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    Default Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    .


    Feat Prerequisites Benefits
    Spellfire Ability to cast 1st-level arcane spells 120' ray attack, ranged touch. Deals (1d6/SL) + (1/CL) + (Int-bonus)
    Spellfire Missiles 1st SL, Spellfire Missile attacks, spread among multiple targets within 120', all within 30' sphere
    Spellfire Bolt 2nd SL, Spellfire 60' bolt with 120' range of origin point. Ref save for 1/2 damage
    Spellfire Cone 3rd SL, Spellfire 30' cone, originating from the caster. Ref save for 1/2 damage
    Spellfire Blast 2nd SL, Spellfire 20' diameter explosion, 240' range. Ref save for 1/2 damage
    Spellfire Strike 1st SL, Spellfire Charge an attack with Spellfire. Ref save for 1/2 damage
    Spellfire Serpent 4th SL, Spellfire, Spellfire Bolt Make a Spellfire Bolt travel like "Snake". Ref save for 1/2 damage
    Spellfire Barrage 5th SL, Spellfire, Spellfire Missiles, Spellfire Bolt, Spellfire Serpent Strike multiple targets with Spellfire rays, all within 30' sphere
    Spellfire Storm 6th SL, Spellfire, Spellfire Bolt, Spellfire Cone, Spellfire Blast, Spellfire Serpent Spellfire cylinder of changing size, with safe zones. Ref save for 1/2 damage
    Expanded Spellfire 4th SL, Spellfire, any two Spellfire shape-modifier feats (see above) Enlarge and Widen Spellfire range and area attacks
    Spellfire Energy Conversion 1st SL, Spellfire Convert Spellfire into acid/cold/electricity/fire/sonic damage.
    Spellfire Force Weaponry 1st SL, Spellfire Convert Spellfire into physical damage, for a more controlled destruction/manipulation
    Spellfire Spell Rider 3rd SL, Spellfire Combine Spellfire with actual spell effects
    Spellfire Capture 4th SL, Spellfire, Spellfire Spell Rider Maintain Spellfire for immediate usage
    Extraordinary Spellfire 5th SL, Spellfire, Spellfire Energy Conversion, Spellfire Force Weaponry, Spellfire Spell Rider, Spellfire Capture Spellfire transcends magic and overcomes anti-magic and dead magic
    Intensified Spellfire 2nd SL, Spellfire Increase Spellfire damage dice
    Spellfire Overload 3rd SL, Spellfire, Intensified Spellfire Add more Spellfire damage dice
    Spellfire Deadly Field 9th SL, Spellfire, Spellfire Bolt, Spellfire Cone, Spellfire Blast, Spellfire Serpent, Spellfire Storm, Expanded Spellfire, Intensified Spellfire, Spellfire Overload 100% reliable damage effect



    Spellfire [General]
    Your spells are dangerous even when you have no attack spells available.
    Prerequisites: Ability to cast 1st-level arcane spells.
    Benefits: As a standard action, you may channel the energy of a spell slot, prepared or open (or spell points – depending on your magic system), into a ray attack with a range of 120'. You convert spell energy into raw cosmic energy. Cosmic energy behaves almost identically to Force damage, with the exception that no creature, object or material has resistance to it to any degree, and once fired it is not susceptible to influence of any sort.
    You may spend any combination of spell slots, so long as their total SL does not exceed the highest spell level you can cast.
    Spellfire deals 1d6 damage per converted spell level, plus your Int-bonus, plus your caster level. Specific parts of a creature or object can’t be singled out when using Spellfire.
    You must make a ranged touch attack to hit your chosen target. The target is not allowed a save.
    You may fire minor rays of Spellfire without converting spell levels. Spellfire used in this way deals damage equal to your caster level (or lower - caster's choice).
    Spellfire appears as a silvery white beam of light.
    Special: You may apply the benefits of any metamagic feats you possess to Spellfire without special penalties.
    Special: Wizard bonus feats may be used for taking the Spellfire feat or any of its derivatives.


    Spellfire Missiles [General]
    Prerequisites: Spellfire.
    Benefits: Your Spellfire may take the form of multiple missiles, each of which dealing 1d6 + Int-bonus damage, with only one of them also gaining your CL to damage.
    You may target multiple opponents, as long as all are within 30 feet of each other, and none of them more than 120' away.


    Spellfire Bolt [General]
    Prerequisites: Spellfire, 2nd level arcane spells.
    Benefits: Your Spellfire may be applied as a 60' bolt with an origin point range of 120'.
    Targets in the AoE are allowed a Ref save for 1/2 damage, with the DC according to the SL used.
    Spellfire Bolt is a burst effect.
    Special: If you also have Spellfire Blast, you may choose to create a forked bolt. At any point along the line, you may cause the bolt to split into two different lines, with new lines of effect determined from that point. The combined length of the original line and the two new lines may not exceed 120'.
    Special: If you also have Spellfire Cone, you may launch 2 separate Spellfire bolts, originating where you stand, each of which with a max length of 60'. In case of overlapping in AoE, the damage doesn't accumulate.
    Special: If you have both Spellfire Blast and Spellfire Cone, you may choose to create a split bolt that originates anywhere within 60'. The two parts may be up to 60' in total length. In cases where you serve as origin point of the bolts, you may launch 2 separate forked bolts from where you stand, with the path of each split not exceeding 60' from where you stand.

    Spellfire Cone [General]
    Prerequisites: Spellfire, 3rd level arcane spells.
    Benefits: Your Spellfire may be applied as a 30' cone with you as the origin point.
    Targets in the AoE are allowed a Ref save for 1/2 damage, with the DC according to the SL used.
    Spellfire Cone is a burst effect.

    Spellfire Blast [General]
    Prerequisites: Spellfire, 2nd level arcane spells.
    Benefits: Your Spellfire may be applied as a 20' diameter explosion with a range of 240'.
    Targets in the AoE are allowed a Ref save for 1/2 damage, with the DC according to the SL used.
    Spellfire Blast is a burst effect.
    Special: If you also took the Spellfire Cone feat, you may serve as the focal point of a Spellfire Blast. In such case you are not harmed in any way by the effect.

    Spellfire Strike [General]
    Prerequisites: Spellfire.
    Benefits: Your may charge a melee or range attack with Spellfire.
    The attack may be natural, armed, unarmed, thrown weapon or missile.
    If you make a successful melee touch attach or ranged touch attack, Spellfire damage is dealt whether or not you have scored a regular hit.
    Unlike most other applications of Spellfire, Spellfire Strike is delivered as part of your attack action (including iterative attacks and AoOs). it doesn't consume an action in and on itself.
    Special: You do not add your Int-bonus to attack rolls that carry Spellfire Strike.

    Spellfire Serpent [General]
    Prerequisites: Spellfire, Spellfire Bolt, 4th level arcane spells.
    Benefits: The shape of your Spellfire Bolt may now be manipulated with surgical precision. As long as you have AoE left, you may fragmentize your Spellfire Bolt in 5' increments and redirect each fragment forward, sideways or diagonally. The game "Snake" best describes how this works.
    Spellfire Serpent is a burst effect.
    Special: All special options of Spellfire Bolt apply to Spellfire Serpent.

