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  1. #1
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    Default Some Druid Transmutation Spells mistyped ~ Review & Consider Changing?

    I would like to suggest reviewing all Druid Transmutation Spells to see if any need moving to Evocation or Conjuration.
    {Note that it is obvious the original designers had some fears of Druid being over powerful and spread the Schools improperly.}

    I feel that this will address any concerns over the removal of Transmutation Bonuses to the Season's Herald tree.



    Transmutation Druid Spell review for mistype of school by me (which could be flawed):




    Entangle
    Transmutation
    Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are natually immune. Fire elementals and other fire creatures are immune because they burn through the plants.


    This seems akin to Web, and the key word awaken suggest Conjuration.
    Strongly suggest this spell have its school changed.





    Quench
    Transmutation
    A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any lingering fire damage effects, and receive a +15 enhancement bonus to fire resistance. Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 35 and caster level 12. They last one minute. Fiery enemies, such as fire elementals, take 27 to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties. D&D Dice: Deals 2d4+25 cold damage per 4 caster levels.


    This sort of fits Transmutation School when it changes resistance bonuses ect...



    Snare
    Transmutation
    Creates a snare that when triggered entangles a single enemy. An Entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures, and Oozes cannot be caught in the snare.


    This seems akin to Web, and the key word create suggest Conjuration.
    Strongly suggest this spell have its school changed.



    Spike Growth
    Transmutation
    Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.

    This seems akin to Web, and the key word create suggest Conjuration.
    Strongly suggest this spell have its school changed.



    Ice Flowers
    Transmutation
    (Cold)
    Valid Forms: Water Elemental . Lances of ice burst from the ground where you point, dealing 1d3 piercing and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.


    This seems akin to Fireball, and the key word burst suggest Evocation.
    Strongly suggest this spell have its school changed.





    Harrowing Pack
    Transmutation
    Valid Forms: Wolf, Winter Wolf. The wolf pack hounds their prey, attacking from all sides. Grants the caster and all of his or her hirelings, pets, summoned creatures, and charmed creatures a +2 enhancement bonus to flanking attacks, and granting them a knockdown effect when they roll a 20 on attack rolls.


    All of the remaining Transmutation spells are similar to this one, and fit the typical Transmutation School theme.

  2. #2
    Community Member edrein's Avatar
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    Just to chime in, I think Spike Growth should be evocation actually. But that's just me. I also wish they'd up the damage or change the cap on spike growth. Vinestalkers in Faerun destroy us with spike growth, yet we cast it as players and it does little damage.

  3. #3
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    I would be open to the idea of Spike Growth being Evocation or Conjuration, it just does not seem to fit Transmutation.

    Yes, Spike Growth could be akin to Blade Barrier.

  4. #4
    Community Member Iriale's Avatar
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    No, they are transmutacion in pnp, and there are lore reasons for this. We don't need more deviations from D&D, at the end this game is only going to have of D&D the name.

    If a spell awaken something, Silver, is transmutation. Transmutation spells change the properties of some creature, thing, or condition (ala, transmutation change things) Conjuration creates new things, real things (and as they are real, this conjurated creations don't allow SR) Evocation create magical, more ethereal things (as flash of energy, in fireball etc) and for this in pnp evocations allow SR. SR work different en DDO, but leave alone the original magic schools.

    Spike Growth change vegetation, this is all.


    In 3.5:
    Spike Growth
    Transmutation
    Level: Drd 3, Rgr 2
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: One 20-ft. square/level
    Duration: 1 hour/level (D)
    Saving Throw: Reflex partial
    Spell Resistance: Yes

    Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.

    In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.

    Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.

    Spike growth can’t be disabled with the Disable Device skill.

    Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).

    Quote Originally Posted by SRD 3,5
    Conjuration
    Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
    A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
    The creature or object must appear within the spell’s range, but it does not have to remain within the range.

    Evocation
    Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.

    Transmutation
    Transmutation spells change the properties of some creature, thing, or condition.
    Last edited by Iriale; 03-15-2018 at 03:56 PM.
    English is not my native language. Sorry for the mistakes.

  5. #5
    Community Member Kza's Avatar
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    As long as massfrog is transmutation, i want transmutation.
    Massfrog and quake are the 2 funniest druidspells as i see it.
    Plz Plz just add transmutation bonuses at all places there it is
    Evo and conjuration.

    Plz?

  6. #6
    Community Member Xyfiel's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    {Note that it is obvious the original designers had some fears of Druid being over powerful and spread the Schools improperly.}
    http://www.d20srd.org/srd/spellLists/druidSpells.htm

    Using DnD rules in a DnD game is improper?

  7. #7
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    Quote Originally Posted by Iriale View Post
    No, they are transmutacion in pnp, and there are lore reasons for this. We don't need more deviations from D&D
    /signed, and I must spread more reputation around...
    Quote Originally Posted by Vargouille View Post
    As a general rule we don't intend for a single spawn area to cause any dungeon alert, and certainly not red dungeon alert. This basically isn't ever a goal in our designs

  8. #8
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    I have no desire to go against DDO lore.

    Next time I will check first.

    Please lock this thread as imperfect brainstorming.

    Thank you.

  9. #9
    Community Member Kza's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    I have no desire to go against DDO lore.

    Next time I will check first.

    Please lock this thread as imperfect brainstorming.

    Thank you.
    I am a strange fella, but i like this thead.
    Great when ppl talk and listen to arguments wo insults and Flamewar.
    Keep ideas comming to make a fun class even funnier!

  10. #10
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    fwiw, Entangle was probably changed to Conjuration in 5th edition

  11. #11
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    I am holding in my hand D&D player's handbook 5th edition:


    Entangle
    1st level Conjuration


    Ice Flowers
    not listed


    Reincarnate
    5th level transmutation


    Quence
    not listed


    Snare
    not listed


    Spike Growth
    2nd level transmutation

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