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  1. #1
    Community Member Junts's Avatar
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    Default Any plans to add higher-level electric or lightning spells?

    Or shall we all embrace our new Water Savant overlords and subscribe to their newsletter?

  2. #2
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    Yes, the lack of high level electric spells is a blatant gap.

    Here are the spell levels of offensive wizard damage energies:
    Fire: 122344789
    Cold: 12345568
    Acid: 1234456
    Elec: 123556
    Soni: 148
    Forc: 1346
    Nega: 12446

    This should be an easy thing to fix: Just go right to the D&D 3.5 Books. Secrets of Sarlona, page 129: Stored Lightning Bolt, 20d6 with a 50% chance to double.

  3. #3
    Community Member Monkey_Archer's Avatar
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    Like i said in a different thread, my vote is for Greater ball lightning. Coding would be reasonably simple (just recycle flaming sphere) and it would fill in the persistent AOE gap that lightning has.
    Thelanis

  4. #4
    Community Member quityourjobs's Avatar
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    Quote Originally Posted by Junts View Post
    Or shall we all embrace our new Water Savant overlords and subscribe to their newsletter?
    I appreciate your Simpsons-based meme mashup.

    Beyond that, I have nothing to add to this discussion.

  5. #5
    Hatchery Founder Ganak's Avatar
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    So what are you gonna do? Release the dogs?! Or the bees?! Or dogs with bees in their mouth so that when they bark they shoot bees at you?!
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  6. #6
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    I'd like to see call lightning storm added to the list.

    The spell is done. It's in game already. And it works.

    And it would give electric savants an aoe dot. Of which they have none of.

    Not sure what level.. about level 7 would be real nice tho.

  7. #7
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    Quote Originally Posted by Monkey_Archer View Post
    Like i said in a different thread, my vote is for Greater ball lightning. Coding would be reasonably simple (just recycle flaming sphere) and it would fill in the persistent AOE gap that lightning has.
    1. Homebrew is homebrew.
    2. Since Flaming Sphere is a problematic spell, recycling Flaming Sphere at level 9 would also be problematic.

  8. #8
    Community Member Junts's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    1. Homebrew is homebrew.
    2. Since Flaming Sphere is a problematic spell, recycling Flaming Sphere at level 9 would also be problematic.
    I'd like to see a persistent aoe and a high-level lightning spell that is either saveless or fort-save based.

    Electric is the most vulnerable to evasion of all 4 elemental specializations.

  9. #9
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    Quote Originally Posted by Monkey_Archer View Post
    Like i said in a different thread, my vote is for Greater ball lightning. Coding would be reasonably simple (just recycle flaming sphere) and it would fill in the persistent AOE gap that lightning has.
    1. Homebrew is homebrew.
    2. Since Flaming Sphere is a problematic spell, recycling Flaming Sphere at level 9 would also be problematic.

    Quote Originally Posted by Angelus_dead
    Fire: 122344789
    Cold: 12345568
    As shown there, the problem isn't only that there is no Lightning spell of level 6-9. A related problem is that there is no real damage spell of level 7-9 that's not Fire or Cold. That means that when the boss is fire-immune and you're a savant with -9 cold level, there's not much you can do.

    Adding a level 7-9 Lightning spell would be one way to address that second problem, but acid or force might work too. (In fact, I suggest adding Clenched Fist as level 8 force damage, with some serious speed alterations from the D&D source)
    Last edited by Angelus_dead; 04-12-2011 at 07:13 PM.

  10. #10
    Community Member jakeelala's Avatar
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    yeah turbine does a lot of stuff really well, but they leave these huge gaping, forehead slapping holes in places that I just cannot for the life of me understand.

    You're releasing prestige classes (like 3 years late) for sorcerers, and the spells available aren't even balanced between the elements, like not even a little bit.

    Srsly?
    good at business

  11. #11
    Community Member Junts's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    1. Homebrew is homebrew.
    2. Since Flaming Sphere is a problematic spell, recycling Flaming Sphere at level 9 would also be problematic.


    As shown there, the problem isn't only that there is no Lightning spell of level 6-9. A related problem is that there is no real damage spell of level 7-9 that's not Fire or Cold. That means that when the boss is fire-immune and you're a savant with -9 cold level, there's not much you can do.

    Adding a level 7-9 Lightning spell would be one way to address that second problem, but acid or force might work too. (In fact, I suggest adding Clenched Fist as level 8 force damage, with some serious speed alterations from the D&D source)
    Remember meteor swarm doesn't care about caster level and now benefits from force enhancements, so it is an alternative, if not a great one.

  12. #12
    Community Member Baahb3's Avatar
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    Lightning Ring would be good 8th level spell for Air Savants

    I agree that the Bigby's spells would be useful Force spells of higher levels, Clenched Fist could be made into a single target damage spell and Crushing Hand could be a nice single target DoT spell for force users.
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  13. #13
    Community Member Noelemahc's Avatar
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    I agree there should be more electric spells. I also do believe there should be more acid spells as well. Acid suffers a lack of any actual straight up damage spells the same that electric suffers a lack of any persistent aoe/dot spells (not including Eladar's which is just now being put in).

    Acid also suffers from any useful spells above level 4 (Cloudkill is only used on bosses for concealment, and Acid Fog is a lol spell), which makes fighting bosses with a mantle of invulnerability a pain.

