make the ongoing damage switchable with an attack roll</p><p>* Add a die to the ongoing damage when it's cast as a 3rd, 6th and 9th level spell (makes it match cantrip damage)</p><p>* Don't end the spell if the damage is not dealt, simply require an attack roll to reacquire.</p><p></p><p>I think that's fine.</p><p></p><p>I think the main reason this spell exists as it does is to give druids a way to have a not crap AC when they take an animal form, hence the non stacking nature. You don't want some animal form to pop up that stacks with it and creates a stupidly high AC, and you don't want to have to do math with your AC just because you cast this spell. So IMO, no change necessary.</p><p></p><p>Agreed.</p><p></p><p>I'd much rather just changing the spell so that the target saves or is infected by the chosen disease exactly as though they had contracted it naturally (although any save DC for the disease becomes the spell DC). The spell is no longer something you drop in combat, but it IS a useful spell.</p><p></p><p>Remove concentration, add casting modifier to damage. Done.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6897307, member: 5890"] I'd say keep it as is, remove "the target becomes hostile" and replace it with "the target is aware you cast the spell on it". Maybe have that 5 minute duration bump, because 1 minute isn't long enough to have most conversations. Letting it work on a friend is the way to go. I think blade ward is fine. Cast it on your Strength 20 fighter, and he can now jump 60 feet. Most characters are getting more than a 25 foot jump. I think jump is fine. * Make the ongoing damage switchable with an attack roll * Add a die to the ongoing damage when it's cast as a 3rd, 6th and 9th level spell (makes it match cantrip damage) * Don't end the spell if the damage is not dealt, simply require an attack roll to reacquire. I think that's fine. I think the main reason this spell exists as it does is to give druids a way to have a not crap AC when they take an animal form, hence the non stacking nature. You don't want some animal form to pop up that stacks with it and creates a stupidly high AC, and you don't want to have to do math with your AC just because you cast this spell. So IMO, no change necessary. Agreed. I'd much rather just changing the spell so that the target saves or is infected by the chosen disease exactly as though they had contracted it naturally (although any save DC for the disease becomes the spell DC). The spell is no longer something you drop in combat, but it IS a useful spell. Remove concentration, add casting modifier to damage. Done. [/QUOTE]
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