    Spellfire Barrage [General]
    Prerequisites: Spellfire, Spellfire Missiles, Spellfire Bolt, Spellfire Serpent, 5th level arcane spells.
    Benefits: You may fire multiple Spellfire rays – each of which vs. a different target. All targets must be within 120', and none of which more than 30' of one another.
    The maximum number of targets you may choose with this feat equals your Int-bonus plus 1/4 your CL.
    You must make a successful touch attack against each target separately. Each target hit takes full Spellfire damage.

    Spellfire Storm [General]
    Your mastery of directing raw arcane energies has grown to terrifying proportions, to the point where you can scorch the landscape.
    Prerequisites: Spellfire, Spellfire Bolt, Spellfire Cone, Spellfire Blast, Spellfire Serpent, 6th level arcane spells.
    Benefits: Your Spellfire may now be applied as a 60' diameter cylinder (or less - caster's choice), and up to 30' high. The range of the cylinder's focal point is 240'.
    Targets in the AoE are allowed a Ref save for 1/2 damage, with the DC according to the SL used.
    Spellfire Storm is a spread effect, and the effect's focal point can even be inside a solid object.
    Special: You are never harmed by your own Spellfire Storm, and may further exclude from the effect a number of creatures/objects equal to your Int-bonus plus 1/4 your CL, so long as those targets are within 120'.


    Expanded Spellfire [General]
    Prerequisites: Spellfire, any two Spellfire shape-modifier feats, 4th level arcane spells.
    Benefits: All Spellfire ranges and AoEs are doubled.
    This feat may only be taken once.


    Spellfire Energy Conversion [General]
    Prerequisites: Spellfire.
    Benefits: The damage type of your Spellfire attacks may be converted into acid/cold/electricity/fire/sonic.
    Observation: This conversion is useful when confronting opponents that are particularly susceptible to a specific damage type.
    Special: If you also possess Spellfire Missiles, you may determine the energy type of each missile individually.

    Spellfire Force Weaponry [General]
    Prerequisites: Spellfire.
    Benefits: Your Spellfire may be converted into physical attacks made of force. This allows you to alter Spellfire damage into bludgeoning/piercing/slashing damage.
    Only unshaped Spellfire can be manipulated by this feat.
    Special: You may direct the attack from whatever angle you desire, not just straight line from you. In such case, the range decreases to 60'.
    Special: Unlike Spellfire damage, attacks modified by this feat may actually single out specific parts of a target creature or object being hit, subject to DM's discretion.
    Observation: While Spellfire typically eats away at its targets, sometimes more subtle approach is preferable, like if you wish to cut a cord, chop a tree, pierce a tiny hole or crush something into powder w/o losing substance.


    Spellfire Spell Rider [General]
    Prerequisites: Spellfire, 3rd level arcane spells.
    Benefits: You may combine Spellfire damage with an actual spell effect, using the spell to carry you Spellfire.
    The total amount of damage dice plus the effect's SL cannot exceed your normal Spellfire SL limit.
    Spellfire damage spreads across the spell's AoE, and precedes the spell's effect.
    When applicable, metamagic affects both your Spellfire and the spell effect.


    Spellfire Capture [General]
    You have learned how to store raw spellfire within your own body.
    Prerequisites: Spellfire, Spellfire Spell Rider, 4th level arcane spells.
    Benefits: Instead of firing your Spellfire, you catch the effect like a lightning rod. This offers two benefits:
    1. You may discharge the effect as a swift action.
    2. You may discharge the effect even from within anti-magic or a dead magic zone by successfully making an opposed caster-level check. Dead magic zone counts as CL 20.
    You may hold the effect for a number of minutes equal to your Int-bonut + CL.
    If you fall unconscious, you lose your captured Spellfire.
    Special: You may now discharge a minor ray of Spellfire (reminder: unmanipulated Spellfire that does 1 HP / CL) as an immediate action.

    Extraordinary Spellfire [General]
    Through deep understanding of converting the energies of Spellfire, you have unlocked the secret of transcending magic. You're no longer dependent upon the weave to translate your spellcasting reserve into Spellfire.
    Prerequisites: Spellfire, Spellfire Energy Conversion, Spellfire Force Weaponry, Spellfire Spell Rider, Spellfire Capture, 5th level arcane spells.
    Benefits: Your access to Spellfire has become an extraordinary ability. You may effortlessly wield Spellfire from within anti-magic or dead magic zone.


    Intensified Spellfire [General]
    Prerequisites: Spellfire, 2nd level arcane spells.
    Benefits: The damage of your Spellfire is now measured in d8s. If you possess a total of 6 Spellfire feats, the damage dice improve to d10s. If you possess a total of 10 Spellfire feats, the damage dice improve to d12s. If you possess a total of 15 Spellfire feats, the damage dice improve to 2d8/SLs.

    Spellfire Overload [General]
    Prerequisites: Spellfire, Intensified Spellfire, 3rd level arcane spells.
    Benefits: You may convert more SLs into Spellfire than your highest SL. For each odd SL above 1st, you may increase your maximum Spellfire damage dice by 1. This limit is further increased by 1 for every 4 Spellfire feats you possess.
    You take 1d6 untyped damage for each SL you overload above the highest SL you know. This untyped damage is unaffected by damage reduction or energy resistance of any sort.
    Special: Using this feat pushes the DC of your Spellfire beyond that of your highest SL.


    Spellfire Deadly Field [General]
    Harming your enemies is a guaranteed success.
    Prerequisites: Spellfire, Spellfire Bolt, Spellfire Cone, Spellfire Blast, Spellfire Serpent, Spellfire Storm, Expanded Spellfire, 9th level arcane spells.
    Benefits: This feat creates a variation of Spellfire Storm. Instead of a storm of Spellfire, the entire AoE is bathed in Spellfire, allowing no save for 1/2 damage.
    Unlike Spellfire Storm, this effect does not allow exclusions. It affects friend and foe alike – including the mage.
    To fuel Spellfire Deadly Field, you must burn 6 SLs via Spellfire Overload. These 6 SLs are not included in the damage output of this effect.
    Special: Spellfire Deadly Field is not blocked by solid matter. It extends to the ethereal and shadow planes and bypasses all obstacles.
    Special: Spellfire Deadly Field is not modified by Expanded Spellfire feat .
    Special: Energy Conversion and Force Weaponry prevent Spellfire from functioning as a Deadly Field. Only pure Spellfire can acquire this behavior.
    .

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    I... think you might need a few more words on how Arcane Missile works, there. I think you mean that you burn a spell slot to do d6/spell level damage, but I really can't tell.

    STaRS (and STaRS Lite)
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    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Yep, might need just a few edits to clarify. Is this for 3.5?

    More balanced than mine were in that you have to expend spell slots. Allowing SR is also helpful in toning the power level down.
    Last edited by rferries; 2017-08-25 at 09:18 PM.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by Grod_The_Giant View Post
    I... think you might need a few more words on how Arcane Missile works, there. I think you mean that you burn a spell slot to do d6/spell level damage, but I really can't tell.
    Ok. I tagged the thread and made several clarifications, adjustments and improvements.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by rferries View Post
    Yep, might need just a few edits to clarify. Is this for 3.5?
    I believe that angle is covered now.



