Quote from: Dynamics on December 17, 2010, 02:50:21 amFor example (This is just an example, might not be in-game):QuoteStorm BoltType of Feat: ReserveThe electrical energy contained within your magic rages inside you, begging to be released.Prerequisite: Ability to cast 3rd-level spells.Benefit: As long as you have a electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage.Trigger Spells: Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Weapon of Energy, Orb of ElectricityWe hope to encourage more blasty types of wizards and sorcerers this time around, though it will certainly still be possible to play a martial-based Eldritch Knight if that is what you wish.this is epic. it changes the dynamic of casting significantly, and will lead to probably more large battles, since mages will be able to blast away much much more now. You thought SoH had epic battles, this bodes ill for the PCs hehehehe I love it!
For example (This is just an example, might not be in-game):QuoteStorm BoltType of Feat: ReserveThe electrical energy contained within your magic rages inside you, begging to be released.Prerequisite: Ability to cast 3rd-level spells.Benefit: As long as you have a electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage.Trigger Spells: Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Weapon of Energy, Orb of ElectricityWe hope to encourage more blasty types of wizards and sorcerers this time around, though it will certainly still be possible to play a martial-based Eldritch Knight if that is what you wish.
Storm BoltType of Feat: ReserveThe electrical energy contained within your magic rages inside you, begging to be released.Prerequisite: Ability to cast 3rd-level spells.Benefit: As long as you have a electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage.Trigger Spells: Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Weapon of Energy, Orb of Electricity
I am interested in all spell changes please
Bigby's Grasping Hand - Should have a Fortitude save every round to negate, like Hold Monster does. The advantage of this spell is the fact that it completely bypasses paralysis immunity and is Fortitude rather than Will-based, making it useful for holding spellcasters or the like.Protection versus Evil/Good - No longer provides immunity against mind-affecting spells. The +2 vs. spells is now +2 vs. Mind Affecting spells from the specified alignment.Bigby's Forceful Hand - Remove, possibly. As it stands, this spell is ludicrously powerful against almost anything; you'd need at least a 38 Strength score to have a 50% chance to resist this. Barkskin - Cap at +4 to Natural AC.Cure Wounds/Inflict Wounds (All types) - Should have a decent range applied to them. Trying to heal is largely impractical due to pathing issues and how it requires you to chase a potentially fleeing target down, and the same goes for the Inflict line. Keep Heal/Harm touch-ranged.Flame Weapon - Change to Weapon of Energy. Fire, cold, acid, and electricity versions.Regenerate - Change to round/2 CL duration, 10% max HP regenerated every round. At level 20, it will still reach 60 seconds. It's not as strong on Clerics or Wayward Souls as Greater Restoration is, since GR can hit for 150, and a Cleric of average HP (around 200 in my example) will only be healed for 200. It's 50 more HP at the cost of 9 more rounds of waiting. With appropriate AC changes, turtling shouldn't be as big of an issue as before.Mage Armor/Improved Mage Armor - Like in NWN1, Mage Armor provides a +1 bonus to Armor, Natural, Dodge, and Deflection AC. Improved Mage Armor provides a +2 bonus to Armor, Natural, Dodge and Deflection AC.Magic Vestment - Can no longer be cast on shields. Cap at +4. The advantage should be that you can turn a piece of armor with otherwise good stats/resists but poor AC into a piece of armor with good stats/resists and good AC.Shield of Faith - Cap at +4 Deflection.Spiderskin - Stays at a static +2 to the Hide, poison resist, and Natural AC bonuses. Duration increases with level.Conviction - Provides +1 to universal saves. Duration increases with level.Greater Resistance - Provides +2 to universal saves. 60 seconds/level duration.Nightshield - You become enshrouded in a shield of shadows, providing immunity to magic missile, gaining +1 to all saves, and receiving 2/magic DR. Remove from Cleric spell list. This should provide a bit more durability to low-level Wizards and Sorcerers.Superior Resistence - Provides +3 to universal saves. Lasts 60 seconds/level, rather than the current 24 hours.Heroism and Greater Heroism - Heroism only provides +2 to AB and +2 to skills, while Greater Heroism provides +4 to AB, +4 to skills, +2 to saves and the temporary HP. Greater Heroism only lasts 60 seconds/level (since part of its problem in DC4 was that it lasted just as long as Heroism).Death Ward - Provides immunity to instant death effects and reduces negative energy damage by 50%. No longer protects against ability drains and negative levels. Lesser Restoration - After using it on a target, that target becomes Fatigued for two rounds.Freedom of Movement - Removed.Energy Drain - No longer stacks with itself.Chilling Tentacles - Stick with something close to the base implementation in NWN2. Slows anything going through it, make a Fort save every round to not be paralyzed. It was far too powerful in DC4, to the point where only things with ludicrous strength could break through it. It shut down most caster NPCs with ease.Energy Immunity - Only provides 50% immunity against one elemental type. It should make some of the lower level resists more useful when stacked with this.Stone Body - You gain damage reduction 10/adamantine and a +4 enhancement bonus to Strength, but you take a -4 penalty to Dexterity. You move at half speed. You have a 50% arcane spell failure chance and a -8 armor check penalty. You are also immune to ability score damage, disease, electricity, poison, stunning, and paralysis. You take only half damage from acid and fire of all kinds. Iron Body - This spell transforms your body into living iron. You gain damage reduction 15/adamantine. You are immune to blindness, deafness, critical hits, ability score damage, disease, drowning, poison, stunning, and paralysis. You take only half damage from acid and fire of all kinds. You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to 50% normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.Divine Power - Provides a +3 bonus to AB and temporary HP equal to the caster's level. No longer provides Fighter-level BAB.Living Undeath - Removed.Lesser Mind Blank/Mind Blank - Instead of immunity, +4 saves against Mind-affecting spells.
Can you tell us more about the changes/additions to skills?
Can we get a list of all the extra spells and feats being added?>.>
More questions you say? Most excellent, Sir, here's one I thought of earliar:How will PC Wyrmbloods work? Assuming there are plans on allowing PCs to roleplay them, will they 'function' much as Wayward Souls, as people who have become what they are through mysterious means not of their own choice? Or does some nefarious personal decision place one on this path?
How do most people find their way into Convocation? Are they selected still as they were before the purge, or is it more a choice people make who want to pursue learning?
There was mention of a subgroup of the Convocation Magi called The Bound. Can you provide more detail about this sub-group and how it functions within the Convocation?