Results 1 to 30 of 36
Thread: Natural Spell
-
2007-05-29, 08:15 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Boston
- Gender
Natural Spell
Sir Giacomo's arguments aside, the general consensus is that Druids are overpowered. For the campaign world that I'm setting up, I want to nerf the overpowered classes and use ToB to help melee so to achieve some semblance of balance. One thing I propose to do for Druids is to make the Natural Spell feat affect only one shape, and it can be taken multiple times to affect multiple shapes. Would this make a big difference in the Druid's power level?
-
2007-05-29, 08:17 PM (ISO 8601)
- Join Date
- Oct 2005
Re: Natural Spell
It might be more balanced to make it a metamagic feat with a +1 or +2 spell level modifier.
Thanks to Veera for the avatar.
I keep my stories in a blog. You should read them.
5E Sorcerous Origin: Arcanist
-
2007-05-29, 08:22 PM (ISO 8601)
- Join Date
- Mar 2007
Re: Natural Spell
Or get rid of it entirely. Druids won't be underpowered, they just have to pick whether to go into melee or cast spells.
Oh, and to the original poster, since most characters only use one creature they wildshape into anyways, it doesn't change much. When they level up, they just have to use a feat.Last edited by asqwasqw; 2007-05-29 at 08:24 PM.
-
2007-05-29, 08:26 PM (ISO 8601)
- Join Date
- Jan 2007
- Gender
Re: Natural Spell
Dump Wildshape and make them use the PHB II Shapeshifting alternative class feature. Which is really nice, is simpler and as it's incompatible with Wildshape (and so Natural Spell it's out of the question) it's not susceptible of abuse.
I think your players will thank you.
-
2007-05-29, 08:26 PM (ISO 8601)
- Join Date
- Sep 2006
- Location
- Michigan
- Gender
Re: Natural Spell
it'd help, if ya wanna go for it. But i prefer having party work together at full power than cutting down classes.
I would be a procrastinator, but I keep putting it off.
-
2007-05-29, 09:06 PM (ISO 8601)
- Join Date
- Jan 2007
- Gender
Re: Natural Spell
Not much of a cutdown IMHO, just a better thought and fairer rule option.
-
2007-05-29, 09:17 PM (ISO 8601)
- Join Date
- Feb 2007
Re: Natural Spell
I favor banning Natural Spell and leaving it at that.
Shapeshift may be better balanced than Wild Shape, but the ability to turn into animals is a lot more interesting than the ability to acquire a specific set of natural weapons, speed, size, and I don't recall what else while taking an arbitrary appearance.
-
2007-05-29, 09:37 PM (ISO 8601)
- Join Date
- Mar 2006
- Gender
Re: Natural Spell
I kinda like natural spell
I have been discussing it with a friend of mine, and we found two fixes, that helped a little for downgrading the powers of the druid without banning anything.
Druids would use the Shapeshift variant in the PHB2
Natural Spell: Metamagic +2 or 3 slots
OR
Natural Spell: Can be used 3+Wis mod per day
For the second one, a new feat
Extra Natural Spell: Gains the ability to use Natural spell four more times per day than the characters usually does.
-
2007-05-29, 09:38 PM (ISO 8601)
- Join Date
- Jan 2007
- Gender
Re: Natural Spell
I have to agree with the "make Natural Spell a metamagic feat", at +2. I can't fathom why they didn't do this, to be honest. Think about what it's allowing them to do - avoid a normal limitation in spellcasting. The two other feats that are similar (Still Spell/Silent Spell) both are metamagic feats, and if Eschew Materials wasn't so limited, it'd be a metamagic feat as well.
The restriction that you're suggesting wouldn't hinder druids too much, in my mind. They'd just more frequently use the form that they take Natural Spell in, and if they're clever, it won't hurt them much at all.
-
2007-05-29, 10:00 PM (ISO 8601)
- Join Date
- Apr 2004
- Location
- Texarkana, TX
Re: Natural Spell
I've thought long and hard about, and I think the best treatment for Natural Spell is to turn it into a Metamagic feat with a +1 spell level adjustment.
Basically Natural Spell combines the metamagic feats of still and silence spell into one feat. This would normally give you a +2 spell level adjustment, however Natural Spell (at least as described in the PHB) doesn't actually give you all of the advantages of those to feats.
Natural Spell replaces you're normal human gestures and sounds with those of you're animal form. So unlike Silence Spell you are unable to use a natural spell in an area of silence, and casting a natural spell should provoke a listen check. Likewise, you could not cast a natural spell if you were bound helplessly or if you were grappelling with another creature.
But given it's effect compared to most other metamagic feats I still feel a +1 spell level adjustment is appropriate.
