DracoDei
2012-06-22, 05:08 PM
Basically I am working on a large project which I will NOT link at this time. It is so big that getting PEACH has been very hard, so I am trying to pull out the essence of one dilemma at a time and present them in separate threads to keep people from getting overwhelmed.
Getting kinda stuck and need suggestions for more spells to put on this spell-list, and also an idea of how good the spell list I am working from is.
Casting mechanics: This is important, but hard for me to translate from the project.
Easy part first: Most of these spells can NEVER be cast on yourself, and NONE of them can be cast on an unwilling target. MOSTLY these are clerical spells, but some arcane spells do sneak in.
Now for the hard parts:
Basically all spells on the list are known, and casting is spontaneous. (Wait until you see the list before you decide this is that powerful).
Assume access to new spell levels is as per the wizard.
Per day castings are technically unlimited, but come with heavy costs so assume that the per-day is also as per the wizard.
Part of said costs is that most of these with non-instantaneous durations have a duration of 1 round, swift action to cast, and swift action to extend by 1 round (especially important for the fly :smallwink:). Touch range spells may be given longer ranges to compensate.
This tends to trail off towards higher levels, and that IS a problem(and, again, one I am looking for suggesting on), but not as much as you would think since the spell effects themselves continue to grow beyond what the clerics individual spells can accomplish.
Ok, enough of my trying to describe stuff briefly without losing anything TOO important. On to the spell list:
0th
Resistance
1st
Bless (actually an effect that gives various types of bonuses to saving throws only, but is quite effective in that role)
Endure Elements (Assume the standard 24 hour duration for this one)
Expeditious Retreat (Remember, can ONLY be cast on others, and 1 round duration)
Low-Light Vision(
Remove Fear
Shield of Faith
Shield Other(THEORETICALLY this should be very powerful given it is obtained a level ahead especially since class has d12 hit-die. In actuality I think the 1 round duration and weak nature of the spell for its SRD level keeps it reasonable.)
2nd
Darkvision
Gentle Repose
Levitate
Remove Paralysis
Restoration, Lesser
See Invisibility
Status
3rd
Fly
Haste
Helping Hand
Remove Blindness/Deafness
Tongues
Water Breathing(This actually has long enough duration that it isn't a worry.)
4th
Darkvision, Mass
Restoration (http://www.d20srd.org/srd/spells/restoration.htm)
Spell Immunity (http://www.d20srd.org/srd/spells/spellImmunity.htm)
5th
Arcane Sight
Raise Dead
Spell Resistance
6th
((Yeah, started REALLY running out of good ideas here, hopefully the super-charged versions of the lower-level stuff can keep up, and people have some suggestions.))
7th
Restoration, Greater
Resurrection
8th
Spell Immunity, Greater
9th
Foresight
True Seeing(WAY late I know, but I needed a minicapstone for one of their abilities, and this is it).
True Resurrection
Getting kinda stuck and need suggestions for more spells to put on this spell-list, and also an idea of how good the spell list I am working from is.
Casting mechanics: This is important, but hard for me to translate from the project.
Easy part first: Most of these spells can NEVER be cast on yourself, and NONE of them can be cast on an unwilling target. MOSTLY these are clerical spells, but some arcane spells do sneak in.
Now for the hard parts:
Basically all spells on the list are known, and casting is spontaneous. (Wait until you see the list before you decide this is that powerful).
Assume access to new spell levels is as per the wizard.
Per day castings are technically unlimited, but come with heavy costs so assume that the per-day is also as per the wizard.
Part of said costs is that most of these with non-instantaneous durations have a duration of 1 round, swift action to cast, and swift action to extend by 1 round (especially important for the fly :smallwink:). Touch range spells may be given longer ranges to compensate.
This tends to trail off towards higher levels, and that IS a problem(and, again, one I am looking for suggesting on), but not as much as you would think since the spell effects themselves continue to grow beyond what the clerics individual spells can accomplish.
Ok, enough of my trying to describe stuff briefly without losing anything TOO important. On to the spell list:
0th
Resistance
1st
Bless (actually an effect that gives various types of bonuses to saving throws only, but is quite effective in that role)
Endure Elements (Assume the standard 24 hour duration for this one)
Expeditious Retreat (Remember, can ONLY be cast on others, and 1 round duration)
Low-Light Vision(
Remove Fear
Shield of Faith
Shield Other(THEORETICALLY this should be very powerful given it is obtained a level ahead especially since class has d12 hit-die. In actuality I think the 1 round duration and weak nature of the spell for its SRD level keeps it reasonable.)
2nd
Darkvision
Gentle Repose
Levitate
Remove Paralysis
Restoration, Lesser
See Invisibility
Status
3rd
Fly
Haste
Helping Hand
Remove Blindness/Deafness
Tongues
Water Breathing(This actually has long enough duration that it isn't a worry.)
4th
Darkvision, Mass
Restoration (http://www.d20srd.org/srd/spells/restoration.htm)
Spell Immunity (http://www.d20srd.org/srd/spells/spellImmunity.htm)
5th
Arcane Sight
Raise Dead
Spell Resistance
6th
((Yeah, started REALLY running out of good ideas here, hopefully the super-charged versions of the lower-level stuff can keep up, and people have some suggestions.))
7th
Restoration, Greater
Resurrection
8th
Spell Immunity, Greater
9th
Foresight
True Seeing(WAY late I know, but I needed a minicapstone for one of their abilities, and this is it).
True Resurrection