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  1. #1
    Community Member licho's Avatar
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    Jan 2011
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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.

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