azraelck
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Spell changes and new spells:
TLR A bunch of nuking spells are getting increased damage, and a few new spells.
Updated Eldritch Knight (both Sorc and Wiz)
TLR Bunch of hitpoints added, spellsword condensed into one core, new cores otherwise. More ASF reductions, basically a decent defense tree with some bonuses to spells.
Code:
NEW LEVEL 1 WIZ/SORC SPELLS
Fire Bolt
Freezing Bolt
Acid Bolt
Electric Bolt
(Fire Bolt is a real D&D spell - We've kept the naming convention over to the others to reflect their similar nature and make it easy to read.)
Each of these fires a single-target bolt that does 1d6+2 damage of the appropriate element per caster level, to a max caster level of 10. They cost 2SP each at their base and have a 4.5 second cooldown (3.5 on Sorcerers) shared among all four spells (so realistically, you can only use one right now). These exist in the Wizard and Sorcerer spellbooks, and can be taken at level up. Scrolls of these will be available at scroll shops.
There are a few goals with these spells:
Provide a spammable low-level nuking spell for several arcane builds at a low SP cost
Help low-level elemental/nuker casters have more options
Help fill out long-range casting rotations (most of the low-level damage spells are touch range, and some characters aren't built to handle that without dying)
NEW LEVEL 9 WIZ/SORC SPELLS
Iceberg
(3.5 book Frostburn)
Drop a big ol' iceball on your target
Single Target Evocation Spell: 1d6+27 per Caster Level, Reflex Save for Half Damage. Max Caster Level 20.
40 Spell Points
Acid Well
(This doesn't exist in a P&P source; it came directly from Player's Council feedback.)
Acid bursts forth from the ground in an area the size of Snowball Swarm.
Area Conjuration Spell: 1d6+18 per Caster Level. Fortitude Save for Half Damage. Max Caster Level 20.
40 Spell Points
Thunderstroke
(From 4th Ed Arcane Power page 37)
A big ol' lightning strike to a single target.
Single Target Evocation Spell: 1d6+27 per Caster Level, Reflex Save for Half Damage. Max Caster Level 20.
40 Spell Points
Upgraded Spells
We’re upgrading the player versions of several damage spells, as outlined below. The Max Caster Level of these spells will remain unchanged, and Monsters will continue casting the existing versions of the spells (so that we don’t get a sudden spike in enemy caster damage).
The spells that are improved generally follow all of these guidelines:
They are Damage spells in the Wiz/Sorc spell book
They do not confer extra effects (CC, etc)
They do not have multiple projectiles that scale with caster level (Magic Missile, Frost Lance, etc)
They are not persistent AOE spells (Cloudkill, etc)
They are not DOT spells
Level 1:
Acid Spray is now 1d6+1 per Caster Level.
Burning Hands is now 1d6+1 per Caster Level.
Shocking Grasp is now 1d6+2 per Caster Level.
Level 2:
Scorch is now 1d6+2 per Caster Level.
Snowball Swarm is now 1d6+2 per Caster Level.
Level 3:
Acid Blast is now 1d6+3 per Caster Level.
Fireball is now 1d6+3 per Caster Level.
Lightning Bolt is now 1d6+3 per Caster Level.
Level 4:
Fire Trap is now 1d6+4 per Caster Level.
Negative Energy Burst is now 1d6+4 per Caster Level.
Level 5:
Ball Lightning is now 1d6+5 per Caster Level.
Cone of Cold is now 1d6+5 per Caster Level.
Level 6:
Chain Lightning is now 1d6+6 per Caster Level.
Otiluke's Freezing Sphere is now 1d6+6 per Caster Level.
Necrotic Ray is now 1d6+12 per Caster Level.
Level 7:
Delayed Blast Fireball is now 1d6+7 per Caster Level.
Level 8:
Polar Ray is now 1d6+16 per Caster Level.
Level 9:
Meteor Swarm now deals 1d3+1 Fire Damage per Caster Level and 1d2+1 Bludgeoning Damage per Caster Level on each meteor. It has a maximum caster level of 30.
TLR A bunch of nuking spells are getting increased damage, and a few new spells.
Updated Eldritch Knight (both Sorc and Wiz)
Code:
Core 1: Eldritch Strike: Melee Cleave Attack. +1[w]. If this attack hits, your weapon also releases a blast of magical energy, dealing an additional 1 to 2 Force Damage per character level to all nearby foes.(Activation Cost: 0 SP Cooldown: 12 seconds)
You gain proficiency with Simple Weapons
Every Core Ability in the Eldritch Knight tree grants you +10 Max HP
Core 2: Spellsword (you get all four of the following toggles, 5SP to activate). Passive: +1% doublestrike, +10 Universal Spell Power. You gain proficiency in Light Armor and Martial Weapons.
Corrosive: Charge your equipped weapon with magical Acid, causing them to deal an addtional 1d6 (element) damage on hit. You gain an additional 1d6 every 3 (wizard/sorcerer) levels (at 6, 9, 12, 15, and 18). This damage scales with Acid Spell Power. While active, your Eldritch Strike deals 1-2 additional Acid damage per Character Level which scales with Acid Spell Power. While this is enabled, your weapon and shield attacks have Ghost Touch.
Flaming: As above, with fire
Frost: As above, with cold
Shock: As above, with electric
Core 3: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat.