    Electric only has 2 useful spells at all in Ball Lightning and Chain Lightning. The others are nice as SLAs (Shocking Grasp, Electric Loop) but I wouldn't actually waste spell slots on them. Ball Lightning should be brought in line with Otiluke's Freezing Sphere and Delayed Blast Fireball in capping at 20d6, and Chain Lightning should be brought in line with Polar Ray in capping at 25d6 (it lists no actual dice cap, but I strongly believe it is actually 20d6) in my opinion.

    Level 8 spells in general are pretty lacking and need a beef up either way. That would be a great place to start throwing good force, acid, and electric spells.

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  14. #14
    Community Member Arctigis's Avatar
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    Quote Originally Posted by Noelemahc View Post
    ...(it lists no actual dice cap, but I strongly believe it is actually 20d6) in my opinion...
    It does indeed currently cap at 20d6 (the +3 dice for AiS III is working here though so yay!) despite not listing
    a cap. I've bug reported this.

  15. #15
    Community Member voodoogroves's Avatar
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    Don't under-count the new Scorch spell (giving fire 3 at 3rd) or overlook the fact that 6 is chock full of negative spells - let alone necromancy.
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  16. #16
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    Quote Originally Posted by voodoogroves View Post
    Don't under-count the new Scorch spell (giving fire 3 at 3rd) or overlook the fact that 6 is chock full of negative spells - let alone necromancy.
    The two level 2 fire spells are Scorch and Scorching Ray; Flaming Sphere doesn't really count (neither do Fire Trap and Flame Arrows).
    The level 6 negative damage spell is Necrotic Ray.

    Prismatic Ray and Prismatic Spray could be considered to count for 4 different energies, but as it is also CC/death I didn't include them in that chart.

  17. #17
    Community Member Xenus_Paradox's Avatar
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    What Baahb said.

    Quote Originally Posted by Spell Compendium, p. 132
    LIGHTNING RING
    Evocation [Electricity]
    Level: Sorcerer/wizard 8
    Components: V, S, M
    Casting Time: 1 round
    Range: Personal
    Effect: Ring of electricity
    Duration: 1 round/2 levels
    Saving Throw: See text
    Spell Resistance: Yes
    Your body quakes as a ring of crackling
    electricity explodes from your chest to whirl
    about you.
    The ring of electricity moves with
    you and does not interfere with your
    spellcasting or attacks, or with others
    attacking you. As long as the lightning
    ring is in effect, you gain resistance
    to electricity 20. At the beginning of
    your turn each round, adjacent creatures
    take 10d6 points of electricity
    damage, or half that with a successful
    Reflex save.
    In addition, each round as a free
    action at the beginning of your turn,
    you can direct two lightning bolts that
    deal 5d6 points of electricity damage
    each, exactly as the lightning bolt spell
    (caster level 5th), in any directions
    you choose. Each bolt can be aimed
    separately. A creature struck by one of
    these bolts can make a Reflex save for
    half damage. The DC for this save is
    calculated for an 8th-level spell, even
    though the bolts mimic a 3rd-level
    spell.
    Material Components: A small glass
    ring and a bit of fur from any animal.
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  18. #18
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    I know the its PnP talk is not very popular with some, and I am not trying to say well this is how it is in the books.

    I have a non D&D D20 book among my collection that had alot of unique classes and prestige classes for arcane casters. one was infact the elemental savant and so similar to what is coming that I feel D&D practically stole this non D&D class for itself.

    They also in this same book have some very indepth rule ideas for free form magic( as in casting and even creating unique spells on the fly) and a spell point system( required for use of the free form magic) that breaks down all the various factors of a spell. Including dmg type.

    In that chart, fire was the least costly to manifest, as its seen as the most commonly resisted, and able to be brandished without magic via torches, etc. Then cold, then electrical, then acid, and finally force.

    It is because of these hidden factors that some spells of some elemental types seem weaker when compared numerically to others. For example fire wall, and the acid cloud spell of the same lvl. Fire wall would by the system broken down, have to be higher base dmg then an acid spell or any other elemental spell for that matter, at the same lvl.

    Now I am not saying that is right or wrong exactly, but if one was to look at all mob types in the game and break down what elements where resisted most, it would help show if certain elements need to be buffed or not.

    Finally in parting is one very real feat from PnP that makes this whole thing moot. It allows one to change any element type for another when using a spell for a higher spell cost. I think it was elemental substitution.

    So if they just gave us that feat, then you would as a lightning wielder, create walls of lightning, lightning ball, lightning hands etc.
    Last edited by Vanquishedfo; 04-12-2011 at 08:54 PM.

  19. #19
    Community Member Saravis's Avatar
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    Quote Originally Posted by Xenus_Paradox View Post
    Spell Bla Bla
    While that spell looks really cool, it does have one major shortcoming, its ability is redundant with the Air Savant's SLA. They would have to make some adjustments, perhaps make the range of the ring's damage larger.

  20. #20
    Founder LeLoric's Avatar
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    Quote Originally Posted by Saravis View Post
    While that spell looks really cool, it does have one major shortcoming, its ability is redundant with the Air Savant's SLA. They would have to make some adjustments, perhaps make the range of the ring's damage larger.
    I don't see how this is anywhere near what the sla's require. Sla's take time to activate. This is a persistant aoe around you as well as two auto firing bolts. This would probably be coded as a cross between death aura and the favored soul archon that AOV gets at tier two.
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