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  • #31
    Yes...you can finger of death all the druids you like but God help you if summon a skeleton! Also, I remember when cure spells were of the necromancy school (nostalgic sigh).
    I can't slow down, I can't hold back though you know I wish I could. No there ain't no rest for the wicked until we close our eyes for good!

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    • #32
      Originally posted by sonuvalich View Post
      Yes...you can finger of death all the druids you like but God help you if summon a skeleton! Also, I remember when cure spells were of the necromancy school (nostalgic sigh).
      Having healing spells in necromancy made a lot of sense, considering it's the school of life and death and we still have spells that channel positive energy (Disrupt Undead, for example). Oh well. At least we still have stuff like False Life, Vampiric Touch, and Healing Touch for necromantic healing. Wish the latter was in NWN2.
      Last edited by Rhifox; 09-03-2012, 01:24 AM.
      -Arcanist Josirah Caranos, Red Wizard of Thay

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      • #33
        Originally posted by Talleyman99 View Post
        It's not all about the I toss a fireball and win. Use your head think tactically. It's not PnP your gonna have to think outside the box and rework your ideas sometimes.
        I know what your saying and I agree, I much prefer to see mages doing that than super-buffing the party. Anyway, if most Mages are like you and happy with simply avoiding the less-effective spells and sticking to the ones which they know work, thats possibly a solution in itself.

        I just think some spells e.g. Burning hands, Fireball, Lightning bolt, Mestil's acid breath, Prismatic spray rarely see the light of day due to targeting being such a biatch and even a modest (+10?) increase in damage would change that. Maybe not Int modifier if thats too hard to code, then just a flat bonus.

        Take Burning Hands (5d4=12.5dmg) vs. Magic missile (5d4+5=17.5dmg)...no one ever uses Burning hands...you have to get in close to use it (a risk for a caster), occasionally it will hit 2-3 enemies, but usually just 1, and they can save for half damage (6.5dmg).

        Which is possibly why I've never seen a Mage use Burning hands (maybe they use it while soloing at low level incase they get mobbed? Anyway...a high level Mage's 1st level spells are all MM or the all-powerful Grease spell). Now if that Burning Hands did 22.5dmg (save for half) we'd see Mage's torching the Spittlefist and even Mossclaws like marshmallows
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        • #34
          Originally posted by thaelis View Post
          Which is possibly why I've never seen a Mage use Burning hands (maybe they use it while soloing at low level incase they get mobbed? Anyway...a high level Mage's 1st level spells are all MM or the all-powerful Grease spell).
          The Orbs are actually pretty nice, if your Dex is good enough to make the hit. No SR, no save, 5d8 damage. Choice between pretty much every elemental type depending on what you're going to be going up against, too.
          -Arcanist Josirah Caranos, Red Wizard of Thay

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          • #35
            Originally posted by Rhifox View Post
            The Orbs are actually pretty nice
            Indeed, in fact they are a little out of balance with other 1st level spells, considering Shocking Grasp does less damage (5d6) and is not ranged >< Those Orb spells in particular I would not recommend giving a buff to, as I believe they were designed specifically for NWN???
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            • #36
              Originally posted by thaelis View Post
              Indeed, in fact they are a little out of balance with other 1st level spells, considering Shocking Grasp does less damage (5d6) and is not ranged >< Those Orb spells in particular I would not recommend giving a buff to, as I believe they were designed specifically for NWN???
              Negative, the orbs are from Complete Arcane.
              -Arcanist Josirah Caranos, Red Wizard of Thay

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              • #37
                My point in my rambling statement was that if buffing someone does not give enough benefits to be worth it, then those spell slots would be freed up for more wizardly things, or in case of clerics more healing things, which would allow for much more interesting, and strategy inducing adventures in encounter areas.
                "Half the lies they tell about me aren't true."
                Yogi Berra

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                • #38
                  Originally posted by thaelis
                  Anyway...a high level Mage's 1st level spells are all MM or the all-powerful Grease spell).
                  Originally posted by Dragor
                  My point in my rambling statement was that if buffing someone does not give enough benefits to be worth it, then those spell slots would be freed up for more wizardly things, or in case of clerics more healing things, which would allow for much more interesting, and strategy inducing adventures in encounter areas.
                  And this is exactly why James fills his first and second level spell-slots with Benign and Baleful Transposition. In a pinch, you can move your entire party across a chasm at the expense of the poor mobs standing where you wanted to get to.
                  And you can cast it in ARMOR!
                  (Magic Missile and Color Spray don't really help when your Arcane Spell Failure could technically be calculated at 125%)

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                  • #39
                    Benign Tranposition has saved many a life in the ogre caves. Especially when that big boss comes smashing shit up!
                    Originally posted by roguethree
                    If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

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                    • #40
                      I'm more open to improving spell durations now that rest is different and that fighter/rogue got changed. I am trying to finish these encounter placement deals though.

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