Divination School Buffs?
Posted: Sun Nov 12, 2017 6:22 am
Transmutation has just received some pretty astounding upgrades. I wanted to suggest that Divination is looked at also. There aren't very many useful spells in the school, and whilst the abilities that come with the spell foci are fun for flavour, they're not anywhere near as useful as those of other schools.
I'm listing the various Divination school spells here along with possibilities/suggestions for small upgrades. Take or leave as you like!
Level 1
True strike - Each spell focus might add 1 second to duration.
Level 2
Identify - Each spell focus might add 1 round to duration.
Level 3
Find traps - When cast with Greater Spell Focus Divination, chance of disabling found traps.
Level 5
Feeblemind - Each spell focus might add another 1d4 Intelligence damage, duration changed to permanent (meaning it would require a restoration to remove, also adding the possibility of death via the destruction of the mind when INT is lowered below 3).
Legend lore - Each spell focus might add bonus 5 Lore.
Level 7
Power word, stun - Each spell focus might improve the hp requirement on the target. e.g. +50hp per spell focus taken would mean the spell could target creatures with up to 300hp once the caster has epic spell focus Divination.
Level 8
Premonition - Each spell focus might add additional soak damage.
Level 9
Power word, kill - Each spell focus might improve the hp requirement on the target. e.g. +50hp per spell focus taken would mean the spell could target creatures with up to 250hp once the caster has epic spell focus Divination.
Edit to reply:
These are just suggestions, you don't have to implement stuff that I put here. We have a balance team that could make balanced alternatives if tasked to it, right? All I'm trying to do is signal the need for /something/ for the divination school.
I'm listing the various Divination school spells here along with possibilities/suggestions for small upgrades. Take or leave as you like!
Level 1
True strike - Each spell focus might add 1 second to duration.
Level 2
Identify - Each spell focus might add 1 round to duration.
Level 3
Find traps - When cast with Greater Spell Focus Divination, chance of disabling found traps.
Level 5
Feeblemind - Each spell focus might add another 1d4 Intelligence damage, duration changed to permanent (meaning it would require a restoration to remove, also adding the possibility of death via the destruction of the mind when INT is lowered below 3).
Legend lore - Each spell focus might add bonus 5 Lore.
Level 7
Power word, stun - Each spell focus might improve the hp requirement on the target. e.g. +50hp per spell focus taken would mean the spell could target creatures with up to 300hp once the caster has epic spell focus Divination.
Level 8
Premonition - Each spell focus might add additional soak damage.
Level 9
Power word, kill - Each spell focus might improve the hp requirement on the target. e.g. +50hp per spell focus taken would mean the spell could target creatures with up to 250hp once the caster has epic spell focus Divination.
Edit to reply:
These are just suggestions, you don't have to implement stuff that I put here. We have a balance team that could make balanced alternatives if tasked to it, right? All I'm trying to do is signal the need for /something/ for the divination school.