View Full Version : New Druid Spells
Diyon
04-16-2012, 03:06 PM
This is just going over some of the known new spells that druids will be getting (as opposed to the spells already in DDO that we know are on the druid spell list. Many of these details were caught in mouseovers on some of the PAX videos. I've included notes on availability to other classes based on PnP.
Level 1:
Faerie Fire (curse video shows blue, green, or purple choices)
Purple Faerie Fire
Spell Point Cost: 15
Target: Foe, Directional, Breakable
Save: 17 (Reflex)
Duration: 30 seconds
Spell Point Cost: 15 (Base: 5)
School: Evocation
Components: Somatic, Verbal
Spell Resistance: Yes
Arcs a flare of faerie fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets that fail a reflex save are illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 30 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.
Magic Stone (Cleric 1)
Spell Point Cost: 60
Target: Foe, Directional, Breakable
Spell Point Cost: 60 (Base: 10)
School: Conjuration
Components: Somatic, Verbal
Spell Resistance: No
Flings magic stones at the target, dealing 4 to 5 bludgeoning damage. For every two caster levels beyond first level you gain an additional stone, up to a maximum of five stones.
D&D Dice: Deals 1d2+3 bludgeoning damage per stone (max 5 stones).
Produce Flame
Spell Point Cost: 56
Target: Foe, Directional, Breakable
Spell Point Cost: 56 (Base: 6)
School: Evocation
Components: Somatic, Verbal
Spell Resistance: No
Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.
Level 2:
Body of the Sun (also Sorc/Wiz 2)
Flame Blade (no DDO details yet, seems like it augments a weapon rather than creating one though)
Level 3:
Call Lightning
Quench
Spell Point Cost: 60
Target: Friend, Self, Foe, Positional, Breakable.
Save: 20 (fortitude)
Duration: 1 minute
Spell Point Cost: 60 (Base:10)
School: Transmutation
Components: Somatic, Verbal
Spell Resistance: Yes
A burst of water quenches flames. Lingering fire spells, such 'Wall of Fire', are dispelled. Your allies are cured of any lingering fire damage effects, and receive a +20 enhancement bonus to fire resistance.
Your enemies receive a -20 penalty to cold and electricty resistance. The resistance bonus and penalties increase to 35 at caster level 8, and 50 at caster level 12. They last one minute.
Fiery enemies, such as fire elementals, take 27to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties.
D&D Dice: Deals 2d4 + 25 cold damage per 4 caster levels.
Level 4:
Level 5:
Call Lightning Storm
Duration: 24 seconds plus 3 seconds per caster level
School: Evocation
Creates a stormcloud in a large radius that persists for 24 seconds plus 3 seconds per caster level, and every few seconds randomly strikes nearby enemies with bolts of lightning from the sky for 5d6 electrical damage, or 5d10 electrical damage outdoors. A successful Reflex save reduces the damage by half.
Ice Flowers (cleric 6)
Spell Point Cost: 10
Target: Foe, Positional, Breakable
Save: 23 (Reflex)
Duration: 8 seconds
Spell Point Cost: 10
School: Transmutation
Components: Somatic, Verbal
Spell Resistance: No
Lances of ice burst from the ground where you point, dealing 1d3 piercing damage and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.
Mantle of the Icy Soul (also cleric 6)
Level 6:
Level 7:
Word of Balance
Spell Point Cost: 60
Target: Foe
Duration: 5 seconds
Spell Point Cost: 60 (Base: 10)
School: Evocation
Components: Verbal
Spell Resistance: Yes
You utter elder words of balance, judging those who stray to far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 7 to 12 bane damage for every two caster levels. Targets that are two steps away, just as Chaotic Evil, take 9 to 19 damage for every two caster levels, and are stunned for 5 seconds. True Neutral targets are immune to the effects of this spell.
