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<blockquote data-quote="Gadget" data-source="post: 6900136" data-attributes="member: 23716"><p>Some good points about <em>Stoneskin</em>. It is not quite the uber buff it was in previous editions. I think the point of the spell now is that you put it on the Fighter with the magic armor and high AC and send him into the blender. Viewed from that angle, it is a pretty good buff, though I agree it is no longer the self buff it once was.</p><p></p><p>As for <em>Horrid Wilting</em>, I trust you guys have worked out the damage particulars. My point was that I don't mind Evocation spells being a little ahead (but not that much) on damage (that's their thing after all), but I would like it if this spell had a flavorful rider to go along with it. Like targets who fail their save can't recover hit points until they take a short/long rest (or receive a Greater Restoration, remove curse, etc.). The problem is that these riders are more inherently difficult to balance than straight up damage.</p><p></p><p>A few more at the apex of the spell casting list to consider:</p><p></p><p><em>Weird</em> - For a ninth level spell, it is basically mass phantasmal killer, with the same problems phantasmal killer has; namely requiring two different saves before any of the not great ongoing damage kicks in. Not impressed.</p><p></p><p><em>Timestop</em> - This used to be quite the spell, iirc. Now they have so locked it down that it is mainly a get-out-of-dodge, or quick time out to quaff a few healing potions and buff up a little spell. Most other uses are very contrived or very niche. You can still do the old stand by of firing off a <em>Delayed Blast Fireball</em> and buffing/healing while under the effect of this spell, but the random number of rounds you get outside of time makes this less useful. Either make it so you can bring along four or five buddies outside of time with you (so the whole party can heal/buff up), or make it a reaction to cast and give the caster a full five rounds outside of time. This makes the defensive aspects of the spell more pronounced, making it an oh-no-you-didn't type of ability, while keeping the offensive abuses in check. </p><p></p><p></p><p>Sent from my iPad using Tapatalk</p></blockquote><p></p>
[QUOTE="Gadget, post: 6900136, member: 23716"] Some good points about [I]Stoneskin[/I]. It is not quite the uber buff it was in previous editions. I think the point of the spell now is that you put it on the Fighter with the magic armor and high AC and send him into the blender. Viewed from that angle, it is a pretty good buff, though I agree it is no longer the self buff it once was. As for [I]Horrid Wilting[/I], I trust you guys have worked out the damage particulars. My point was that I don't mind Evocation spells being a little ahead (but not that much) on damage (that's their thing after all), but I would like it if this spell had a flavorful rider to go along with it. Like targets who fail their save can't recover hit points until they take a short/long rest (or receive a Greater Restoration, remove curse, etc.). The problem is that these riders are more inherently difficult to balance than straight up damage. A few more at the apex of the spell casting list to consider: [I]Weird[/I] - For a ninth level spell, it is basically mass phantasmal killer, with the same problems phantasmal killer has; namely requiring two different saves before any of the not great ongoing damage kicks in. Not impressed. [I]Timestop[/I] - This used to be quite the spell, iirc. Now they have so locked it down that it is mainly a get-out-of-dodge, or quick time out to quaff a few healing potions and buff up a little spell. Most other uses are very contrived or very niche. You can still do the old stand by of firing off a [I]Delayed Blast Fireball[/I] and buffing/healing while under the effect of this spell, but the random number of rounds you get outside of time makes this less useful. Either make it so you can bring along four or five buddies outside of time with you (so the whole party can heal/buff up), or make it a reaction to cast and give the caster a full five rounds outside of time. This makes the defensive aspects of the spell more pronounced, making it an oh-no-you-didn't type of ability, while keeping the offensive abuses in check. Sent from my iPad using Tapatalk [/QUOTE]
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