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  1. #1
    Community Member licho's Avatar
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    Default Paladin spell list need improvments

    Hi,

    Paldins indeed have some nice spells on the list, but its mostly on level 1 and 4th. While in others is hard to find spell worth a slot. Lets consider 2nd level, resist and angelskinn may be worth sloting but after that?
    Maybe bear endurance to check if party squishe have con item on.
    So here is a list of spells from 3.5 pnp dnd which i think could fit Paladin making them even more fun.

    Level 1:
    - Shield (same as arcanes) - dont get why Paladins dont have this spell, it fits the theme AC warriors, and also holy fighter should be scared of some magic missiles.

    Level 2:


    - Blessed aim - every ally in a range gains +2 morele to hit with range weapons.
    Not a big deal considering state of range combat, but it may have a use if smbd want to kite out with thrower or something similar.

    - Clarity of Mind - reduce the miss chance related to obscure vision (blurs, displacmend, cluds) by 10%. Long lasting.

    level 3
    - Bladebane - short term, wielded by caster weapon (any) is threated as bane weapon for one type of monster. Choosen from the list as resist. Do not stack with other banes, and multiply with itself (only one at time). This spells should be for rangers as well. Even if it will be only lesser bane its still something worth spaming.
    EDIT: there is a point in adding special (and more costly) component for that.

    - Shield others - Target in touch range gains +1 ac +1 resistance save, and also half of the dmg dealed to target is transfered to caster (paladin). The touch distance must be hold, or spell go off. This little spell opens some nice tactics and fits protector theme.

    And thats it.

    EDIT: Mea culp with rest, hide to well among 1st level

    Some more spell to add:
    http://forums.ddo.com/showpost.php?p...31&postcount=6
    http://forums.ddo.com/showpost.php?p...1&postcount=10

    From the link above i would like to highlight some spells which i consider really solid and gamechanging (in a good way):

    Quote Originally Posted by MrCow
    Deafening Clang (Transmutation [Sonic], Self or Target, 1 round per caster level)
    The touched weapon emits a sonic attack on impact once per round. Everyone within 10’ (except the wielder) must make a Fortitude save vs. DC 15 or be Deafened for 1 minute.

    <For DDO, on weapon strike the target must make a Fortitude save [DC 15] or have any spell action they are taking be interrupted. Creatures that can not hear are not affected. Red-named immunity may be considered to nullify the effects.>
    (licho: i will just name it dazed effect - 6sec of no action - since its already coded, and has self list of monster immune)
    This spell is great, since its different from just extra dps, adds some cc (sometimes forgoten at low levels) like tiny paralyzer.
    I see the place for it in bard spell list as well. (sound based)

    Quote Originally Posted by MrCow
    Undetectable Alignment (Abj, Self or Target, 1 minute per caster level)
    The target creature or object cannot have its alignment detected.

    <For DDO, Target has a chance based on will save (1% per 1 will save) to nullify the effects of alignment-based damage and effects, such as from Pure Evil, Holy, Anarchic, Order's Wrath: Daze, and so on.>
    Again game changer, in theory Pal should be great tanks agains outsiders, however if said boss (or queen) used anarchic unholy weapon then Pally is horrible tank.

    Mentioned by Oradafu:

    Mark of Justice - touch, short term, no save, SR yes. -2 to AC, tohit, saves. Threated as curse. (lv 4)
    Note: oryginally this spell works little difference there is more option to choose from, however IMO this way it better translate into game.
    Last edited by licho; 08-06-2011 at 01:31 PM.

  2. #2
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    "Seek Eternal Rest" is a lvl 2 spell that paladin already have, but yeah otherwise i agree paladin could use some more lvl 2 and 3 spells

  3. #3
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    I like the bladebane spell idea. COuld help with Paladin DPS.

    Paladins using DR breaking Epic SoS with Evil Outsider's Bane.

  4. #4
    Community Member Talias006's Avatar
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    Quote Originally Posted by licho View Post
    level 3
    - Bladebane - short term, wielded by caster weapon (any) is threated as bane weapon for one type of monster. Choosen from the list as resist. Do not stack with other banes. This spells hould be for rangers as well. Even if it will be only lesser bane its still something worth spaming.
    This is absolutely a good, if not great, idea for beefing up Paladin/Ranger spell ability. Although, if it's too good, you'd best have a unique spell component for it. One that isn't as spendy as Diamond Dust.
    Quote Originally Posted by sirgog View Post
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  5. #5
    Community Member licho's Avatar
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    Quote Originally Posted by Talias006 View Post
    This is absolutely a good, if not great, idea for beefing up Paladin/Ranger spell ability. Although, if it's too good, you'd best have a unique spell component for it. One that isn't as spendy as Diamond Dust.
    Yup, that was what i thought. Rangers and still paladin can have more spells to burn the mana bar on. Even if it result in mad pianoist gameplay (some ppl like it).