D&D Dice: Deals 1d8+6 bane damage per 2 caster levels to creatures one step away from True Neutral. Deals 1d10+8 bane damage per 2 caster levels to creatures two steps away from True Neutral. ***The max damage rolls don't seem to match up the between the two notations.***
Level 8:
Earthquake (Also a cleric 8 spell)
Spell Point Cost: 20
Target: Foe, Positional, Breakable
Duration: 30 seconds
Spell Point Cost: 20 (Base: 10)
School: Evocation
Components: Somatic, Verbal
Spell Resistance: No
Summons an earthquake beneath your enemies' feet. Enemies within the area of effect have an additional 30% spell failure chance, and every three seconds they are knocked down and take 2 to 16 plus caster level damage. A successful reflex save vs the damage halves the damage, and a reflex save vs the knockdown negates it. The earthquake lasts for 30 seconds, flying creatures are immune.
D&D Dice: Deals 2d8 plus 1 caster level bludgeoning damage.
Level 9:
Regenerate (also cleric 7)
Spell Point Cost: 20
Target: Friend, Self, Undead Foe
Save: 25 (Will)
Duration: 30 seconds
Spell Point Cost: 20 (Base: 10)
School: Conjuration
Components: Somatic, Verbal
Spell Resistance: Yes
A positive energy conjuration that heals hitpoints, ability point damage, and level drain, and cures bleed effects. The enchantment lasts 30 seconds. Every 3 seconds the target is healed 6 plus caster level hitpoints and 2 ability point damage. Every 10 seconds the target is cured of bleed effects and 1 drained level.
Storm of Vengeance (also cleric 9)
Spell Point Cost: 20
Target: Foe, Positional, Breakable
Duration: 1 minute
Spell Point Cost: 20 (Base: 10)
School: Conjuration
Components: Material, Somatic, Verbal
Material Component(s): *I couldn't make out what it said here*
Spell Resistance: No
Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 4d6 acid damage every two seconds. Every 4 seconds, a random enemy in the storm takes 5d10 electricity damage. The storm lasts 3 seconds per caster level.
Unknown (possibly not actual spell):
Snowslide (seen used in human form and winter wolf)
Spell Point Cost: 10
Target: Foe, Directional, Breakable
Duration: 50 seconds
Spell Point Cost: 10
School: Evocation
Components: Somatic
Spell Resistance: No
You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR/adamantine 5.
Freezing Spray
Spell Point Cost: 10
Target: Foe
Spell Point Cost: 10
School: Evocation
Components: Somatic
Spell Resistance: No
Douses an opponent in freezing spray, giving the target 50% cold vulnerability.
(used in humanoid form, probably used in water elemental form)
Aelonwy
04-16-2012, 03:50 PM
I really, really hope that the spells that are supposed to be cleric too actually make it to the cleric's spell list.
Tacktik
04-16-2012, 06:42 PM
TY for this sir, would +1 you if I could. Hope to hear sometime which other classes will share some Druid spells (fingers crossed for Ranger spells to be more viable).
Havok.cry
04-16-2012, 07:19 PM
Cracked open my spell compendium to check some of those:
Mantle of the icy soul:
Gain cold subtype, immunity to cold, vulnerability to fire.
If that makes it in, like that, ToD pt 2 will be much easier to do: divines just stand there and tank the shadows.
Body of the sun:
aura of fire damage surounding the caster 1d4/2CL mx cl 5
shiny for lowby casters, especially fire savants.
Antheal
04-16-2012, 07:40 PM
Level 9:
Regenerate (also cleric 7)
Spell Point Cost: 20
Target: Friend, Self, Undead Foe
Save: 25 (Will)
Duration: 30 seconds
Spell Point Cost: 20 (Base: 10)
School: Conjuration
Components: Somatic, Verbal
Spell Resistance: Yes
A positive energy conjuration that heals hitpoints, ability point damage, and level drain, and cures bleed effects. The enchantment lasts 30 seconds. Every 3 seconds the target is healed 6 plus caster level hitpoints and 2 ability point damage. Every 10 seconds the target is cured of bleed effects and 1 drained level.