    Quote Originally Posted by rferries View Post
    More balanced than mine were in that you have to expend spell slots. Allowing SR is also helpful in toning the power level down.
    Notice that SR can be easily circumvented even at low levels.
    Also, while Arcane Missile will never rival Disintegrate or Meteor Shower in damage output, I'm aiming for it to always get the job done with the proper feat investment.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    How is Int-bonus + 1 / CL" is supposed to be parsed? Are you saying each create you yap takes (caster level) times (your Int modifier +1) extra damage? A 5th level caster with Int 18 would do +25 damage to each target?
    Last edited by Grod_The_Giant; 2017-08-26 at 08:49 AM.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by Grod_The_Giant View Post
    How is Int-bonus + 1 / CL" is supposed to be parsed? Are you saying each create you yap takes (caster level) times (your Int modifier +1) extra damage? A 5th level caster with Int 18 would do +25 damage to each target?
    Absolutely not
    Nice catch
    Added parentheses for clarification.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    I've rewritten the feat a bit; many complex effects but then I'm notorious for that myself! :D

    Arcane Missile [General]
    Your spells are dangerous even when you have no attack spells available.

    Prerequisites
    Ability to cast 1st-level arcane spells.

    Benefits
    As a standard action you may channel the energy of a spell slot (prepared or open) into a swarm of arcane missiles. You may spend a spell slot of the highest level you can cast in this way, or any number of lower-level spell slots so long as their total level does not exceed the highest spell level you can cast. The missiles deal 1d6 damage per level of the converted spell(s), divided as you choose (in increments of 1d6) between any number of targets.

    You must make a ranged touch attack (adding your Intelligence modifier to the attack roll in addition to your Dexterity modifier) to strike a particular target. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. Each target you hit takes additional damage equal to your Intelligence modifier. Treat this as a ray attack.

    Spell resistance is effective against these missiles.

    You may fire a missile without converting a spell slot. A missile you fire in this way deals damage equal to your caster level, and you may only fire one such missile at a time. When you fire a missile in this way, you must wait 1d4 rounds before firing a missile again (unless you fire missiles by converting a spell slot, in which case you need not wait).

    Special
    You may apply the benefits of any metamagic feats you possess to your arcane missiles without penalty.

    If you are using spell points, you must spend the spell points you would normally spend to cast a spell of the level you would otherwise convert in order to use this feat.
    Last edited by rferries; 2017-08-27 at 01:07 AM.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by rferries View Post
    I've rewritten the feat a bit; many complex effects but then I'm notorious for that myself! :D

    Arcane Missile [General]
    Your spells are dangerous even when you have no attack spells available.

    Prerequisites
    Ability to cast 1st-level arcane spells.

    Benefits
    As a standard action you may channel the energy of a spell slot (prepared or open) into a swarm of arcane missiles. You may spend a spell slot of the highest level you can cast in this way, or any number of lower-level spell slots so long as their total level does not exceed the highest spell level you can cast. The missiles deal 1d6 damage per level of the converted spell(s), divided as you choose (in increments of 1d6) between any number of targets.

    You must make a ranged touch attack (adding your Intelligence modifier to the attack roll in addition to your Dexterity modifier) to strike a particular target. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. Each target you hit takes additional damage equal to your Intelligence modifier. Treat this as a ray attack.

    Spell resistance is effective against these missiles.

    You may fire missiles without converting a spell slot. Missiles you fire in this way deal total damage equal to your caster level. When you fire missiles in this way, you must wait 1d4 rounds before firing missiles again (unless you fire missiles by converting a spell slot, in which case you need not wait). (<-- Drop this.)

    Special
    You may apply the benefits of any metamagic feats you possess to your arcane missiles without penalty.

    If you are using spell points, you must spend the spell points you would normally spend to cast a spell of the level you would otherwise convert in order to use this feat.
    The bold part I selected should be stripped away. This is trying to replace Warlock that can use attacks on every turn. Doing your level of damage on an attack is relatively petty at any level. You shouldn't have to wait 1d4 rounds to use it :/ In fact this is something I would equip to every spellcaster! It just makes sense in the wider scheme of things. It fits well with Psionics too, and would work the exact same way as spell points. It gives a little of 'pecking' power so to speak when the caster has run out of everything else, but cantrips...

    Take Spellcasters weapon proficiencies, or limit them to simple weapons if they aren't already, and let this be their main attack... all their spells are for everything else they can do, or for further powering their main attack.... I love the flavor of this idea... but I feel it's going to be a limited too much :/
    Last edited by AOKost; 2017-08-27 at 12:52 AM.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by AOKost View Post
    The bold part I selected should be stripped away. This is trying to replace Warlock that can use attacks on every turn. Doing your level of damage on an attack is relatively petty at any level. You shouldn't have to wait 1d4 rounds to use it :/ In fact this is something I would equip to every spellcaster! It just makes sense in the wider scheme of things. It fits well with Psionics too, and would work the exact same way as spell points. It gives a little of 'pecking' power so to speak when the caster has run out of everything else, but cantrips...

    Take Spellcasters weapon proficiencies, or limit them to simple weapons if they aren't already, and let this be their main attack... all their spells are for everything else they can do, or for further powering their main attack.... I love the flavor of this idea... but I feel it's going to be a limited too much :/
    Yep that seems fine, but it's up to the original poster - I didn't want to alter his feat's mechanics, just rewrite it to fit the format of other 3.5 feats. I quite agree that every spellcaster should have this ability! :)

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by AOKost View Post
    The bold part I selected should be stripped away. This is trying to replace Warlock that can use attacks on every turn. Doing your level of damage on an attack is relatively petty at any level. You shouldn't have to wait 1d4 rounds to use it :/ In fact this is something I would equip to every spellcaster! It just makes sense in the wider scheme of things. It fits well with Psionics too, and would work the exact same way as spell points. It gives a little of 'pecking' power so to speak when the caster has run out of everything else, but cantrips...

    Take Spellcasters weapon proficiencies, or limit them to simple weapons if they aren't already, and let this be their main attack... all their spells are for everything else they can do, or for further powering their main attack.... I love the flavor of this idea... but I feel it's going to be a limited too much :/
    I could live with it balance wise, for arcanists, but in such case, why are they proficient in any weapon then? Furthermore, not every arcanist archetype shoots missiles. Not every player wants to embody that theme - definitely not all the time.
    Divine casters - I'm having a hard time imagining that image. AFAIK, it's unprecedented in literature or medieval RPG.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by rferries View Post
    Yep that seems fine, but it's up to the original poster - I didn't want to alter his feat's mechanics, just rewrite it to fit the format of other 3.5 feats. I quite agree that every spellcaster should have this ability! :)
    By all means, if ideas for changes come up, do share. No harm can be done by that, as long as the spirit of the idea is maintained.

    Btw, I'm adopting your rewrite, with some polish of my own.
    Thanks.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by nonsi View Post
    By all means, if ideas for changes come up, do share. No harm can be done by that, as long as the spirit of the idea is maintained.

