07-27-2017, 03:34 PM
Wail is one that I'm reluctant to go changing any further than I already have; I remember when I did this before the forum got rekt, where it was comparable to the mind blast used in D&D 3.5 (and was one spell level lower), and this had been what we decided it being better as; yeah, it's a powerful effect, but it's non-damaging, and being stunned still does not render you helpless. Other people I've asked have also said that it's nasty, but fair, and in my experience, Blue Mage spells tend to be a little on the inferior side anyway. I feel like they should get something nice too.
Murderous Might is just one example of me trying to make the spell function as close to the original ability as I can, but I do see where you're coming from with it being so strong. I think I'll drop the DR to 10/-, and remove the spell resistance, but dropping the defensive capabilities completely seems a little too harsh. After all, it's an 8th-level spell, and such things are supposed to be strong, even if they're not quite 9th-level strong. Also, the offensive bonuses only apply to your natural attacks, of which you'll only get one per round; it's a standard action to make the one attack you get with the ability, so you're not getting in full attacks with it.
Life Sounding I can bump up a level, I think. The ability in XIII heals all of the Cie'th's allies, so I want to keep that.
Impenetrable Aura got itself a cooldown. It may only be one round, but a party that's a high enough level to face Yomi can undo the damage he healed up pretty easily, especially since him using it gives you three rounds to buff up and then wail on him.
Putrescence got a shortened range, but I'm not too fond of powering it down a whole lot. It does far less damage than other spells of its level, even on the Blue Mage list, and as for the dispel effect, what I compared it to is mage's disjunction, which blows away anything and everything within a 40 ft. radius burst with a range of Close, so when you first get it, anything within 105 ft. is at your mercy with that spell. Putrescence, on the other hand, just dispels positive status effects, rather than destroying your items too. Yes, it also has a chance to add in Disease and Sap, but those are both effects that require saving throws, so they're avoidable.
For Wind Shear, rather than lower the damage (which is the same level as Levinbolt, a spell that does similar elemental damage, has some minor no-save-just-suck effects, and can potentially stun an enemy), I instead dropped the Constitution damage and made the bleed damage require a saving throw. You're still having to make touch attacks for each one, and that's four chances you can miss (each miss significantly lowering the damage dealt), so it seems a bit more fair to have the damage be high.
Murderous Might is just one example of me trying to make the spell function as close to the original ability as I can, but I do see where you're coming from with it being so strong. I think I'll drop the DR to 10/-, and remove the spell resistance, but dropping the defensive capabilities completely seems a little too harsh. After all, it's an 8th-level spell, and such things are supposed to be strong, even if they're not quite 9th-level strong. Also, the offensive bonuses only apply to your natural attacks, of which you'll only get one per round; it's a standard action to make the one attack you get with the ability, so you're not getting in full attacks with it.
Life Sounding I can bump up a level, I think. The ability in XIII heals all of the Cie'th's allies, so I want to keep that.
Impenetrable Aura got itself a cooldown. It may only be one round, but a party that's a high enough level to face Yomi can undo the damage he healed up pretty easily, especially since him using it gives you three rounds to buff up and then wail on him.
Putrescence got a shortened range, but I'm not too fond of powering it down a whole lot. It does far less damage than other spells of its level, even on the Blue Mage list, and as for the dispel effect, what I compared it to is mage's disjunction, which blows away anything and everything within a 40 ft. radius burst with a range of Close, so when you first get it, anything within 105 ft. is at your mercy with that spell. Putrescence, on the other hand, just dispels positive status effects, rather than destroying your items too. Yes, it also has a chance to add in Disease and Sap, but those are both effects that require saving throws, so they're avoidable.
For Wind Shear, rather than lower the damage (which is the same level as Levinbolt, a spell that does similar elemental damage, has some minor no-save-just-suck effects, and can potentially stun an enemy), I instead dropped the Constitution damage and made the bleed damage require a saving throw. You're still having to make touch attacks for each one, and that's four chances you can miss (each miss significantly lowering the damage dealt), so it seems a bit more fair to have the damage be high.