Page 1 of 2 12 LastLast
Results 1 to 20 of 26
  1. #1
    Community Member artvan_delet's Avatar
    Join Date
    Jun 2006
    Posts
    575

    Default Paladin Level 4 spells - Snooze

    I hope a level 4 paladin spell is in the works for Mod 7, because I don't see one currently that's worth much of anything for high level paladins.

    Holy Sword- No good in Mod 6. (And he reavers/renders/DQ from previous mods you'd want cold iron for are fairly easy to kill for high level toons). Much rather have an easily crafted great commander green steel weapon with more base damage, holy and pure good burst, that doesn't take components for.

    Death Ward- there are clickies for this, and cleric mass DW carried by almost all clerics now. This spell is OK, that's about it.

    Neutralize Poison- clickies
    Break Enchantment- average
    CSW- fair to average.

    My point is that these spells are blah. Adding a good level 4 spell would be an improvement. Nothing new here, just wanted to point out again an area for improvement.

    (When you get back to rangers, and I don't play one so forgive me, but freedom seems to be their best spell, and that's not all that uber either.) Thanks.

  2. #2
    Community Member Cedrica-the-Bard's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Rangers get both Resist Energy and Protection from Energy. Casters get both as well. Why do Pallies only get Resist and not Protection? Is it a 5th level spell for them or something? I imagine in PnP they must not get it either, I'm just wondering if there is some logical rationale for that.

  3. #3
    Founder & Hero jjflanigan's Avatar
    Join Date
    Feb 2006
    Posts
    2,854

    Default

    Quote Originally Posted by Cedrica-the-Bard View Post
    Rangers get both Resist Energy and Protection from Energy. Casters get both as well. Why do Pallies only get Resist and not Protection? Is it a 5th level spell for them or something? I imagine in PnP they must not get it either, I'm just wondering if there is some logical rationale for that.
    It's just how it is in PnP -

    http://www.d20srd.org/srd/spellLists/paladinSpells.htm

  4. #4
    Community Member Cedrica-the-Bard's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by jjflanigan View Post
    Yeah, I figured as much, I just don't understand it is all.

  5. #5
    Founder & Hero jjflanigan's Avatar
    Join Date
    Feb 2006
    Posts
    2,854

    Default

    Quote Originally Posted by Cedrica-the-Bard View Post
    Yeah, I figured as much, I just don't understand it is all.
    I still don't understand it either, was just clarifying about whether it was a DDO'ism or a D&D'ism

  6. #6

    Default

    4th-level Paladin Spells
    Blessing of the Righteous: You and your allies weapons deal an additional 1d6 points of holy damage and are considered good aligned.
    Castigate: Verbal rebuke damages those whose alignment differs from yours.
    Draconic Might: Gain +4 enhancement bonus to strength, constitution and charisma, +4 enhancement bonus to natural armor and immunity to sleep and paralysis.
    Fracturing Weapon: For 1 round/level the target's attacks bestow a -5 penalty to AC and DR for 6 seconds. [Multiple strikes don't stack.]
    Manifest Life: Your touch attack draws a ball of positive energy out of the living target dealing 1d6 points of damage/2 levels. The ball is then either used to harm nearby undead, used to heal nearby living allies or released as a Turn Undead attempt, resulting in nearby undead either fleeing or being destroyed.
    Righteous Aura: You gain a +4 sacred bonus to charisma and detonate on death, healing good creatures and damaging others (2d6/level damage).
    Lesser Visage of the Deity: You gain +4 enhancement bonus to Charisma and resistance 10 to acid, cold and electricity.
    Those are a few 4th level paladin spells from Spell Compendium and other sources that might be worth adding.
    Have a question about the Eberron Setting?
    Ask a Loremaster.

  7. #7
    Community Member SidBadguy's Avatar
    Join Date
    Apr 2006
    Posts
    568

    Default

    Quote Originally Posted by MysticTheurge View Post
    Those are a few 4th level paladin spells from Spell Compendium and other sources that might be worth adding.

    Ohhh I want to explode with healing energy when i die!!!

  8. #8
    Community Member Talon_Moonshadow's Avatar
    Join Date
    Apr 2006
    Posts
    9,033

    Default

    Quote Originally Posted by jjflanigan View Post
    I've always thought that by the time Pallies can cast these spells they seem weak. It's even more true in DDO.

    I think they are good spells......but by the time you get them they seem very very weak.

    We need DW @ lvl 8.....not 14 (or whatever).

    That Holy Sword is nice, but not compared to the weapons we've had since lvl 10 or so.
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  9. #9
    Founder Barumar's Avatar
    Join Date
    Feb 2006
    Posts
    279

    Default

    Quote Originally Posted by MysticTheurge View Post
    Those are a few 4th level paladin spells from Spell Compendium and other sources that might be worth adding.
    Draconic Might: Gain +4 enhancement bonus to strength, constitution and charisma, +4 enhancement bonus to natural armor and immunity to sleep and paralysis.

    This one spell would make me think: "They finally gave my lvl 16 Pally some love"!

    And I would try to keep it going just like I do Divine Favor now.

    Barumar

    Oh, and that blowing up one does sound cool - but my Guildies would want to to die too much...

  10. #10
    Community Member dameron's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by Barumar View Post
    Draconic Might: Gain +4 enhancement bonus to strength, constitution and charisma, +4 enhancement bonus to natural armor and immunity to sleep and paralysis.

    This one spell would make me think: "They finally gave my lvl 16 Pally some love"!

    And I would try to keep it going just like I do Divine Favor now.
    Since they're all enhancement bonuses they're pretty worthless by that level in DDO.