    Btw, I'm adopting your rewrite, with some polish of my own.
    Thanks.
    Happy to oblige!

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    .
    An idea struck: this feat chain is extremely costly. I'm considering making it Force damage from the get go, removing susceptibility to SR. This will eliminate the need for Weaponry Missile and reserve Alternating Energy Missile for targets that are particularly vulnerable to specific damage types.

    Thoughts....... ?

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by nonsi View Post
    .
    An idea struck: this feat chain is extremely costly. I'm considering making it Force damage from the get go, removing susceptibility to SR. This will eliminate the need for Weaponry Missile and reserve Alternating Energy Missile for targets that are particularly vulnerable to specific damage types.

    Thoughts....... ?
    Yes I'd agree with those changes. As written it's already untyped damage, so the Weaponry Missile feat is actually a downgrade.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by nonsi View Post
    I could live with it balance wise, for arcanists, but in such case, why are they proficient in any weapon then? Furthermore, not every arcanist archetype shoots missiles. Not every player wants to embody that theme - definitely not all the time.
    Divine casters - I'm having a hard time imagining that image. AFAIK, it's unprecedented in literature or medieval RPG.
    My primary reasoning behind giving spellcasters Simple Weapon Proficiency is because virtually everyone has it... even spellcasters. But if you wanted to limit it to Daggers, Clubs and Staffs, then by all means, go ahead!

    You're right that it would be kinda unprecedented to give this type of ability to a divine caster, but in my homebrew system, there isn't a difference between Divine and Arcane... but that's my homebrew...

    This feat chain could add so many possibilities to virtually any caster, but because it's not an actual class special feature, everyone could take it that wants to take it... And I can see that being virtually everyone at some point!

    If any spellcaster besides a true Warlock or Avowed turned down this feat tree... I'd start wondering what was wrong with them! Virtually every spellcaster runs out of spells eventually... Especially lower level ones... Having a backup plan is always a great idea!

    But that's just my thoughts on the matter. It's up to you to decide how you want to run it in your campaign!

    Though, you should think about making a feat out of Imbue Item... It's probably my 2nd favorite class feature behind Eldritch Blast (And it's invocations) or Aether Pulse (And it's contracts but whom should have it). For classes that don't have any kind of specific spellcasting ability, Imbue Item makes it easier to learn Item Creation Feats then any other way available I can think of... I always move Imbue Item to 1st level, and allow Warlocks (and Avowed) to craft any item they have the appropriate Item Creation Feat for as Imbue Item gives the character all the spellcasting prerequisites to be able to craft magic items... This is far more convenient than Master Craftsman that requires a character to have so many ranks in a specific Craft skill.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by AOKost View Post
    This feat chain could add so many possibilities to virtually any caster, but because it's not an actual class special feature, everyone could take it that wants to take it... And I can see that being virtually everyone at some point!
    Notice that this feat chain is not complete w/o Silent Spell and Still Spell. I'd also add Explosive Spell and Quicken Spell, just in case you're surrounded and you wish to push your opponents away from you.



    Quote Originally Posted by AOKost View Post
    If any spellcaster besides a true Warlock or Avowed turned down this feat tree... I'd start wondering what was wrong with them! Virtually every spellcaster runs out of spells eventually... Especially lower level ones... Having a backup plan is always a great idea!
    In terms of raw power output, these feats are not the best strategy. They just guarantee that you're never shooting blanks.
    Casting Magic Missile has more damage output than an application of Arcane Missile using 1 SL... till a point where you'd never use it like that.
    Casting Disintegrate and quite a few other damaging spells has more damage output than any exploitation of this feat chain. Heck, Storm of Vengeance alone blows this one out of the water.
    That being said, I just had an idea for a new Arcane Missile feat (coming up in the next post).



    Quote Originally Posted by AOKost View Post
    Though, you should think about making a feat out of Imbue Item... It's probably my 2nd favorite class feature behind Eldritch Blast (And it's invocations) or Aether Pulse (And it's contracts but whom should have it). For classes that don't have any kind of specific spellcasting ability, Imbue Item makes it easier to learn Item Creation Feats then any other way available I can think of... I always move Imbue Item to 1st level, and allow Warlocks (and Avowed) to craft any item they have the appropriate Item Creation Feat for as Imbue Item gives the character all the spellcasting prerequisites to be able to craft magic items... This is far more convenient than Master Craftsman that requires a character to have so many ranks in a specific Craft skill.
    Actually, my perspective regarding warlocks and item creation are radically different from yours, or what's acceptable. I'll PM you more details if you're interested.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    .
    Just had an idea for wrapping things up as far as Arcane Missile AoE variants go.

    Arcane Storm [General]
    Your vast practice and control in directing raw arcane energies has grown to terrifying proportions, to the point where you can scorch the landscape.
    Prerequisites: Arcane Missile, Arcane Bolt, Arcane Cone, Arcane Blast, Arcane Spellfire Serpent, Arcane Immolation, Expanded Arcane Missile
    Benefit: Arcane Missile may now be applied as a 120' radius cylinder (or less - caster's choice), and up to 60' high. The range of the cylinder's focal point is 240'.
    Targets in the area are allowed a Ref save for 1/2 damage.
    This is a spread effect, and the effect's focal point can even be inside a solid object.
    Special: You are never harmed by your own Arcane Storm, and may further exclude from the effect a number of creatures/objects equal to your Int-bonus plus 1/4 your CL, so long as those targets are within 120' from you.
    Special: This power is not modified by Expanded Arcane Missile feat.


    So, given that it's an investment of 8 feats, is it OK or did I go too far?


    [EDIT]: I'm thinking of having this feat replace Arcane Immolation.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    .
    Ok, a lot of changes made. Opinions would be most appreciated.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Wowza! I might not go through all the feats but I'll say this is another great piece of work!

    1) No need to specify "Cosmic" damage; compare to the archmage prestige class's arcane fire ability.

    2) This is a LOT of feats. You should say they can be selected as wizard bonus feats, or it won't be possible to get all or even most of them. It might be worth combining some of the effects e.g. one feat that lets you choose a line/bolt/etc.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by rferries View Post
    Wowza! I might not go through all the feats but I'll say this is another great piece of work!
    Thanks


    Quote Originally Posted by rferries View Post
    1) No need to specify "Cosmic" damage; compare to the archmage prestige class's arcane fire ability.
    Just wanted to make sure it's clear that SR is not applicable and abjuration/antimagic/dead-magic-zone don't block the effect.
    Tagging it "arcane fire" might imply that there's anything magical about the effect itself, which isn't IMO.



    Quote Originally Posted by rferries View Post
    2) This is a LOT of feats. You should say they can be selected as wizard bonus feats, or it won't be possible to get all or even most of them.
    I did, in the Special section of Spellfire feat.