**** everything else, I want this spell and I want it NOW! :D
butcheredspirit
04-17-2012, 06:40 AM
Storm of Vengeance (also cleric 9)
Spell Point Cost: 20
Target: Foe, Positional, Breakable
Duration: 1 minute
Spell Point Cost: 20 (Base: 10)
School: Conjuration
Components: Material, Somatic, Verbal
Material Component(s): *I couldn't make out what it said here*
Spell Resistance: No
Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 4d6 acid damage every two seconds. Every 4 seconds, a random enemy in the storm takes 5d10 electricity damage. The storm lasts 3 seconds per caster level.
Horay!
I'm pleased to see this is finally coming to us.
Although I'm a little disappointed there are no hail stones...
It would have been nice if this also fit into the physical damage category.
I'll just have to make sure the first tier of alchemical crafting boosts electrical.
Thanks for the peak at some new spells.
TekkenDevil
04-17-2012, 07:52 AM
Level 1:
Produce Flame
Spell Point Cost: 56
Target: Foe, Directional, Breakable
Spell Point Cost: 56 (Base: 6)
School: Evocation
Components: Somatic, Verbal
Spell Resistance: No
Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.
56 spell points to cast a level 1 spell that deals 4 damage at best? Where the hell did you get this from, because that cannot be real.
apep1412
04-17-2012, 08:28 AM
56 spell points to cast a level 1 spell that deals 4 damage at best? Where the hell did you get this from, because that cannot be real.
It costs 6 sp. The other 50 sp is metamagics.
It does 1d2+2 per caster level. The same damage as acid spray/burning hands, but single target, no save, a ray spell, and a higher level cap.
MrkGrismer
04-17-2012, 10:02 AM
56 spell points to cast a level 1 spell that deals 4 damage at best? Where the hell did you get this from, because that cannot be real.
15d2+30 at caster level 15; so 45-60 @ 15 for 6sp. Not horrible.
Diyon
04-17-2012, 11:38 PM
15d2+30 at caster level 15; so 45-60 @ 15 for 6sp. Not horrible.
Indeed. If that spell is spammable, then it won't need metamagics, just mana efficient spam that.
Regenerate (also cleric 7)
Spell Point Cost: 20
Target: Friend, Self, Undead Foe
Save: 25 (Will)
Duration: 30 seconds
Spell Point Cost: 20 (Base: 10)
School: Conjuration
Components: Somatic, Verbal
Spell Resistance: Yes
A positive energy conjuration that heals hitpoints, ability point damage, and level drain, and cures bleed effects. The enchantment lasts 30 seconds. Every 3 seconds the target is healed 6 plus caster level hitpoints and 2 ability point damage. Every 10 seconds the target is cured of bleed effects and 1 drained level.
I really hope this ends up also curing Crippled status...
MrkGrismer
04-18-2012, 08:50 AM
Indeed. If that spell is spammable, then it won't need metamagics, just mana efficient spam that.
As an aside, I would think most of that 50sp for metamagic is for heighten, so I would think there would be a DC involved.
Diyon
04-18-2012, 09:24 AM
As an aside, I would think most of that 50sp for metamagic is for heighten, so I would think there would be a DC involved.
True, but with gear and enhancements I imagine it would still be pretty okay at half damage. Also, I'm not so sure there is a save, the video didn't show one, and there isn't one in PnP as it is a ranged touch attack (like scorching ray is in PnP).
DeafeningWhisper
04-18-2012, 10:34 AM
Is it wrong that my 1st thought was "Nice, Clerics get some Druid spells but NOT Fvs"? :)
I guess the "who is a better healer" might be won be Regenerate alone.
MrkGrismer
04-18-2012, 10:51 AM
True, but with gear and enhancements I imagine it would still be pretty okay at half damage. Also, I'm not so sure there is a save, the video didn't show one, and there isn't one in PnP as it is a ranged touch attack (like scorching ray is in PnP).
If no DC then I would have to wonder about the high SP add from metamagic, but it could be some sort of glitch or it could be a special demo/admin metamagic.
Diyon
04-18-2012, 11:20 AM
If no DC then I would have to wonder about the high SP add from metamagic, but it could be some sort of glitch or it could be a special demo/admin metamagic.