    Oryginaly it should be part of enemy type body, so some kind of special component with similar price to stoneskin one (diamond dust) sounds fair ('fangs and hide of beast' or something sounding cooler). Even the price could be harmful like 100pp for 10 uses. There is not many fans of spell components at all, but... it saves money and inventory slot since we dont need bane weapons. So its somehow balanced. good idea.
    Last edited by licho; 08-06-2011 at 10:57 AM.

  6. #6

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    Other possibilities:

    Level 1:
    Resurgence (Abj, Touch, Instant)
    The touched creature receives a new saving throw against one ongoing spell, spell-like
    ability, or supernatural ability affecting him/her. If the subject has more than one
    ongoing effect, the caster chooses which one the save applies to. Only effects which allow a save can be targeted by this spell.

    <For DDO, either have a random effect with a save on the target be forced a new save or have all current effects on the target that allow a save to be forced a new save>

    Deafening Clang (Transmutation [Sonic], Self or Target, 1 round per caster level)
    The touched weapon emits a sonic attack on impact once per round. Everyone within 10’ (except the wielder) must make a Fortitude save vs. DC 15 or be Deafened for 1 minute.

    <For DDO, on weapon strike the target must make a Fortitude save [DC 15] or have any spell action they are taking be interrupted. Creatures that can not hear are not affected. Red-named immunity may be considered to nullify the effects.>



    Level 2:
    Undetectable Alignment (Abj, Self or Target, 1 minute per caster level)
    The target creature or object cannot have its alignment detected.

    <For DDO, Target has a chance based on will save (1% per 1 will save) to nullify the effects of alignment-based damage and effects, such as from Pure Evil, Holy, Anarchic, Order's Wrath: Daze, and so on.>

    Strength of Stone (Transmutation, Self, 1 minute per level)
    1d4+1 Enhancement bonus to Strength that ends if the caster looses contact with the
    ground (natural stone walls & caverns are alright). The following acts are assumed to
    cause the caster to loose contact: jumping, tumbling, charging, & running.

    <For DDO, you gain 1 STR + 1 more STR per 4 caster levels (Max of 4 STR). The effect ends if the caster is in a state that causes them to lose contact with the ground, such as jumping, falling, floating, or swimming.>



    Level 3:
    Blessing of Bahamut (Abj, Self, 1 round per level)
    Target gains a platinum sheen and he/she gains Damage Reduction 10/magic.

    Resurgence, Mass(Abj, Area around Self, Instant)
    One subject per level in a 30' area receives a new saving throw against one ongoing spell, spell-like ability, or supernatural ability affecting him/her. If the subject has more than one ongoing effect, the caster chooses which one the save applies to. Only effects which allow a save can be targeted by this spell.

    <For DDO, either have a random effect with a save on the target be forced a new save or have all current effects on the target that allow a save to be forced a new save>

    Smite Heretic (Conjuration, Self, 1 minute per caster level)
    If the caster uses his/her ‘Smite Evil’ class ability against an Evil creature that can cast Divine spells, the caster gains a +2 Sacred bonus to attack & does +2 hp per Paladin level (instead of +1 hp per lvl).

    <For DDO, Using a Smite ability (Smite Evil, Smite Tainted, Smite Construct, etc.) has a +2 Sacred bonus to-hit and deals an extra +1 damage per level (level based on class that is used for adding Smite damage) if the target has any divine spells or abilities.>



    Level 4:
    Sacred Haven (Abj, Touch, 1 round per level)
    One touched creatures gains an aura of light:
    a) +2 Sacred bonus to AC;
    b) does not loose Dexterity modifier to AC when Flat-Footed;
    c) The caster knows the subject’s position (distance & direction) and condition (unharmed, wounded, disabled, staggered, unconscious, dying, dead, etc.);
    d) The caster can use his/her ‘Lay on Hands’ ability on the subject at any range.

    <For DDO, target has a +2 Sacred bonus to AC and does not lose their Dexterity bonus in states that cause them to be considered Flat-Footed (bluffed, blindness, stunned, etc.).>
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  7. #7
    Community Member licho's Avatar
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    Ty for more cowbells int his topic. i had some problem with how to translate soem of spells from pnp to ddo. And how they will work in game mechanic.

    However the two you pointed out are real gems.

    Quote Originally Posted by MrCow View Post
    Other possibilities:

    Level 1:
    Deafening Clang (Transmutation [Sonic], Self or Target, 1 round per caster level)
    The touched weapon emits a sonic attack on impact once per round. Everyone within 10’ (except the wielder) must make a Fortitude save vs. DC 15 or be Deafened for 1 minute.

    <For DDO, on weapon strike the target must make a Fortitude save [DC 15] or have any spell action they are taking be interrupted. Creatures that can not hear are not affected. Red-named immunity may be considered to nullify the effects.>
    I will made it dazed effect, which is no action in 6 sec. Some kind of tiny paralyzer. of course do not work on red+ bosses, and some dazed immune mobs. This is cool since adds some cc to melee, and it different from 'moar dps'. good one

    Level 2:
    Undetectable Alignment (Abj, Self or Target, 1 minute per caster level)
    The target creature or object cannot have its alignment detected.