    Quote Originally Posted by rferries View Post
    It might be worth combining some of the effects e.g. one feat that lets you choose a line/bolt/etc.
    IDK. Too many options in one feat feels like a bit much to me.
    Also, there are all sorts of build strategies that can be applied to these feats. Mine - and it's purely personal-taste based - would be to get [Spellfire Serpent + Spellfire Energy Conversion + Spellfire Spell Carrier] ASAP (everything else is gravy). Most encounters occur within 100' anyway. Someone else might favor [Cone + Blast] over [Bolt + Serpent].
    In 99% of the cases you don't need both strategies. You don't really need to put all your character resources into it... unless you're obsessed about getting Spellfire Storm. Also, if you really feel that you wanna go for all of them, talk to your DM and swap Familiar for a feat (a fair trade) - in which case you can choose human and gain all 14 of them by level 20. Hardly the best build strategy (and how many want to commit permanent suicide anyway?), but it's duable.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by nonsi View Post
    Actually, my perspective regarding warlocks and item creation are radically different from yours, or what's acceptable. I'll PM you more details if you're interested.
    I'd be happy to discuss it with you!

    Your right, at least you're not 'shooting blanks' and that's the point. The ability to muster up enough magical essence to at least protect and feed one's self should be a given with any spellcaster... at least thematically. It doesn't have to do much damage, and that's why I feel that if you make it equivalent to a 0 level spell and it deals 1 point of damage per caster level that wouldn't be very over powered, and a 1st level spell slot spent on the ability would increase it to 1d6 as you've said. Still not powerful by any means, but effective at providing dinner, and possibly deterring attackers without having to expend a precious spell slot... And the rest of the feat chain makes it much more adaptable. *shurgs* That's just my thoughts though lol It's your creation

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by AOKost View Post
    I'd be happy to discuss it with you!

    Your right, at least you're not 'shooting blanks' and that's the point. The ability to muster up enough magical essence to at least protect and feed one's self should be a given with any spellcaster... at least thematically. It doesn't have to do much damage, and that's why I feel that if you make it equivalent to a 0 level spell and it deals 1 point of damage per caster level that wouldn't be very over powered, and a 1st level spell slot spent on the ability would increase it to 1d6 as you've said. Still not powerful by any means, but effective at providing dinner, and possibly deterring attackers without having to expend a precious spell slot... And the rest of the feat chain makes it much more adaptable. *shurgs* That's just my thoughts though lol It's your creation
    This just triggered the birth to another Spellfire feat: Spellfire Capture

    I thought it would be cool if you just look at someone and they get zapped.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by nonsi View Post
    This just triggered the birth to another Spellfire feat: Spellfire Capture

    I thought it would be cool if you just look at someone and they get zapped.
    Oooooh... I like it... Good catch!

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by AOKost View Post
    Oooooh... I like it... Good catch!
    FYI, another Spellfire feat added: Extraordinary Spellfire.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    .
    Hey good people. I need help to complete this project in two ways.


    I tried to cover every aspect I could think of when it comes to raw damage:
    - A wide variety of means for hitting multiple targets.
    - Conversion of Spellfire into different damage types, for dealing with special opponents and for handling situations that require subtlety.
    - Maintaining discharged Spellfire for immediate use.
    - Firing Spellfire from within anti-magic.
    - Mixing Spellfire with actual spell effects.
    - Amplifying Spellfire damage.
    - One final act of Spellfire destruction.
    If anyone can think of an aspect I didn't cover, I'd be glad to hear it.
    Also, did I cover all the possibilities with each aspect, or can any of them be expanded?
    Anything that can be improved w/o giving too much for a single feat?


    The second thing I want, is to see if someone can break this feat chain.
    The idea is to use official 3.5e materials, but to also take into account the bans and tweaks provided here for things that are already known to break 3e.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    .
    Ok, the lack of warning signs and no improvement suggestions allows my to assume that everything in this project is within reason and satisfactory.

    In the meantime, I've added one more feat: Spellfire Strike.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Whew! A dizzying array of feats... this might work just as a class unto itself, or a prestige class for evokers or somesuch. I'd also suggest reposting this to get more community input, it's changed a lot from it's humble beginnings.

    I made notes as I went along, then wrote up some impressions at the end.

    1) Spellfire - the cosmic damage thing still seems a bit excessive, plus it really does make the Spellfire Energy Conversion and Spellfire Force Weaponry feats pretty redundant (or at least so niche that I don't think most people would take them). The whole "cannot be influenced once fired" thing seems a bit weird, I feel like it should still be suppressed by an antimagic field or somesuch (only deities etc. should be immune to antimagic etc.). Just make it untyped damage I think, would also make the feat more succinct.
    -for simplicity's sake I think the attack rolls and damage should be streamlined (no Int bonus to attacks, just a Dex bonus; no Int bonus to damage, just caster level bonus). Most actual spells don't get special modifiers to

    2) Spellfire Missiles - this is my fault for the way I phrased it, but maybe include an example: "For example, if you expend a 3rd-level spell slot you may fire a missile that deals 2d6 damage to one creature and a missile that does 1d6 damage to another creature." Just to make it clear that you aren't limited to a max of 1d6 damage per target.
    -Alternatively, if you remove the Int mod to damage effect I'd just get rid of the "no target may be hit more than once". Now that I think of it, in the best case scenario at 17th level you'll sacrifice a 9th-level spell to create 9 missiles, each dealing 1d6+17 damage (roughly 6d6 damage). You can aim all those missiles at the same target, yeah... but that's just 24d6 damage (a weaker disintegrate/meteor swarm effect). Not too broken if you choose to focus them all on the same target.
    -for continuity I'd maybe say shield stops the missiles, too, just like magic missile

    3) Spellfire Bolt - what do you mean by origin point range? As in, the bolt manifests from the air up to 60' away from you then continues on to its target? I'd just make it the full 120 feet, like a lightning bolt.
    -The T-bolt is tricky and maybe overly complex - there aren't any spells that really duplicate that effect. Maybe say something like "Once per round, you may also choose to create a forked bolt. At any point along the line, you may cause the bolt to split into two different lines, with new lines of effect determined from that point. The combined length of the original line and the two new lines may not exceed 60 feet."

    4) Spellfire Strike - I had my melee "Evocation" feat as the first feat in the chain mainly as a feat tax, because I didn't see how arcane casters would take it otherwise. This feat would be pretty cool in the hands of arcane archers/battle sorcerers etc though. The touch attack clause is awkward though - you mean, even if your attack roll fails, you still deal the spellfire damage if your roll was high enough to have beaten the enemy's touch AC? That doesn't really fit with how flaming weapons (for example) work - if your sword misses, the fires don't still leap from it to scorch the enemy. Or did you mean "You may make a melee touch attack or a ranged (within a distance of X feet) touch attack to deal Spellfire damage even if you are unarmed"?

    5) Spellfire Serpent is great! <3 I feel like you're almost always better off just taking Spellfire Cone or Spellfire Blast, though. Can the Serpent double back on itself? If so, you should definitely specify it only damages a creature once.

    6) Spellfire Barrage - I think you're fine with one target per caster level. At minimum level a fireball would deal 9d6 damage to everything within 40 feet of each other, whereas this requires you to invest 4 feats and spend an equivalent (3rd-level) spell slot to deal 3d6 + 9 (roughly 6d6) damage, assuming you drop the Int mod to damage. And again, it seems like Spellfire Blast makes this feat redundant (apart from touch attack vs Reflex save).