Empower, maximize, quicken. That adds 50 SP. I doubt the druids will get metamagic enhancements and from what I could tell, Fernando was using a pretty undergeared druid. I could also go look for the symbols on his action bars but I think that those three are likely.
Jaid314
04-18-2012, 12:18 PM
so... am i somehow the only one who saw quench and was like "wow, that's a crazy powerful spell in many situations"?
+50 (probably stacking) cold resist to a party? -50 to enemy electric and cold resistance? sounds pretty danged nice to me. (even if it turns out to be a persistent AOE, which it looks like might be the case, that's still pretty awesome imo).
MrkGrismer
04-18-2012, 12:57 PM
Empower, maximize, quicken. That adds 50 SP. I doubt the druids will get metamagic enhancements and from what I could tell, Fernando was using a pretty undergeared druid. I could also go look for the symbols on his action bars but I think that those three are likely.
Hm, I don't run around with all three of those on so it just seemed high to me.
I still think those things should multiply the base by a certain amount rather than add to it, this example really emphasizes that once again. Going from 6 to 56 for those three doesn't seem worth it.
MrkGrismer
04-18-2012, 12:58 PM
so... am i somehow the only one who saw quench and was like "wow, that's a crazy powerful spell in many situations"?
+50 (probably stacking) cold resist to a party? -50 to enemy electric and cold resistance? sounds pretty danged nice to me. (even if it turns out to be a persistent AOE, which it looks like might be the case, that's still pretty awesome imo).
One minute set duration tho :(
Jaid314
04-18-2012, 01:54 PM
One minute set duration tho :(
it's still +50 resist cold. so you have to spam it every minute, big deal... paladins have to spam various spells every couple of minutes, and a savant's awaken weakness or an arti's lightning motes last an even shorter amount of time (15 seconds for arti, i think 30 seconds for savant?). that doesn't make those spells or abilities bad, it just means you need to keep an eye on them. just think of the potential for throwing on harry (and the melee group) for those elite shrouds. add some damage to every tick of niac's, allowing cold burst (ie risia weapons) to work on harry on at least normal (and i think hard, though i've heard he's got 70 or 80 or something like that on elite), and -50 damage to the group per fireball (and up to -200 from meteor swarm). that is well worth spending an action once per minute.
same applies for various other raid bosses which have some resistance to either cold or electric, and which deal noticeable fire damage. why would you *not* spam this at every opportunity?
MrkGrismer
04-18-2012, 02:04 PM
it's still +50 resist cold. so you have to spam it every minute, big deal... paladins have to spam various spells every couple of minutes, and a savant's awaken weakness or an arti's lightning motes last an even shorter amount of time (15 seconds for arti, i think 30 seconds for savant?). that doesn't make those spells or abilities bad, it just means you need to keep an eye on them. just think of the potential for throwing on harry (and the melee group) for those elite shrouds. add some damage to every tick of niac's, allowing cold burst (ie risia weapons) to work on harry on at least normal (and i think hard, though i've heard he's got 70 or 80 or something like that on elite), and -50 damage to the group per fireball (and up to -200 from meteor swarm). that is well worth spending an action once per minute.
same applies for various other raid bosses which have some resistance to either cold or electric, and which deal noticeable fire damage. why would you *not* spam this at every opportunity?
I am saying I think the short set duration of 1 minute offsets the "wow, that's a crazy powerful spell in many situations"
Sure, it would be darn useful in elemental-type boss fights, but I don't think it is something anyone is going to try to keep up all the time.
Diyon
04-19-2012, 01:12 PM
Just added Faerie Fire, Magic Stone, Ice Flowers, Freezing Spray and Snowslide.
Snowslide is freaking awesome.
Just added Faerie Fire, Magic Stone, Ice Flowers, Freezing Spray and Snowslide.
Snowslide is freaking awesome.
Wow, that and freezing spray are incredible. 50% cold vulnerability to stack onto to an ice savants curse and monks curse...that is ALOT of niac's cold dot damage.
Diyon
04-19-2012, 01:25 PM
Wow, that and freezing spray are incredible. 50% cold vulnerability to stack onto to an ice savants curse and monks curse...that is ALOT of niac's cold dot damage.
