Should HLA ftom TOB be in Spellcasters level 7 & 9 spellbooks!?
Tymaker
Member Posts: 105
Should epic class level spells be in a spell page one level higher or listed as a special ability/spell?
- Should HLA ftom TOB be in Spellcasters level 7 & 9 spellbooks!?26 votes
- Yes23.08%
- No53.85%
- unsure23.08%
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Comments
Anyway, if that's what this question means, then I don't think it'd be allowed under WotC licencing. SFAIK, it's the lore of the land that levels 7/9 are the highest levels which can exist.
Furthermore, even if it were permissible to invent a higher-than-maximum (?!) spell level, that'd then allow HLA spells to be memorised in addition to all the "ordinary" maximum-level spells, instead of competing for the same slots. That'd end up waaaay over-powered!
What I'm saying is those spells are epic spells, at a level one higher, and those spells are not even in true D&D, so why are they in with them?
I think they could be more properbly placed in with special abilities just like all other HLA. And, even so, why not MAKE a new spell page? HLA spells overshadow all the old ones anyway.
And @Tymaker is right about sorcerers. Sorcerers are supposed to be limited to a handful of spells per spell level, but at epic levels, they suddenly have a lot more of the best of everything.
I'd agree that a once-per-day Comet as a special ability, instead of having it in the spellbook at all, would not in itself be over-powered.
However, you still have the result that if the HLA spells became special abilities, then the level 7/9 spell slots would be freed up for more of the "ordinary" maximum-level spells, which currently (unless you're a Sorcerer) you have to forego in order to memorise the HLA spells. Thus you'd end up with quite a lot more spells per day overall (1 extra per HLA!), even though some of the best ones (i.e. the HLA ones) wouldn't be usable quite so frequently. That'd change the late-game balance somewhat.
With several extra spells-per-day available, I guess that'd tend on the whole to make casters (even!) stronger than they already are, although it'd require some adaptation of casting-style to take maximum advantage.
It makes sorcerer even more overwhelming
For Mages, it will just make you not memorize any 'normal' level 9 spell since HLA are more powerful
For instance, the jest of it, do you think Raistlin Majere in the Dragonlance novels wrote his epic spells he challenged a God with in his level 9 spell book?
And, as for lvl 9 spells go, Time Stop is the only important one. Banshee Wail is easy to save against at the highlevel.... Mind you, most NPC casters don't even have 18 int to cast level 9 but can still use HLA!?
The other fix would be a D&D impossible at making a higher level spell page.
In my opinion the answer is quite obviously no. But because we naturally like to say YES more I should have worded it different.
Should TOB Special Spells be placed in with Special Abilities and not in level 7&9 caster spell books? (People like to say yes more)
I actually liked the idea of making a higher, more godly, spell page.
Also, like Mages aren't strong enough in BG2. Give me a break. I have to ban myself from specifically using some of their spells or the game just becomes an absolute joke walk over. I have to ban myself from using other things as well but the Mage ones are easily the worst offenders.
Edit:* For the record (and transparency), I see spells being a Special Ability as a buff, it's just giving them extra high level spells. I like the idea for Clerics who could use some extra offensive spell power but not for Mages or Druids.
Personally, I would have rather seen Improved Alacrity significantly reduce casting time (say by 4) rather than allow you to cast multiple spells per round. Base it off of the Alacrity spell found in Tome of Magic (but an improved version that is more balanced for the game).
Likewise I would have rather seen Time Stop vary in duration between 1 and 3 rounds, which is how it works in pnp. This would have given plays a lot less certainly about its use (and made it I think a more tactically interesting spell)
That being said (since you appear to be relatively new to the forum) I'll further clarify that this is my personal opinion, and that I'm not in the position to make these changes (nor would I really advocate them at this stage as formal changes given that BG2EE has been out for over two years).
Beamdog doesnt touch these core areas of the game anyway - they just add some characters, improve game mechanics, and format for devices.
The same mod also offers an option to add these HLAs to various enemy spellcasters, which makes for some crazy battles. Ever been on the receiving end of a Dragon's Breath while still in SoA? FUN!
Mages get level 10 spell slots: 1 at level 20-22, 2 from 23-25, 3 from 26-28, and 4 at 29+.
Clerics get 1-4 "Quest" spell slots: 1 at 20-21, 2 from 22-24, 3 from 25-26, and 4 at 27+. And Quest spells, being literal acts of god, are immune to being dispelled except by other Quest spells (including ignoring epic level mage dispels).
So generally their HLAs should probably have their own slots, but non-sorcerers should use a "Prepare HLA spells" ability to allow the spellcaster to choose how many of each spell to prepare each day out of a single shared resource pool.
and then level 10 mage spells, they're all mediocre at best, even improved alacrity isn't even necessary because wish, can give you a double duration time stop/ improved alacrity, and if your a sorcerer getting that one, then you just lol all over the enemy, in my recent canon playthough the only level 9 spells that aerie, imoen, and nalia had memorized was absolute immunity and chain contingency and they were curb stomping on baddies
in all honesty I think ToB was kinda slapped together and not much effort went into making it ( just look at some of the lame thief/bard abilities like create potion, magic flute and scribe scroll - seriously, what a joke-) and because of time restraints that's basically what we were dealt with, maybe this is the reason why many people don't enjoy ToB as much as SoA, because it seems that there was much less effort in ToB than SoA
for high level abilities the only ones I even find useful are hardiness and greater whirlwind, the rest is pretty much fodder in my mind ( but then again, I play unmodded games, so maybe those other abilities might be useful in modded games)
By making them high level spells, a mage can customise his spellbook for his exact needs. Get all dragon breaths if need be for a blaster mage. Get all planetars if you want to be a summoner, etc
The downside is you share high level slots with hlas, so you really don't get to cast many 9th lvl spells except time stop or chain contingency, etc. However I like the customisation. SCS makes all high level enemies randomly assigned, and one enemy is dangerous with sudden comets, while another lich loves to gate dark planetars, etc. It adds variety and challenge. It is not 'oh he will cast dragon breath, and then comet now. Time for fire res potions! Yawn.'
There are many, many strong HLAs but you're using scripts instead of pausing to set your battle commands, so, I'm not sure what would be useful script-wise.