    7) Expanded Spellfire - nice! You have so many feats that it's hard to predict their interactions, I sense this could make for a Spellfire Serpent that wipes out a whole army :D

    8) Spellfire Storm - As with some of your other Spellfire feats, this may be too costly (in terms of feat investment it requires) given that Spellfire Blast can probably do the same job, unless you're fighting a ton of enemies over a wide area.

    9) Spellfire Energy Conversion and Spellfire Force Weaponry - again, these should either be scrapped or sent to the base of the chain, as Cosmic damage pretty much makes them redundant.

    10) Spellfire Spell Carrier- unfortunately, this feat forces a design decision on you. Either:
    A) You intend Spellfire to be roughly as useful as evocation, in which case this feat reads "whenever you cast a spell, you may cast a quickened evocation spell on the same targets/area" and is horribly broken.
    B) You intend Spellfire to be far inferior to evocation, in which case this feat reads "whenever you cast a spell, do a bit of evocation damage on the targets/area as well", which is fine - but it then undermines the concept of Spellfire as a whole and nobody will bother investing in it.
    -Given that neither of the above options is very appealing, I'd scrap this feat or bump up the prerequisites to be at least as intense as Spellfire Storm.

    11) Spellfire Capture-conversely to above, this feat is too weak (only useful in niche situations when you can use your enemies before combat starts). The immediate action minor spellfire is a nice extra action though, I suppose.

    12) Extraordinary Spellfire-cool but more for flavour than campaign utility I think.

    13) Intensified Spellfire-another interaction with the other feats that's hard to measure. Goes a long way to improving their utility, though.

    14) Spellfire Overload- I'd simplify the calculation if possible. Otherwise really enforces the glass cannon archetype :)

    Conclusions

    Right, these feats provide some great versatility but I'm not sure if you get a lot of return if you fully invest in them all, plus I feel they need a simplified (and boosted) damage calculation.

    Take Spellfire Storm - the earliest you can get it is 11th level (assuming human wizard). You invest 7 (!) feats for the ability to spend a 6th level spell slot to deal 6d6+11 (roughly 9d6) damage to everything in the area... an area so large that you're unlikely to ever have enemies fully covering it. Alternatively, you can spend 1 feat (Empower Spell) and spend a 5th-level spell slot (empowered fireball) to deal 15d6 damage, most likely covering all the enemies you would have covered with the Storm. Spellfire Storm has the advantage of versatility (turn that useless prying eyes into an evocation!) but it's not worth sacrificing your whole build for it.

    Of course, if you add in Intensified Spellfire, Empower Spell, Maximise Spell, and Spellfire Overload, you can then spend a 9th-level spell to do ungodly amounts of damage... but you'll probably end up killing your enemies just as easily with an Empowered delayed blast fireball or a wail of the banshee.

    Overarching comments:

    1) Simplify calculations whenever possible. Also, remove Intelligence modifier mentions (to mimic preexisting mechanics and make it more friendly to non-wizards).

    2) Simplify and increase damage. Instead of spell level (d6) plus caster level, make it 1d6 per minimum caster level to cast the spell. So spending a 3rd level spell gives spellfire damage of 5d6, a 9th gives 17d6, etc.

    3) One thing that needs addressing is the Spellfire and free metamagic clause. It's powerful enough that it makes things like Spellfire Storm useful (albeit the cost of MORE feats :D), but so powerful that it might be broken at lower levels. Steamline the free metamagic mechanic, as well as Intensified Spell, and Spell Overload - it's hard to predict how they'll all interact with each other in actual play. Scrap them and/or boil them down into one feat or mechanic - e.g. spellfire deals 1d6 damage per minimum caster level of the expended spell plus an additional 1d6 per X caster levels.

    4) Take a look at the "energy" powers in psionics - energy burst, energy wall, breath of the black dragon, etc. I based my evocation feats of off them (but then went overboard myself with the damage-boosing feats, haha). It'd be cool to see a Spellfire Wall though (I really adored your Spellfire Serpent and the T-bolt idea).

    5) As I mentioned above, consider working this all into 1 class orprestige class, whereit's easier to predict how things will progress. Also, maybe repost it in a new thread if/when you do any revisions, to attract fresh eyes.

    Great job though overall, this would probably see play in many campaigns as-is! I was just being picky for a lot of my comments.
    Last edited by rferries; 2017-09-14 at 06:51 PM.

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    Quote Originally Posted by rferries View Post
    this might work just as a class unto itself, or a prestige class for evokers or somesuch.
    I tried to find a solution that will work both for standard 3e and my overhaul project (that had completely eliminated PrCs).



    Quote Originally Posted by rferries View Post
    1) Spellfire - the cosmic damage thing still seems a bit excessive, plus it really does make the Spellfire Energy Conversion and Spellfire Force Weaponry feats pretty redundant (or at least so niche that I don't think most people would take them). The whole "cannot be influenced once fired" thing seems a bit weird, I feel like it should still be suppressed by an antimagic field or somesuch (only deities etc. should be immune to antimagic etc.). Just make it untyped damage I think, would also make the feat more succinct.
    The whole point of this project is to trade damage and low-cost of character build resources for something that's a lot more reliable. At least in the beginning.
    There's already a tonload of damage spells out there. Damage output is not the issue, but with proper investment of resources you can build one hell of a battlefield controller, and up the damage as you go along.
    The whole "cannot be influenced once fired" is the necessary tradeoff that explains why it's so reliable. And since evocation effects are not blocked by SR or antimagic once launched, I'd expect the same result from a power that I put a lot of build resources into.



    Quote Originally Posted by rferries View Post
    -for simplicity's sake I think the attack rolls and damage should be streamlined (no Int bonus to attacks, just a Dex bonus; no Int bonus to damage, just caster level bonus). Most actual spells don't get special modifiers to
    W/o Int-to-hit, a mage will have a hard time nailing his Spellfire attacks. This also offsets gishes by making them a bit more MAD.



    Quote Originally Posted by rferries View Post
    2) Spellfire Missiles - this is my fault for the way I phrased it, but maybe include an example: "For example, if you expend a 3rd-level spell slot you may fire a missile that deals 2d6 damage to one creature and a missile that does 1d6 damage to another creature." Just to make it clear that you aren't limited to a max of 1d6 damage per target.
    -Alternatively, if you remove the Int mod to damage effect I'd just get rid of the "no target may be hit more than once". Now that I think of it, in the best case scenario at 17th level you'll sacrifice a 9th-level spell to create 9 missiles, each dealing 1d6+17 damage (roughly 6d6 damage). You can aim all those missiles at the same target, yeah... but that's just 24d6 damage (a weaker disintegrate/meteor swarm effect). Not too broken if you choose to focus them all on the same target.
    I see the rationale here, but this could only work if Spellfire Missiles doesn't mesh with Spellfire Overload, otherwise it'll definitely be OP.
    Problem is that I don't currently have the inspiration to articulate it correctly (maybe that you could break missiles only out of a single spell, not combined SLs. IDK).