Don't forget Quench! =P
Diyon
04-19-2012, 01:32 PM
Now that I think about it. I'm kind of excited about the possibility of my acrobat druid getting snowslide.
Don't forget Quench! =P
lol I did, and great job on this thread.
Diyon
04-19-2012, 01:36 PM
lol I did, and great job on this thread.
Thanks. Also thinking about my acrobat druid plans again, I'm hoping flame blade will work on things other than slashing weapons.
Jaid314
04-19-2012, 06:04 PM
Thanks. Also thinking about my acrobat druid plans again, I'm hoping flame blade will work on things other than slashing weapons.
well, if flame blade won't work... i'm guessing shillelagh will :)
Diyon
04-19-2012, 06:08 PM
well, if flame blade won't work... i'm guessing shillelagh will :)
That is an acceptable alternative, but I'd love to have both.
Jay203
04-19-2012, 07:02 PM
it's still +50 resist cold. so you have to spam it every minute, big deal... paladins have to spam various spells every couple of minutes, and a savant's awaken weakness or an arti's lightning motes last an even shorter amount of time (15 seconds for arti, i think 30 seconds for savant?). that doesn't make those spells or abilities bad, it just means you need to keep an eye on them. just think of the potential for throwing on harry (and the melee group) for those elite shrouds. add some damage to every tick of niac's, allowing cold burst (ie risia weapons) to work on harry on at least normal (and i think hard, though i've heard he's got 70 or 80 or something like that on elite), and -50 damage to the group per fireball (and up to -200 from meteor swarm). that is well worth spending an action once per minute.
same applies for various other raid bosses which have some resistance to either cold or electric, and which deal noticeable fire damage. why would you *not* spam this at every opportunity?
+resist fire... =_=
Indoran
04-20-2012, 02:02 PM
Hm, I don't run around with all three of those on so it just seemed high to me.
I still think those things should multiply the base by a certain amount rather than add to it, this example really emphasizes that once again. Going from 6 to 56 for those three doesn't seem worth it.
The system is based on balancing effects proposed by the SRD for 3.5 D&D based on spell points. There's some game theory behind it all...
If you dont want to run around spending 60 sp per casting... right click the spell and select the metamagics you want to use... the system is imo working fine
Pretty cool spells... specially want to try quench and the slide :3
MrkGrismer
04-20-2012, 02:26 PM
The system is based on balancing effects proposed by the SRD for 3.5 D&D based on spell points. There's some game theory behind it all...
If you dont want to run around spending 60 sp per casting... right click the spell and select the metamagics you want to use... the system is imo working fine
It was reasonable before they cut the cost of some of the spells, but once they did that some of the spells became cheaper to cost multiple times than to cast with certain meta-magics. Also some spells became relatively 'more expensive' for some other classes (such as Bards) who did not have the spell costs reduced.
LeLoric
04-20-2012, 02:47 PM
It was reasonable before they cut the cost of some of the spells, but once they did that some of the spells became cheaper to cost multiple times than to cast with certain meta-magics. Also some spells became relatively 'more expensive' for some other classes (such as Bards) who did not have the spell costs reduced.
I think the extra cost is fine. Sure it seems off form a sp efficiency standpoint to have it go from 5-60 but what you don't take into account is actual time efficiency. Each spell has several associated time efficiency costs (both spell cooldown casting time) and those don't change with the metamagics. The fact the quests are balanced generally around these metamagics being always on as far as sp use and you don't run out very often without reaching another shrine or finishing the quest means sp efficiency really means nothing and then time efficiency kicks in aq the predominant factor.
Razcar
05-02-2012, 03:53 AM
Is it wrong that my 1st thought was "Nice, Clerics get some Druid spells but NOT Fvs"? :)
I am positive FvS will get the upcoming new spells that Clerics get as well. At present, the only difference between the Cleric and FvS spell list is Seek Eternal Rest, which FvS do not get because they cannot turn undead. I see no reason for this to change - many of these (except the specific Druid ones) are just divine spells and FvS should be able to cast them too.