    <For DDO, Target has a chance based on will save (1% per 1 will save) to nullify the effects of alignment-based damage and effects, such as from Pure Evil, Holy, Anarchic, Order's Wrath: Daze, and so on.>
    This is very good. Its kinda funny that Paladins who are supposed to be specialized in outsiders, sometimes are very weak agains anarchis + unholy.

  8. #8
    Community Member HelvanderSeries6's Avatar
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    Quote Originally Posted by licho View Post
    Hi,

    Paldins indeed have some nice spells on the list, but its mostly on level 1 and 4th. While in others is hard to find spell worth a slot. Lets consider 2nd level, resist and angelskinn may be worth sloting but after that?
    Maybe bear endurance to check if party squishe have con item on.
    So here is a list of spells from 3.5 pnp dnd which i think could fit Paladin making them even more fun.

    Level 1:
    - Shield (same as arcanes) - dont get why Paladins dont have this spell, it fits the theme AC warriors, and also holy fighter should be scared of some magic missiles.

    Level 2:


    - Blessed aim - every ally in a range gains +2 morele to hit with range weapons.
    Not a big deal considering state of range combat, but it may have a use if smbd want to kite out with thrower or something similar.

    - Clarity of Mind - reduce the miss chance related to obscure vision (blurs, displacmend, cluds) by 10%. Long lasting.

    level 3
    - Bladebane - short term, wielded by caster weapon (any) is threated as bane weapon for one type of monster. Choosen from the list as resist. Do not stack with other banes, and multiply with itself (only one at time). This spells should be for rangers as well. Even if it will be only lesser bane its still something worth spaming.
    EDIT: there is a point in adding special (and more costly) component for that.

    - Shield others - Target in touch range gains +1 ac +1 resistance save, and also half of the dmg dealed to target is transfered to caster (paladin). The touch distance must be hold, or spell go off. This little spell opens some nice tactics and fits protector theme.

    And thats it.

    EDIT: Mea culp with rest, hide to well among 1st level
    Shield others would be a great addition to the Paladins spell list and would give great support to a tanking charactor.


    /dream on

    spell 3.5
    Ascending Warrior:
    The caster instantly summons a fully functional arm or leg on his body. The caster can summon 1 limb per three caster levels. An extra arm can attack as a normal unarmed attack, or with a weapon, but will count as an 'off hand' in two weapon fighting while the original arms attack as normal attacks. If more than one arm is used for attacking the penalty for extra arms is the same as one off hand for all arms. If the new arm is used for holding a two handed weapon with another arm half the off hand penalty. An extra leg will give the user an extra 10 feet to base movement. Any skill that involves simple functions involving the limbs (climb, jump, swim) gets a +2 modifier per limb. Extra arms gives a +2 to grappling per limb. Legs gives +2 against resisting tripping, bull rush, and overrun. The caster will appear quite disturbing and is popular among chaotic clerics.

    /dream off
    Wits and swords are as straws against the wisdom of the Darkness___Conan the Cimmerian
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  9. #9
    Hero Aashrym's Avatar
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    All classes need more spells still.

    /signed for Pallies on that note.
    Quote Originally Posted by Turbine
    a powerful ally able to play in any role that the group needs
    http://www.youtube.com/watch?v=zonbLF-NMZg

  10. #10
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    I made a suggestion before of a few Paladin spells that actually came from the 3.5 rulebooks.

    * Magic Weapon: +1 bonus to weapon
    * Protection from Chaos: similar to Protection from Evil
    * Daylight: a spell that can be used by most blue bars that would be useful in Rainbow
    * Dispel Chaos: +4 bonus against attacks by chaotic creatures
    * Dispel Evil: +4 bonus against attacks by evil creatures
    * Mark of Justice: bestowing a curse on opponents, I'd assume similar to the Symbol spells

  11. #11
    Community Member Alternative's Avatar
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    /signed I actually have an empy lvl2 slot because there's not enough spells to chose from

    one spell I read about some time ago

    2nd-Level Paladin Spells
    Undetectable Alignment: Conceals alignment for 24 hours.

    in DDO: makes a paladin treated as true neutral vs incoming alignemnt damage for 6 seconds/caster level, does not allow to equip alignment restricted items

  12. #12
    Community Member Kinerd's Avatar
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    A divine spell I always liked from some other version of DnD was Spiritual Hammer. Perhaps it could be adapted to function like the FvS Archon, doing 1d8 20 x2 bludgeon damage rather than whatever light damage they have? It would have almost no mechanical impact, but it would be cool to have a blue mallet whapping things in the face.

  13. #13
    Community Member B0ltdrag0n's Avatar
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    Bless Weapon. Auto-confirming criticals on evil creatures would be boss.
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