    Quote Originally Posted by rferries View Post
    -for continuity I'd maybe say shield stops the missiles, too, just like magic missile
    That will defeat the entire purpose of this project. At least by my agenda.



    Quote Originally Posted by rferries View Post
    3) Spellfire Bolt - what do you mean by origin point range? As in, the bolt manifests from the air up to 60' away from you then continues on to its target?
    That.



    Quote Originally Posted by rferries View Post
    I'd just make it the full 120 feet, like a lightning bolt.
    Making the bolt originate exclusively from the mage actually restricts options and decreases control over the battlefield.



    Quote Originally Posted by rferries View Post
    -The T-bolt is tricky and maybe overly complex - there aren't any spells that really duplicate that effect. Maybe say something like "Once per round, you may also choose to create a forked bolt. At any point along the line, you may cause the bolt to split into two different lines, with new lines of effect determined from that point. The combined length of the original line and the two new lines may not exceed 60 feet."
    Absolutely
    Also, this will allow the mage to manifest 2 Spellfire Serpents



    Quote Originally Posted by rferries View Post
    4) Spellfire Strike - I had my melee "Evocation" feat as the first feat in the chain mainly as a feat tax, because I didn't see how arcane casters would take it otherwise. This feat would be pretty cool in the hands of arcane archers/battle sorcerers etc though.
    Well put... except the part about feat tax. I don't see anything in what you could do with the other feats that hints on having Spellfire Strike as prerequisite.



    Quote Originally Posted by rferries View Post
    The touch attack clause is awkward though - you mean, even if your attack roll fails, you still deal the spellfire damage if your roll was high enough to have beaten the enemy's touch AC? That doesn't really fit with how flaming weapons (for example) work - if your sword misses, the fires don't still leap from it to scorch the enemy. Or did you mean "You may make a melee touch attack or a ranged (within a distance of X feet) touch attack to deal Spellfire damage even if you are unarmed"?
    1. Flaming weapons continue to flame repeatedly, while Spellfire Strike eats away at your daily resources.
    2. The weapon doesn't carry the effect so much as serves as conduit. The part about Spellfire being unstoppable once released plays a key role in a lot of things that happen with Spellfire feats.



    Quote Originally Posted by rferries View Post
    5) Spellfire Serpent is great! <3 I feel like you're almost always better off just taking Spellfire Cone or Spellfire Blast, though.
    1. One big plus: circumventing corners and bypassing allies for a reasonable price of one extra feat. Definitely worth the investment.
    2. Expanded Spellfire can really make a difference here.



    Quote Originally Posted by rferries View Post
    Can the Serpent double back on itself? If so, you should definitely specify it only damages a creature once.
    Yes, but a single Spellfire effect doesn't accumulate with itself, so the overlapping area doesn't get damage increase.
    Noted to clarify.



    Quote Originally Posted by rferries View Post
    6) Spellfire Barrage - I think you're fine with one target per caster level. At minimum level a fireball would deal 9d6 damage to everything within 40 feet of each other, whereas this requires you to invest 4 feats and spend an equivalent (3rd-level) spell slot to deal 3d6 + 9 (roughly 6d6) damage, assuming you drop the Int mod to damage. And again, it seems like Spellfire Blast makes this feat redundant (apart from touch attack vs Reflex save).
    One huge difference: Spellfire Barrage cannot be circumvented with Evasion, and the hit probabilities are solid and they don't suffer the penalty of iteratives. I don't want to make melees cry themselves to sleep at night over this one.



    Quote Originally Posted by rferries View Post
    7) Expanded Spellfire - nice! You have so many feats that it's hard to predict their interactions, I sense this could make for a Spellfire Serpent that wipes out a whole army :D
    Very true, and not just Spellfire Serpent.



    Quote Originally Posted by rferries View Post
    8) Spellfire Storm - As with some of your other Spellfire feats, this may be too costly (in terms of feat investment it requires) given that Spellfire Blast can probably do the same job, unless you're fighting a ton of enemies over a wide area.
    Yes. I can definitely agree that Spellfire Missiles has no business here as prereq.
    Also, if I cut the AoE by half – both horizontally and vertically - I can remove Expanded Spellfire from the prereq list, as well as the "not modified by Expanded Spellfire" clause.
    Will do.




    Quote Originally Posted by rferries View Post
    9) Spellfire Energy Conversion and Spellfire Force Weaponry - again, these should either be scrapped or sent to the base of the chain, as Cosmic damage pretty much makes them redundant.
    I think you're misinterpreting the intent.
    Spellfire Energy Conversion lets you deal more damage to opponents w/ vulnerabilities. Raw Spellfire energy won't set things on fire, won't reduce temperature/putout fire and won't shatter glass. It just melts things.
    Spellfire Force Weaponry is a utility tool, not a power buildup in and on itself. Notice the "Observation:...". But it's a prereq for more options and more power.



    Quote Originally Posted by rferries View Post
    10) Spellfire Spell Carrier- unfortunately, this feat forces a design decision on you. Either:
    A) You intend Spellfire to be roughly as useful as evocation, in which case this feat reads "whenever you cast a spell, you may cast a quickened evocation spell on the same targets/area" and is horribly broken.
    B) You intend Spellfire to be far inferior to evocation, in which case this feat reads "whenever you cast a spell, do a bit of evocation damage on the targets/area as well", which is fine - but it then undermines the concept of Spellfire as a whole and nobody will bother investing in it.
    -Given that neither of the above options is very appealing, I'd scrap this feat or bump up the prerequisites to be at least as intense as Spellfire Storm.
    1. It's A.
    2. You only get to play with the SLs you can normally convert into Spellfire, not spells on top of that. That's why Spellfire Overload is so crucial (more to come on that one below).



    Quote Originally Posted by rferries View Post
    11) Spellfire Capture-conversely to above, this feat is too weak (only useful in niche situations when you can use your enemies before combat starts). The immediate action minor spellfire is a nice extra action though, I suppose.
    The big plus is that contrary to Quickened Spell, you don't pay the SL toll for quickening your Spellfire attack, and you can do it even tied and silenced (it takes a toll of 6 SLs to replicate that, albeit w/o the need to prepare ahead of time).
    Note to self that Spellfire Capture can happen even while helpless. This will sure make it worthwhile.



    Quote Originally Posted by rferries View Post
    12) Extraordinary Spellfire-cool but more for flavour than campaign utility I think.
    It means that you cannot be stopped or slowed down by antimagic or dead magic zones. Basically an insurance policy.



    Quote Originally Posted by rferries View Post
    13) Intensified Spellfire-another interaction with the other feats that's hard to measure. Goes a long way to improving their utility, though.
    Goes deep into epic levels. On purpose.



    Quote Originally Posted by rferries View Post
    14) Spellfire Overload- I'd simplify the calculation if possible. Otherwise really enforces the glass cannon archetype :)
    Ditto.




    Quote Originally Posted by rferries View Post
    Conclusions

    Right, these feats provide some great versatility but I'm not sure if you get a lot of return if you fully invest in them all,
    It's impossible to gain complete control over Spellfire pre-epic and that's not the intent.
    Different players have different strategies and different views regarding the character they wanna play. The aim was to provide everyone with tools with which they can build the character they envision with surgical precision. A lot of thought went into feat synergy.