However, the fewer spell slots will start to hurt Fvs more than it does today, and like Sorcerers they might have to start making some hard choices here and there.
QuantumFX
05-02-2012, 06:05 AM
One of the videos on YouTube had a spell that I thought was the Orb of ____ spell from the Spell Compendium.
Diyon
05-02-2012, 08:10 AM
I am positive FvS will get the upcoming new spells that Clerics get as well. At present, the only difference between the Cleric and FvS spell list is Seek Eternal Rest, which FvS do not get because they cannot turn undead. I see no reason for this to change - many of these (except the specific Druid ones) are just divine spells and FvS should be able to cast them too.
However, the fewer spell slots will start to hurt Fvs more than it does today, and like Sorcerers they might have to start making some hard choices here and there.
FvS should get all those I listed as Cleric also. In PnP, FvS use the cleric spell list, there are no extra notations for that class.
One of the videos on YouTube had a spell that I thought was the Orb of ____ spell from the Spell Compendium.
Could you possibly figure out which video and time? That would be great.
Candela90
05-02-2012, 11:01 AM
Well Im still hoping fvs/ cleric will get Wall of Light.... :D With only a little modification - instead of dazing enemies it should work as wall of fire.
I know, I know.... I can dream. But its soooo beautifull dream.
Or at least Sunburst maybe? :D
Anyway... Im up for addind any damaging spells for FvS and cleric..... but I really hope they will be light or untyped damage. elemental damage doesnt really suit those classes.
Tom_Hunters
05-02-2012, 11:13 AM
Does Regenerate cure Limpchopping effects?
And it would be great if there's a chance of instant death in earthquake
butcheredspirit
05-03-2012, 01:50 AM
Well Im still hoping fvs/ cleric will get Wall of Light.... :D With only a little modification - instead of dazing enemies it should work as wall of fire.
I know, I know.... I can dream. But its soooo beautifull dream.
Or at least Sunburst maybe? :D
Anyway... Im up for addind any damaging spells for FvS and cleric..... but I really hope they will be light or untyped damage. elemental damage doesnt really suit those classes.
Wall of light would be a nice addition.
I only see sunburst hitting the cleric spell list if they get domains.
Interestingly, in PnP every Radiant Servant can cast sunburst and sunbeam, given that the Sun domain is compulsory for them.
Sunbeam is also available to every Warpriest that spontaneously casts cure spells, through their bonus domain - Glory.
I'm not sure I really agree that elemental damage doesn't suit clerics and favored souls. They have a few elemental spells, and more on the way.
I can think of one god, who has all of air, fire, water and earth domains.
I hope Druids get enhancements to boost all of their spells.
Actually I hope all classes can boost all of their spells soon.
red_cardinal
05-03-2012, 02:07 AM
My guess is, half of those spells will lack icons, buff bar will be screwed again if casting a druid buff, there will be targeting issues. As for druid, we will get it, but only 2/3 of one prestige class for it. It will work great, just like artificer - with a quirk here and there.
Tid12
05-03-2012, 06:17 AM
I really hope there will be a variant of that Freezing Spray for the other three elements. If not, cold savant will be far far far ahead of Acid, fire and air savant at endgame.
Great list thou, +1.
HalfOrcBeautyQueen
05-03-2012, 07:08 AM
Well Im still hoping fvs/ cleric will get Wall of Light.... :D With only a little modification - instead of dazing enemies it should work as wall of fire.
I know, I know.... I can dream. But its soooo beautifull dream.
Or at least Sunburst maybe? :D
Anyway... Im up for addind any damaging spells for FvS and cleric..... but I really hope they will be light or untyped damage. elemental damage doesnt really suit those classes.
I want to live in your dream!
Wall of Light would be amazing... I think I'd still like it if it only dazzled - as long as the dazzle effect had no/high save.
The Faerie Fire spells look cool. Does that mean we'll actually get to see some fairies soon!?
Candela90
05-03-2012, 07:25 AM
Wall of light would be a nice addition.