-15% Arcane Spell Failure from equipped Armor and Shields
+1% doublestrike
+10 Universal spellpower
Core 4: Subtle Force: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
-20% Arcane Spell Failure from equipped Armor and Shields
+6 Resistance to Acid, Cold, Electric, Fire, and Sonic
+10 Universal spellpower
Core 5: Subtle Force II: +5% Stacking Incorporeality. Your Deflect Arrows now triggers every 2 seconds.
+1% doublestrike
+10 Universal spellpower
Core 6: Eldritch Blade:
Your Eldritch Strike now grants you a Power Charge. When you have 5 Power Charges, they are removed, and you gain Eldritch Power. Eldritch Power: +10% melee damage, +4d6 Spellsword Dice, +3d4 Force Damage on Hit (this scales with Force spell power), +25 Universal spellpower, +15 PRR, +40 MRR. Duration 30 seconds.
Passive:
+1 Spellsword Die
+2 (Intelligence/Charisma), +2 Constitution
+10 Universal spellpower
Tier 1:
Improved Mage Armor: (unchanged) Spell Like Ability: Mage Armor. (Activation Cost: 8/6/4 Spell Points). In addition, while you are under the effect of the Mage Armor spell, you gain a +3%/+6%/+10% Exceptional Bonus to Armor Class.
Arcane Siphon: Melee Attack:+1/2/3[w]. On hit: Gain +10/20/30 Universal Spell Power for 20 seconds. 12 second cooldown.
Item Defense (unchanged) You have a 25%/50%/75% chance to negate potential item wear.
Toughness (unchanged) +5/10/15 Max HP
Battlemage (unchanged) +1/+2/+3 Concentration, Intimidate, and Spellcraft.
Tier 2:
Improved Shield: Spell Like Ability: Shield (Activation Cost: 8/6/4 Spell points). In addition, while you are under the effect of the Shield spell, you gain +3/+6/+10 Exceptional Bonus to Physical Resistance Rating.
Mystic Wards: +3/6/10 MRR.
Action Boost: Spell Power: Activate to gain a +10/+20/+30 Action Boost bonus to Spell Power for 20 seconds. Cooldown: 30 seconds.
Shield Training: (unchanged) Passive: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
Wand & Scroll Mastery (unchanged) +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
Tier 3:
Arcane Barrier: (Now 1 Rank): Passive: When your HP drop below 50% of maximum, you are immediately protected by an Arcane Barrier that reduces all incoming damage by 25% for the next 20 seconds. This effect may only trigger once every 90 seconds.
Eldritch Accuracy: You get (INT/CHA) to hit with weapons and shield bashes.
Synergetic Magic: While you have Action Boost: Spell Power active, you also get the benefits of Action Boost: Power (+10/20/30 Action Boost bonus to Melee Power and Ranged Power for 20 seconds.)
Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage (before weapon multipliers)
Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)
Tier 4:
Knight's Transformation: Toggle: While this is turned on, all your spells and SLAs that are affected by Metamagics have their range reduced to touch range. You cannot enable the Enlarge Metamagic while this is active. You gain +30 Universal Spell Power and +3% Spell Critical Damage. Your Base Attack Bonus equals your Character Level.
Improved Offhand: Multiselector:
Shield Striking: (unchanged) On Hit: +5%/+10%/+15% chance to proc an immediate Shield Bash attack with an equipped shield. Every six seconds while you have a shield equipped, you gain Temp HP equal to the enhancement bonus of your equipped shield.
Orb Saves: +1/2/3 to saving throws and +3/6/10 Universal Spell Power while holding an Orb
Force's Point: When you cast a spell, you gain a stack of Force's Point: Martial (+1 to Hit and Damage). This stacks up to 5 times. When you hit with a melee weapon, you gain a stack of Force's Point: Magical (+2 Universal Spell Power). This stacks up to 10 times. Stacks last for 12 seconds each. You may only gain each effect once per second.
Armored Arcana: You gain proficiency in Medium Armor, and suffer no Arcane Spell Failure from Light or Medium Armor
Ability Score Multiselctor (unchanged) +1 STR/DEX/(INT or CHA)
Tier 5:
Improved Knight's Transformation: If you have Knight's Transformation active, you also gain +1 Competence Bonus to Critical Multiplier with Melee Weapons.
Knight's Magic: Multiselector:
Knight Striker: If you have Knight's Transformation active, you also gain +2 to Evocation DCs, +2 to Conjuration DCs.
Knight Controller: If you have Knight's Transformation active, you also gain +2 to Enchantment DCs, +4 Spell Penetration.
Force's Edge: When you cast a spell, you gain +1 Competence Bonus to Critical Threat Range for 12 seconds. When you make a Melee Attack, you gain +5% Spell Critical Chance for 12 seconds.
Radiant Forcefield: Spell Like Ability: Radiant Forcefield (Activation Cost: 30 Spell Points. Cooldown: 3 minutes.)
Eldritch Tempest: Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies and knocking them prone for 1 second. (Activation Cost: 50/40/30 Spell points. Cooldown: 60/45/30 seconds) If any foes are struck by Eldritch Tempest, your weapon also releases an explosion of magical force, dealing an additional 1d6 Force damage per character level to all nearby enemies. This additional force damage is affected by your spell power. (now 1AP per rank)
TLR Bunch of hitpoints added, spellsword condensed into one core, new cores otherwise. More ASF reductions, basically a decent defense tree with some bonuses to spells.