    Quote Originally Posted by rferries View Post
    plus I feel they need a simplified (and boosted) damage calculation.
    I simplify and boost wherever I can, unless it makes me think "OP" or "I don't buy that".



    Quote Originally Posted by rferries View Post
    Take Spellfire Storm - the earliest you can get it is 11th level (assuming human wizard). You invest 7 (!) feats for the ability to spend a 6th level spell slot to deal 6d6+11 (roughly 9d6) damage to everything in the area... an area so large that you're unlikely to ever have enemies fully covering it. Alternatively, you can spend 1 feat (Empower Spell) and spend a 5th-level spell slot (empowered fireball) to deal 15d6 damage, most likely covering all the enemies you would have covered with the Storm. Spellfire Storm has the advantage of versatility (turn that useless prying eyes into an evocation!) but it's not worth sacrificing your whole build for it.

    Of course, if you add in Intensified Spellfire, Empower Spell, Maximise Spell, and Spellfire Overload, you can then spend a 9th-level spell to do ungodly amounts of damage... but you'll probably end up killing your enemies just as easily with an Empowered delayed blast fireball or a wail of the banshee.
    1. As noted above, 2 feats will be removed from the prereq list.
    2. It's a spread effect. That's an entirely different ball game.
    3. You can decimate whole armies with Spellfire Storm while leaving your party members unscathed.
    4. Trading familiar will yield another feat to put into the pot (a fair trade).



    Quote Originally Posted by rferries View Post
    Overarching comments:

    1) Simplify calculations whenever possible. Also, remove Intelligence modifier mentions (to mimic preexisting mechanics and make it more friendly to non-wizards).
    It all depends on if I can word the changes to Spellfire Missiles correctly as noted above.
    The general notion is positive.
    But making it more friendly to gishes is not a primary objective here.



    Quote Originally Posted by rferries View Post
    2) Simplify and increase damage. Instead of spell level (d6) plus caster level, make it 1d6 per minimum caster level to cast the spell. So spending a 3rd level spell gives spellfire damage of 5d6, a 9th gives 17d6, etc.
    I believe that in light of what I explained above, you can see why this will work against my intentions, as I'll have to compensate by omitting other things.
    At current, low investment of character resources just gives you fallback tools while high investment actually makes Spellfire your primary attack strategy (and increases your versatility with more room for utility spells).



    Quote Originally Posted by rferries View Post
    3) One thing that needs addressing is the Spellfire and free metamagic clause. It's powerful enough that it makes things like Spellfire Storm useful (albeit the cost of MORE feats :D), but so powerful that it might be broken at lower levels. Steamline the free metamagic mechanic, as well as Intensified Spell, and Spell Overload - it's hard to predict how they'll all interact with each other in actual play.
    Not sure what you mean by "free" metamagic.
    As noted above, you only get to play with the SLs you can normally convert into Spellfire. That's why the relatively low damage yield w/ only a small feat investment is so important here, so things don't get out of hand.



    Quote Originally Posted by rferries View Post
    Scrap them and/or boil them down into one feat or mechanic - e.g. spellfire deals 1d6 damage per minimum caster level of the expended spell plus an additional 1d6 per X caster levels.
    They serve you in different ways, even though they synergize very nicely.



    Quote Originally Posted by rferries View Post
    4) Take a look at the "energy" powers in psionics - energy burst, energy wall, breath of the black dragon, etc. I based my evocation feats of off them (but then went overboard myself with the damage-boosing feats, haha). It'd be cool to see a Spellfire Wall though (I really adored your Spellfire Serpent and the T-bolt idea).
    Spellfire Wall could be very nice, but in order to circumvent the "I don't buy that" part, I'll have to sacrifice the "Spellfire is unstoppable" part, and I really don't wanna do that.



    Quote Originally Posted by rferries View Post
    5) As I mentioned above, consider working this all into 1 class orprestige class, whereit's easier to predict how things will progress. Also, maybe repost it in a new thread if/when you do any revisions, to attract fresh eyes.

    Great job though overall, this would probably see play in many campaigns as-is! I was just being picky for a lot of my comments.
    Overall I count 7 possible improvements above.
    Waiting for your feedback to see how I wrap things up.

  30. - Top - End - #30
    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Force Missile Mage meets Warlock - via arcane feats (P.E.A.C.H)

    1) Spellfire: As far as I understand, an antimagic field DOES suppress evocation (e.g. a fireball won't affect the creatures within the antimagic); similarly spell resistance IS effective against evocations. I think perhaps I'm misinterpreting you?

    Mages are usually fine with touch attacks (ray spells etc), they only have to go against touch AC.

    2) Spellfire Missiles: Yeah, Spellfire Overload and the other "boosting" feats will need to be addressed, they make some combinations too crazy.

    Yeah, fair enough about the shield thing, I was going a bit crazy overboard trying to make everything match pre-existing spells haha :D

    3) Spellfire Bolt: Yes, I suppose it does give a tactical advantage, it just feels "wrong" to have a bolt like that (except in cases where you call a bolt down from the sky, like call lightning)

    4) Spellfire Strike: As in, a melee feat is a weak base upon which you build the ability to make magical ranged/area attacks (always superior for a caster, except for gishes).

    Logical enough, but it still feels complex/will slow combat down more.




    9) Spellfire Coversion/ Force Weaponry: No I get that, but I don't see anyone bothering to sacrifice a whole feat on these. If cosmic energy already overcomes damage reduction/hardness, you'd only take this feat to get +50% damage against energy-vulnerable creatures (and your other booster feats do a better job of that -compare how much extra damage you'll get from Intensify Spellfire by the end).

    10) Spellfire Carrier: Whoops, I totally missed the spellfire + actual spell level limit! My bad, not broken that way. I'd rewrite it as "Whenever you cast a spell, you may combine its effects with a spellfire attack. All creatures targeted by (or in the area of) the spell are affected by the spellfire. The total level of the spell you cast and the spell slot you expend to activate the spellfire may not exceed the level of the highest spell you can cast."

    11) & 12) Again, these are very niche IMHO,but they may be more useful depending on a particular campaign.

    Re: Conclusions

    A healthy design goal!

    Fair point about planning for Epic Levels, but my point is that I think broken combos are achievable pre-Epic (human wizard 20 has 12 feats, can almost get full Intensify Spellfire effect by 17th level).

    Spellfire Storm: I'm unconvinced the spread is that much more useful than a burst, but as you've reduced the prereqs it's probably more worthwhile now.

    Re: Free metamagic - Spellfire has the clause "Special: You may apply the benefits of any metamagic feats you possess to Spellfire without penalty.", which I took to mean you could apply Empower etc effects to Spellfire for free. Some clarification is in order for how you apply Spellfire and metamagic together then (for both prepared and spontaneous casters).

    Anyways, I think that's a wrap for now. It's a prodigious amount of feats so I'm going to lay off the critiques and rest for a bit, haha! Again, good work!

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