---
Also, it's important to remember that many (in fact most) druid spell require a divine focus (typically holly or some such) that may not be accessible to the character after they have wildshaped.If at first you don't succeeded, try, try, again. Then quit. Their's no point in being a fool about it. http://myweb.cableone.net/MaxMahem/
-
2007-05-30, 07:27 AM (ISO 8601)
- Join Date
- Oct 2005
- Location
Re: Natural Spell
"You can also use any material components or focuses you possess, even if such items are melded within your current form."
Thus, focuses still work.
-
2007-05-30, 11:44 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Boston
- Gender
Re: Natural Spell
Alright, so I'm seeing people say that a +1 or +2 metamagic would be balanced. My idea was based on fluff, that just because you know how to make the right sounds and motions in bear form doesn't mean you can make those motions in another form. Now I'm thinking that I'll make it a metamagic feat, selectable specifically for each form and multiple times allowed, with a +1 spell level adjustment.
-
2007-05-30, 11:49 AM (ISO 8601)
- Join Date
- Feb 2007
- Gender
Re: Natural Spell
I've always wondered why they released Natural Spell AND Surrogate Spellcasting, which let you do the same thing.
Either way, I'd say that if you're going to change it, either give it a +1 spell level mod, OR, ban it outright. A stilled/silent spell can still be cast in animal form, and has other benefits besides.Pokemon friend code : 3067-5701-8746
Trade list can be found on my Giant League wiki page, all pokemon are kept in stock with 5 IVs, most with egg moves, some bred for Hidden Powers. Currently at 55 in stock and counting.
Padherders for my phone and my tablet!
-
2007-05-30, 11:55 AM (ISO 8601)
- Join Date
- Mar 2007
Re: Natural Spell
Ditch it. You can smash, or you can cast, but not both. Doing both at the same time is what makes Clerics so op.
-
2007-05-30, 12:03 PM (ISO 8601)
- Join Date
- Jul 2006
- Location
Re: Natural Spell
+2 metamagic, but allow you to do it spontaneously. You can drop a spell that is 2 levels higher to spontaneously apply the metamagic feat to the spell with no adjustment of casting time. This benefit is to make up for the fact you get more benefits from still and silent spell.
Or make it +1 and require still and silent spell as pre-requisitie feats.
Or ban it outright
Making it +1 is not powerful of a power reduction in my mind.Stupendous Man drawn by Linklele
-
2007-05-30, 12:14 PM (ISO 8601)
- Join Date
- Jan 2006
- Location
- Yes.
- Gender
-
2007-05-30, 12:15 PM (ISO 8601)
- Join Date
- Jan 2006
- Gender
Re: Natural Spell
I have to agree. Scrap Natural Spell, scrap Divine Power, make Righteous Might into a touch-range buff instead of personal, and swap ranger and druid animal companions. That mostly fixes druids and clerics.
Wizards are tougher, since you basically have to go through the spell list and prune all the obnoxious spells. A good place to start is anything that lets you cast extra spells in a round (celerity, time stop) and all polymorph-type effects...
-
2007-05-30, 12:19 PM (ISO 8601)
- Join Date
- Feb 2007
- Gender
Re: Natural Spell
It is when you consider that if the druid wants to be able to cast all their spells in Wild Shape, they're essentially casting spells as a character of two levels lower. Or, you can simply make it so that you CAN'T cast a natural spell unless you ARE in wild shape.
Originally Posted by OzymandiusVoltPokemon friend code : 3067-5701-8746
Trade list can be found on my Giant League wiki page, all pokemon are kept in stock with 5 IVs, most with egg moves, some bred for Hidden Powers. Currently at 55 in stock and counting.
Padherders for my phone and my tablet!
-
2007-05-30, 12:43 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Washington, DC
- Gender
Re: Natural Spell
There are many possible solutions to this:
- Druids cannot talk while in Wildshape form. They can cast spells if they have Natural Spell, but they can't otherwise communicate. If you include a large amount of roleplaying between encounters, they'll have to choose between burning through their Wildshape uses, or not participating.
- Have a large number of encounters (4-8) per game day. The Druid will need to burn through spells to survive in combat and to help heal the party. And more importantly, he'll begin to ration his spell use, just in case something really bad happens. "All day" classes will be just as effective in the first combat as they are in the last one, assuming the Druid and other divine casters keep them healed, as they should.
- Run an urban campaign, where the presence of any non-farm animals cause the town guard to be called. Perhaps its illegal to have certain types of animals/monsters in town without a permit. Perhaps there's a large circus in town, which hunts down and captures exotic creatures. It would be unfortunate if the Ringleader and his huge band of freak-show thugs wanted to capture anything they could force to perform. I guess you better lay low, and avoid animal forms...