I only see sunburst hitting the cleric spell list if they get domains.
Interestingly, in PnP every Radiant Servant can cast sunburst and sunbeam, given that the Sun domain is compulsory for them.
Sunbeam is also available to every Warpriest that spontaneously casts cure spells, through their bonus domain - Glory.
I'm not sure I really agree that elemental damage doesn't suit clerics and favored souls. They have a few elemental spells, and more on the way.
I can think of one god, who has all of air, fire, water and earth domains.
I hope Druids get enhancements to boost all of their spells.
Actually I hope all classes can boost all of their spells soon.
Well I dont like idea with elemental damage because FvS or Cleric dont really get any boost to it.
I see divines more like: light + untyped + positive + instant kills (+ healing spells and some CC + buffs)
And arcanes : elemental(all 4) + negative + instant kills (+ CC + buffs and some self healing)
And true is if cleric gets sunburst FvS gets it too. At least thats how it should work and is working right now.
Clerics already have better weapon than sunburst for undeads - their own bursts.
magicswolf
05-03-2012, 08:56 AM
Flame blade
spell point cost: 20
no matriale component needed
summons blades of fire.
i think it really summons blades of fire because they only doing fire damage and no othere. if it was casted over a weapon it would do othere damage then flame damage too. and the druid didnt use weapons before casting the spell.
Diyon
05-03-2012, 09:45 AM
Flame blade
spell point cost: 20
no matriale component needed
summons blades of fire.
i think it really summons blades of fire because they only doing fire damage and no othere. if it was casted over a weapon it would do othere damage then flame damage too. and the druid didnt use weapons before casting the spell.
I watched him have scimitars out before casting flame blade.
magicswolf
05-03-2012, 12:43 PM
I watched him have scimitars out before casting flame blade.
not on this video ^_^
http://www.youtube.com/watch?v=FvJ14FrKkeQ&feature=bf_prev&list=UUMwGAuVFnfqg8ufj6YDtfjg
its around 5:15 ~ 5:20 when he uses the spell, without any weapons equiped.
MrkGrismer
05-03-2012, 01:28 PM
not on this video ^_^
http://www.youtube.com/watch?v=FvJ14FrKkeQ&feature=bf_prev&list=UUMwGAuVFnfqg8ufj6YDtfjg
its around 5:15 ~ 5:20 when he uses the spell, without any weapons equiped.
Hadn't noticed before, but he also mentioned Dryads in that video (about 7:00)
Diyon
05-03-2012, 01:30 PM
not on this video ^_^
http://www.youtube.com/watch?v=FvJ14FrKkeQ&feature=bf_prev&list=UUMwGAuVFnfqg8ufj6YDtfjg
its around 5:15 ~ 5:20 when he uses the spell, without any weapons equiped.
He moused over it when they weren't showing. He didn't click and cast the spell right then, just soon after.
Vellrad
05-03-2012, 01:42 PM
1. I'm sorry I'm too lazy (or too tired) to read through other replies.
2. Are DCs always constant, or did you just copy/pasted as they were?
3. This is on lammania, dev diary, or other source?
Diyon
05-03-2012, 02:43 PM
1. I'm sorry I'm too lazy (or too tired) to read through other replies.
2. Are DCs always constant, or did you just copy/pasted as they were?
3. This is on lammania, dev diary, or other source?
1. Meh
2. I imagine they work the way all others do. I just copied what I saw. Although there may be some static save on some odd secondary effect, I don't remember if I saw one of those.
3. These were taken off the videos from the previews at PAX (or other videos, I don't remember them all of them right now).
SealedInSong
05-22-2012, 06:31 PM
I really, really hope that the spells that are supposed to be cleric too actually make it to the cleric's spell list.
Seriously. If we don't take this small, easy step towards cleric domains and a viable divine spell list outside of Divine Punishment, Blade Barrier, and heals, I will cry.
I will cry tears of blood.
IrielElenya
05-22-2012, 06:58 PM
...The Faerie Fire spells look cool. Does that mean we'll actually get to see some fairies soon!?
Hey! Listen!
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