Spells, spell, and then a few more spells. (and cantrips/infini spells)

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Orian_666
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Joined: Sat Aug 15, 2015 6:29 pm
Location: Ireland

Spells, spell, and then a few more spells. (and cantrips/infini spells)

Post by Orian_666 » Thu Nov 22, 2018 9:16 pm

I'm really looking forward to what the team will give us in regards to Haks, I have complete faith in you all to deliver some amazing content.

But just seeing as we're all here doing it since the possibility for Haks has become a thing i'd like to voice my incredible need for more spells!! I've seen some hak servers with amazing extra P&P spells added, most have a mechanical purpose of some description but some don't, and that's fine because they add a bit of flair to the experience. A simple one for example would be the prestidigitation cantrip, it does a load of things and none of them are mechanically useful but it's still awesome to have something like that even if it's a simple flash of light or sound effect. It makes RPing doing magical things way more fun and immersive.

So at that I can't wait to see what the team can come up with, find, and eventually add in terms of new spells :D

My main suggestion though taking this into consideration, now that it's likely a bit easier. I'd suggest we take a mix of the Pathfinder and 5th Edition approach on cantrips. Make them infinite use, no cooldown, and scale with level.

This creates, like prestidigitation for example, a lot of fun RP potential but also it gives mages, caster clerics, caster druids, etc etc something extra to do when adventuring. The infini spells from GSF are brilliant and really help to make a mage feel useful, but only wiz/sorc get them and spamming MM or Melf's constantly can get a bit stale and repetitive after some time.

In fact i'd even go so far as to suggest removing the GSF infini spells entirely, giving all casters (arcane or divine) with access to cantrips at all have those cantrips be infinite cast and scale in power with CL. For example, Ray of Frost could do an extra d4 of damage at level 6, 12, 18 giving it 4d4 + 1 at CL 18 (scaling could stop at CL 18 for all of them so they don't become too strong). This would mean it scales slower than a comparable spell, Magic Missiles for example, and will never out damage it, keeping it weaker than 1st level and up spells.

A few more examples:

Cure Minor Wounds: Heal 4 health to a single target. +d3 at CL 6, 12, 18. (this way at absolutely maximum potential healing the amount healed wouldn't be more than a Cure Light Wounds)
Inflict Minor Wounds: Deals 1d4 + 1 damage to a single target. +d4 at CL 6, 12, 18.
Virtue: Target gains 1 temporary hit point above max. +3 at CL 6, 12, 18.
Flare:Target suffers -1 to attack rolls. +1 at CL 6, 12, 18.
Resistance: Gain +1 to all saves. +1 at CL 6, 12, 18.

The other damage ones could copy the Ray of Frost example, and any extra ones via Haks could scale appropriately too. But you get the idea!

Once this is all done and dusted something else could take the place of the GSF boon, and thanks to Haks the options for that are likely far more vast than they previously were :)

Thank you for taking the time to read my suggestion.

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Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
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Joined: Tue Sep 09, 2014 7:13 pm

Re: Spells, spell, and then a few more spells. (and cantrips/infini spells)

Post by Irongron » Wed Dec 05, 2018 4:47 pm

I expect there is a lot we can do for spells now, but this is all a can of balance worms I really don't want to open for now (it would require extremely lengthy discussions/reviews by the team, and I've no appetite for that at the moment). Rejected.

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