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| Spell (feat) (Spellcraft Requirement) | Current Effects | Planned Changes | Notes |
|---|---|---|---|
mummy dust (feat) (15) | Summons a mummy warrior | Potentially make the Mummy Lord scale with the caster level. Make the weapons held more versatile - could even have different summon options for different damage types. A niche at least. | Would be great pre-epic but the Mummy Lord doesn't perform the best. The original actually summons 2 mummies making this seem even lamer.
|
dragon knight (feat) (22) | Summons a powerful adult red dragon | While much better than the Mummy Lord, it still takes quite a bit of investment for such a short duration spell - 20 rounds instead of the Mummy Dust 24 hours. Could possibly:
| Low duration. |
greater ruin (feat) (25) | Damage: 35d6 positive energy damage to a single target (no save/resistsave for half, fortitude) | Actually is to the rules! Not awful but have to think. Scaling is probably the answer (Start at 35d6 and scale up from there?) | We are removing the IGMS way of targeting a single target that makes this slightly more viable, but scaling is probably best. |
epic mage armor (feat) (26) | +5 of 4 armor types. | Utterly pants. Instead need to change to +20 Armor AC - simple change and much more effective if we're only running +5 to +10 armor robes. This goes in line with having Mage Armor and Greater Mage Armor do +4 and +8 respectively. | Only ever used for the dodge AC. Urgh. |
| 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius. Reflex save for half. | That's 40d6 so great for mobs with no resistances, less good against things with resistances. Scaling the damage up may be nice. Alternatively maybe we could just force one damage type as a subdial option - mixed / fire / electrical / sonic / acid then you can choose, easier to pick one that's effective. We can make the knockdown more prevalent - 3 rounds of knockdown if failed a save maybe or just always. Or Arelith changed it to be not typically resisted damage (like divine) and always knocks down for 3 rounds. Also limits it to Evocation casters who have the right feat since otherwise you take a lot of self damage. We can also remove the "evasion removes damage" part of the saving throw test, beefs up the damage (so it always does at least half). NWN2 also reduced the spellcraft requirement to 30. | ||
epic warding (feat) (34) | It grants damage reduction 50/+20 and absorbs 50 points of damage per caster level before collapsing. | Not really much needed here - this essentially is 50 DR against any enemy, since +20 weapons are the pinnacle and not usually found in the game. |
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