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    Halfling in the Playground
     
    Kobold

    Join Date
    May 2006
    Location
    The center of The Void
    Gender
    Male

    Default Re: Advanced Necromancy (60+ new spells, plus new mechanics!)

    I'm glad I found this thread and I'm thankful for all that your putting into it . I'm only about halfway through reading everything you have so far, but I have a quick question/suggestion:
    I agree that Spell Casters should definitely be hindered by fear, but what made you decide to do Spell Failure over a Concentration Check/Penalty or something else.

    Edit: Looking back over Panicked in the Player's Handbook glossary, I found it odd that it states "[The subject] can't take any other actions" but then states that they "can use special abilities, including spells, to flee." I don't like that (and, thus, like your adjustment a lot better) because that means the wizard can just whip up a teleportation spell and get away easily .

    I also might recommend spoilers for the Spells/spell lists.
    Last edited by Calver; 2007-02-20 at 08:10 AM.
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    My Stuffs:

    Races and Monsters:
    Kobork | Diverion | Tori | Zodiacal Hydra | Grecklerot | [Unnamed] | Faddle | Tršumen


    Feats:

    Expand Wild Shape | Psionic Void | Quick Grab


    Spells:

    Ethereal Anchor | Twist Fate | Ghost Instrument