- When in dungeons/sewers/abandoned ruins/etc, you can use passages of alternating sizes, with various types of encounters in them. Narrow passages will severely limit the Druid's ability to stay in any of his large and more powerful forms.
Problem solved, no house rule needed.
-
2007-05-30, 12:45 PM (ISO 8601)
- Join Date
- Mar 2007
-
2007-05-30, 12:47 PM (ISO 8601)
- Join Date
- Jul 2006
- Location
Re: Natural Spell
With the number of wildshape forms you have access to, and the number of buffs you can cast prior to wildshape that last for hours, days, or 10 mins a level (use a rod of extend). Doing 2 lvls lower is not enough.
If you limit the number of wildshape forms, and/or say your buffs dont' cary over you have to recast them, then you may have a point.Stupendous Man drawn by Linklele
-
2007-05-30, 01:03 PM (ISO 8601)
- Join Date
- Mar 2007
- Gender
Re: Natural Spell
I think making it a metamagic feat is a wonderful solution, simply since, Druids can't spontaneously apply metamagic. If they want to be able to cast Cure Light Wounds while they're a dire wombat (or whatever), they have to prepare it as a Wild Cure Light Wounds, which means it takes up 2nd level spell slot a Druid could've used for a second level spell. And if the druid never ends up needing to cast Dispel Magic while in the shape of a dire wombat, or whatever combination of wild shapes/spells, it's basically a spell slot wasted.
-
2007-05-30, 01:07 PM (ISO 8601)
- Join Date
- May 2004
- Location
- Germany
- Gender
Re: Natural Spell
You can go through a lot of trouble to "fix" Natural Spell, or you can do yourself a favor and simply ban it.
Heck, it's not like druids are underpowered without it, or that there isn't a ton of other feats they can take.
Still Spell + Silent Spell and they can still cast in animal form if they want it so bad.Avatar by Abardam.
-
2007-05-30, 02:00 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Boston
- Gender
Re: Natural Spell
-
2007-05-30, 02:50 PM (ISO 8601)
- Join Date
- May 2005
- Location
- Appalachian Mountains
Re: Natural Spell
I highly recommend using the PHBII shapechanger variant. I am playing one in a Planescape game, and it rocks.
This variant gives you specific forms that give certain stat mods, but the descriptive flavor is up to the player. It also allows it at will, as a swift action.
You get a predatory form at level 1 , and later an aerial form, a ferocious slayer form, and then an elemental type form.
I think it is balanced because it keeps your base stats, and gives a bonus to them in the changed form, and does not allow natural. It is also very likely going to be standard for 4.0 druids.Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
-
2007-05-30, 03:42 PM (ISO 8601)
- Join Date
- May 2007
Re: Natural Spell
The more I think about it, the more I think banning it is the right idea. Still Spell + Silent Spell allows the use of lots of spells while wildshaped and Eschew Materials should allow the use of the rest.
-
2007-05-31, 12:12 AM (ISO 8601)
- Join Date
- Mar 2007
Re: Natural Spell
The only way that Natural Spell being a metamagic +level feat could be fair is that once a spell is prepared "natural" style, it can only be cast IN natural form. IE, you prep a natural CLW, and you CANNOT cast it in your native form.
And I'm bumping this until Person Man replies to me.Last edited by TomTheRat; 2007-05-31 at 12:13 AM.
-
2007-05-31, 12:53 AM (ISO 8601)
- Join Date
- Mar 2007
- Location
- Santa Monica, CA, US
- Gender
Re: Natural Spell
Would getting rid of the wild shape time limit, so that it may always be on, and change the wild shape x/day into known forms work better? At each wild shape improvement step, you may 'learn' a new form.
This would definately assist in making them less of a jack of all species.Avatar by Alarra
-
2007-05-31, 01:09 AM (ISO 8601)
- Join Date
- Mar 2007
Re: Natural Spell
I can only suggest forcing Druids to take the Shapeshift variant from PHBII. No need to do anything to the system yourself, since Wizards fixed their mistake themselves.
-
2007-05-31, 07:52 AM (ISO 8601)
- Join Date
- Jun 2005
- Location
- Duvall, WA
- Gender
Re: Natural Spell
That's how I would do it, if I found I had a problem with druids. A metamagic feat +1 or +2 levels, and once a spell is metamagic'ed, you have to cast it in the form it was prepared for. I also thought about having it so that you need to take the feat for each form you wish to cast with.
However, I've not had a druid get abusive in my games. More luck than anything, as far as I can tell. I've watched CoDzilla in action in other games where I was a player, but as a DM it hasn't come up yet.Fhaolan by me! Raga avatar by Mephibosheth!