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Old 06-26-2007, 10:03 AM   #1
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Good Stuff!
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Old 06-26-2007, 10:04 AM   #2
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Default In Developement: New Spells and Enhancements for 4.2

Here is the list of new spells we are currently working on for Update 4.2: Searing Heights:

Spells for Paladins:

Angelskin
Abjuration [Good]
Level: Pal 2
Components: V, S, DF
Target: Lawful Good creature touched (self or ally)
Duration: 6 seconds/level

The subject gains damage reduction 5/evil.

Holy Sword
Evocation [Good]
Level: Pal 4
Components: V, S, M

Channels holy power to turn a Blessed Cold Iron weapon into a +5 Holy Cold Iron weapon that grants its wielder a continuous Protection From Evil effect while equipped. The holy weapon is permanent, but is destroyed on dungeon exit. The House Jorasco Divine Reagent Vendor carries Blessed Cold Iron Greatswords, Bastard Swords, Longswords, Shortswords, Scimitars, Warhammers, Rapiers, Dwarven Waraxes, Khopeshes, Mauls, and Heavy Picks.

Spells for Clerics:

Chaos Hammer
Evocation [Chaotic]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.

You unleash chaotic power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to lawful creatures (or 1d6 points of damage per caster level (max 10d6) to lawful outsiders) and slows them for a short period of time. A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not slowed. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to chaotic creatures, and can only be cast by chaotic or neutral casters - it has no effect when cast by a lawful caster.

Close Wounds
Conjuration (Healing)
Level: Clr 2
Components: V
Target: One Ally, Self, or Undead Foe
Saving Throw: Will half

Close Wounds cures 1d4 points of damage + 1 point per caster level (maximum +5). This spell is quicker to cast than other cures and has no cooldown other than the one second global cooldown.

Nightshield
Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Duration: 1 minute/level

Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.

Order's Wrath
Evocation [Lawful]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.

You unleash lawful power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to chaotic creatures (or 1d6 points of damage per caster level (max 10d6) to chaotic outsiders) and dazes them for a short period of time. A successful Will save reduces the damage by half and negates the daze effect. The spell deals only half damage to creatures that are neither lawful nor chaotic, and they are not dazed. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to lawful creatures, and can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster.

Spawn Screen
Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, DF
Target: One Ally/level
Duration: 1 minute/level

Protects you and your allies from rising as spawns of common undead after death. Certain very rare, exceptionally powerful creatures (with purple names) may be able to bypass this ward.

Unholy Blight
Evocation [Evil]
Level: Clr 4
Components: V, S
Saving Throw: Will partial, see text.

You call up unholy power to smite your enemies. This spell deals 1d8 points of damage per two caster levels (max 5d8) to good creatures (or 1d6 points of damage per caster level (max 10d6) to good outsiders) and sickens them for a short period of time. A successful Will save reduces the damage by half and negates the sicken effect. The spell deals only half damage to creatures that are neither good nor evil, and they are not sickened. Such creatures can reduce the damage by half again (down to one quarter) with a successful Will save. This spell deals no damage to evil creatures, and can only be cast by evil or neutral casters - it has no effect when cast by a good caster.

Spells for Bards:

Focusing Chant
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V
Range: Personal
Duration: 1 minute

You gain a +1 circumstance bonus on attack rolls and skill checks for the duration of the spell.

Spells for Wizards

Spawn Screen
Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, DF
Target: One Ally/level
Duration: 1 minute/level

Protects you and your allies from rising as spawns of common undead after death. Certain very rare, exceptionally powerful creatures (with purple names) may be able to bypass this ward.

Nightshield
Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Duration: 1 minute/level

Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.

Ooze Puppet
Transmutation
Level: Sor/Wiz 2
Components: V, S
Target: One Ooze
Duration: 10 minutes
Saving Throw: Fortitude negates

You telekinetically take control of the targeted ooze, manipulating it and forcing it to move and attack as you see fit. Oozes dominated by this spell are slowed, and once a minute receive an additional save to attempt to free themselves. If the controlled ooze splits, you lose control of the resultant oozes.

New Enhancements for Bards:

Spellsinger:
Prereqs: Bard level 6, Bard Music of Energy 2, Bard Skill: Concentration 2, Bard Song Magic 2, Bard Lyric of Song 1, Any one of the following: Magical Training, Mental Toughness, Spell Focus: Enchantment, Greater Spell Focus: Enchantment, Empower Spell, Extend Spell, Heighten Spell, Maximize Spell

"Your studies into magic have granted you a +2 bonus to your Concentration and Use Magic Device skills, +100 Spell Points, and the ability to expend a use of Bardic Music to grant all nearby allies a +1 morale bonus to spell DC's and a 10% morale discount on spell costs.

Virtuoso:
Prereqs: Bard level 6, Bard Extra Song 2, Bard Skill: Perform 2, Bard Lingering Song 1, Bard Charisma 1, Any one of the following: Bard Extra Song 4, Skill Focus: Perform, Negotiator

"Your studies into song have granted you a +2 bonus to your Diplomacy, Listen, and Perform skills, 3 extra uses of Bardic Music per rest, and your beneficial songs last an additional 10% longer. You also gain the ability to expend a use of Bardic Music to enthrall multiple enemies, fascinating them and inflicting a -2 penalty to attack rolls and Will saves even if the fascination is broken."

Warchanter:
Prereqs: Bard level 6, Bard Inspired Attack 1, Bard Inspired Damage 1, Bard Inspired Bravery 2, Power Attack, Any one of the following: Weapon Focus: Slashing, Weapon Focus: Piercing, Weapon Focus: Bludgeoning

"Your studies into war have granted you a +2 bonus to your Intimidate skill. Your Inspire Courage song gains an additional +1 to attack rolls, +2 to damage rolls, and +1 to fear saves. If you possess the Barbarian Rage ability, you gain +1 use per rest. You also gain the ability to expend a use of Bardic Music to grant all nearby allies damage reduction 5/-."

Note you may only have one Bardic Specialization at a time

Bard Music of the Dead enhancement prerequisite changed to:
  • Bard Level 6 (from 11)
  • Any one of the following: Bard Extra Song IV or Bard Virtuoso I
Bard Music of the Makers enhancement prerequisite changed to:
  • Bard Level 9 (from 11)
  • Any one of the following: Bard Extra Song IV, Bard Virtuoso I, Warforged Construct Thinking III, Lesser Dragonmark of Making
Enhancement Changes for Rangers:

Ranger Vermin Empathy enhancement prerequisites changed to:
  • Ranger Level 2 (from 11)
  • Ranger Extra Empathy I and any one of the following: Favored Enemy: Vermin, Ranger Desert Lore 2, Ranger Swamp Lore 2, or Ranger Extra Empathy IV.
Ranger Elemental Empathy enhancement prerequisites changed to:
  • Ranger Level 4 (from 12)
  • Ranger Extra Empathy I and any one of the following: Favored Enemy: Elemental, Ranger Energy Resistance Boost III, or Ranger Extra Empathy IV.
Enhancement Changes for Rogues:

Way of the Assassin
now has three different poisons available for use with Assassin’s Focus: Thoughtburn (Int damage and prevents casting for a short time), Icechill (Dex damage and slows the target's attack speed for a short time), and Soulshatter (Lowers the target's spell resistance by 10 and Will saves by 4 for a short time). A character may only have one Assassin’s Focus ability active at a time.
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Old 06-26-2007, 10:10 AM   #3
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Seems a little underwhelming, but the Nightshield will be useful for Battle Clerics I guess. Beats out a lot of the other level 1 spells anyway.
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Old 06-26-2007, 10:14 AM   #4
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Nightshield
Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Duration: 1 minute/level

Grants a +1 resistance bonus to saves; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, this spell negates Magic Missile and Force Missile attacks directed at you.


THANK YOU!
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Old 06-26-2007, 10:16 AM   #5
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mmmmm Bardic love.
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Old 06-26-2007, 10:18 AM   #6
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Umm Nightshield will be very welcome I am sure. The AC from the normal Shield spell was often wasted.

The bard changes look VERY interesting. Gonna have to think and look a lot at which one works best for my bard...I wanna take all three....sigh

How many AP for each of these???
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Old 06-26-2007, 10:18 AM   #7
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The Bard enhancements look pretty hard to meet in my opinion. I was looking forward to them but I need to take 3 feats do this do that blah blah. Probably can't take any with my battle bard I don't have the feats to spare.

Spellsinger looks great for CC caster Bards the others seem kind of not worth it.

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Old 06-26-2007, 10:19 AM   #8
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I really like those new bard enhancements. I know I'll be taking Spellsinger, but Warchanter looks great for those battle bards out there.
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Old 06-26-2007, 10:23 AM   #9
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Hmm thinking about things...


Sorcs will love having a SPellsinger nearby, what with getting a free 10% savings on spell point costs? Kinda like continuous DV's...

Some of these synergies look very powerful...
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Old 06-26-2007, 10:27 AM   #10
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Quote:
Originally Posted by Coldin View Post
I really like those new bard enhancements. I know I'll be taking Spellsinger, but Warchanter looks great for those battle bards out there.
Warchanter looks ok, but Inspired Bravery is pretty much a waste of AP and taking a focus feat is also not always that great either. Spellsinger does look very powerful I have a battle Bard and may well take that. I would probably not take warchanter as it is written.
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Old 06-26-2007, 10:30 AM   #11
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Quote:
Originally Posted by EinarMal View Post
The Bard enhancements look pretty hard to meet in my opinion. I was looking forward to them but I need to take 3 feats do this do that blah blah. Probably can't take any with my battle bard I don't have the feats to spare.

Spellsinger looks great for CC caster Bards the others seem kind of not worth it.

Look again, you only need one of the feats on the list to qualify as I read it.
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Old 06-26-2007, 10:33 AM   #12
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Forget the 10% discount from spellslinger (which is nice) +1 dc to all spells?

That's awesome, assuming it stacks.
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Old 06-26-2007, 10:34 AM   #13
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Question: How does Spawn Screen currently fit into the game?
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Old 06-26-2007, 10:35 AM   #14
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Default Nice.

Since the implementation of holy sword is coming can we maybe expect to see some sort of implementation for magic weapon (Clr lvl1, Pal lvl1, Sor/Wiz lvl1) and greater magic weapon (Clr lvl4, Pal lvl3, Sor/Wiz lvl3) in the future? Possibly, keen edge (Sor/Wiz lvl3) as well?
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Old 06-26-2007, 10:35 AM   #15
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Quote:
Originally Posted by Zenako View Post
Look again, you only need one of the feats on the list to qualify as I read it.
Prereqs: Bard level 6, Bard Inspired Attack 1, Bard Inspired Damage 1, Bard Inspired Bravery 2, Power Attack, Any one of the following: Weapon Focus: Slashing, Weapon Focus: Piercing, Weapon Focus: Bludgeoning

Looks to me like I have to waste AP on inspired bravery and have power attack and one weapon focus feat. That seems pretty steep to me. That sounds like it is assuming you are fighting with a two handed weapon. I am not a Barb so rage is worthless as is intimidate.

Damage reduction is nice and so are the to-hit/damage but not probably worth it or nearly as powerful as spellsinger.
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Old 06-26-2007, 10:36 AM   #16
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Quote:
Originally Posted by Pat View Post
Since the implementation of holy sword is coming can we maybe expect to see some sort of implementation for magic weapon (Clr lvl1, Pal lvl1, Sor/Wiz lvl1) and greater magic weapon (Clr lvl4, Pal lvl3, Sor/Wiz lvl3) in the future? Possibly, keen edge (Sor/Wiz lvl3) as well?
with how they're implementing Holy Sword (that is to say: poorly), i suspect not.

Turbine has yet to figure out how to modify existing items.
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Old 06-26-2007, 10:37 AM   #17
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Quote:
Originally Posted by EinarMal View Post
Prereqs: Bard level 6, Bard Inspired Attack 1, Bard Inspired Damage 1, Bard Inspired Bravery 2, Power Attack, Any one of the following: Weapon Focus: Slashing, Weapon Focus: Piercing, Weapon Focus: Bludgeoning

Looks to me like I have to waste AP on inspired bravery and have power attack and one weapon focus feat. That seems pretty steep to me. That sounds like it is assuming you are fighting with a two handed weapon. I am not a Barb so rage is worthless as is intimidate.

Damage reduction is nice and so are the to-hit/damage but not probably worth it or nearly as powerful as spellsinger.
I've seen some bard/barbarian multiclass chars though, that will loe this one.
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Old 06-26-2007, 10:37 AM   #18
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Quote:
Originally Posted by EinarMal View Post
Warchanter looks ok, but Inspired Bravery is pretty much a waste of AP and taking a focus feat is also not always that great either. Spellsinger does look very powerful I have a battle Bard and may well take that. I would probably not take warchanter as it is written.

The pre-reqs for Warchanter do seem a tad too steep for most bards to take just because you need to take a couple feats that most bards would never take. It almost seems made for multi-class bards, but maybe that's the point.

I think there's a mistake with Spellsinger though. You can have Magical Training for one of the pre-reqs, but all bards get Magical Training. So that probably shouldn't be there.
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Old 06-26-2007, 10:38 AM   #19
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Quote:
Originally Posted by sabs View Post
Forget the 10% discount from spellslinger (which is nice) +1 dc to all spells?

That's awesome, assuming it stacks.
Yeah that seems by far the most powerful. Bards need spell points to so the extra 100 would benefit any build as would UMD.
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Old 06-26-2007, 10:38 AM   #20
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Default warchanter is still good

i would roll one with a human

go 12bard/2barbarian or maybe 10bard/4barbarian

it could be pretty tough for a tank or off-tank damage dealer

no cc, just a "warchanter"
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