  11. #11
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by dameron View Post
    Since they're all enhancement bonuses they're pretty worthless by that level in DDO.
    Right, it would only give +1 AC over a barkskin potion.

    However, if they changed the implementation so that the +4 added to bark AC, it could be helpful. And if they used the other version of Draconic Might from earlier books, the stat bonuses were +5, which has a chance of being useful for a paladin, as they could free slots from magic items depending on if your current stats are odd or even (and on if you're willing to accept a few -1s in exchange for free body slots)

    Note: the original Draconic Might in Draconomicon gave +5 stats, but for some reason they decided to nerf it to +4 for Spell Compendium. Regardless of the wisdom of that decision in a PnP context, DDO characters have better magic items at the same level, so the spell should give the higher +5 bonuses to be useful in this game. (Follow the same logic that lead to the Holy Sword spell getting a bursting effect)
    Last edited by Angelus_dead; 03-26-2008 at 04:03 PM.

  12. #12

    Default

    Quote Originally Posted by Angelus_dead View Post
    and on if you're willing to accept a few -1s in exchange for free body slots
    That part, of course, is still true with +4s.
    Have a question about the Eberron Setting?
    Ask a Loremaster.

  13. #13
    Community Member gpk's Avatar
    Join Date
    Mar 2006
    Posts
    440

    Default

    What about level 3 spells? Snooze-fest there too.

    I can think of 1 level 3 spell and one level 4 spell that both start with "Righteous" that I'd like to see

  14. #14
    Community Member
    Join Date
    Apr 2006
    Posts
    1,236

    Default

    Restoration comes in pretty handy when you have negative levels, and Cure Serious is far from useless. Overall, I think level 3 has a worse selection, and there's plenty of paladin spells that are basically useless at the level they get them. Resistance is a prime example, giving a fixed +1 resistance bonus to saves (I believe the duration is fixed at 1 minute also). The fact is, other than Resist Energy, the vast majority of my paladin's SP end up going into healing spells, which, while usefull, are a little boring.

  15. #15
    Community Member Do'Urden's Avatar
    Join Date
    Jun 2007
    Posts
    0

    Default

    I don't care if it's in PnP or not...I WANT A MARTYR SPELL...and make it a good one like it restores all party members to full HP / SP and buffs with +4 stacking attack bonus!!!


  16. #16
    Community Member captain1z's Avatar
    Join Date
    Aug 2007
    Posts
    2,110

    Default

    Quote Originally Posted by MysticTheurge View Post
    Those are a few 4th level paladin spells from Spell Compendium and other sources that might be worth adding.
    nice spells


    I like the blessing of the righteous - would be very helpful in mod 7


    and



    righteous aura - I can see it now LFM said 4 tanks, 2 rogues, 2 clerics, 2 casters, 2 paladins

    group starts to have a hard time and leader says "qiuck I need a paladin to slash death"
    Ever bleed out in a thornbush? Welcome to UD14.

  17. #17
    Founder Garth_of_Sarlona's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    When I first read the title of the thread I thought that Paladins had got a new spell called 'Snooze'. I dunno - maybe a DC 20 will save AOE sleep effect?

    ok maybe it was just me...

    Garth

    Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
    Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
    Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)

  18. #18
    Community Member ahpook's Avatar
    Join Date
    Mar 2006
    Posts
    601

    Default

    Quote Originally Posted by DSL View Post
    Restoration comes in pretty handy when you have negative levels, and Cure Serious is far from useless. Overall, I think level 3 has a worse selection, and there's plenty of paladin spells that are basically useless at the level they get them. Resistance is a prime example, giving a fixed +1 resistance bonus to saves (I believe the duration is fixed at 1 minute also). The fact is, other than Resist Energy, the vast majority of my paladin's SP end up going into healing spells, which, while usefull, are a little boring.
    I like Restoration on the list because it allows me to use them off scrolls. Rarely ever mem it. I have mem'ed Holy Sword more often. Really, I just take Deathward to help out the clerics occaisonally or when we are running without a cleric.

  19. #19
    The Hatchery dejafu's Avatar
    Join Date
    May 2007
    Posts
    0

    Default

    Quote Originally Posted by SidBadguy View Post
    Ohhh I want to explode with healing energy when i die!!!
    You know, that idea works really, really well for giving raid fights a fascinating new dynamic. Everybody's fighting the pit fiend, the tanks are hanging on by a thread, the clerics are either dead or out of mana, but they're SO CLOSE to bringing him down... It turns what would be just another tank getting sent to the penalty box into a genuinely self-sacrificing, team-saving act, something that's not easy to do in a video game (plus, how cool would it be if that turns out to be just enough damage to kill the named?). Just change the part about how the spell only heals those of good alignment to "only heals team members and allies, damages all non-good opponents."

  20. #20
    Community Member Talcyndl's Avatar
    Join Date
    Jan 2007
    Posts
    2,175

    Default

    Quote Originally Posted by dejafu View Post
    You know, that idea works really, really well for giving raid fights a fascinating new dynamic. Everybody's fighting the pit fiend, the tanks are hanging on by a thread, the clerics are either dead or out of mana, but they're SO CLOSE to bringing him down... It turns what would be just another tank getting sent to the penalty box into a genuinely self-sacrificing, team-saving act, something that's not easy to do in a video game (plus, how cool would it be if that turns out to be just enough damage to kill the named?). Just change the part about how the spell only heals those of good alignment to "only heals team members and allies, damages all non-good opponents."
    And doesn't work with /death.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload