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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Before I create the main poll to choose the replacement for Mislead spell, I want to gather suggestions to be the candidates and options of the poll. So, feel free to send your suggestions here.
So far, I have thought of three possible spells. My own favorite one (so far) is the third one below: 1- Moster Summoning 4: Advantages: A classic 6th level spell form pnp. Easy to make and not controversial at all. Disadvantages: There are already a few summoning spells among the 6th level spells; so this spell can hardly encourage the player to choose it. 2- Improved Enchanted Weapon: An improved version of the 4th level spell, "Enchanted Weapon". This spell will create +4 weapons but for much shorter duration compared to the 4th level spell which creates +3 weapons which remain for a long time. Advantages: This spell can be a great help for players who don't have +4 weapons for when they unexpectedly encounter an enemy who requires +4 (or better) weapons to hit. The scrolls of this spell can also be used as upgrade ingredients to forge powerful weapons. Disadvantages: The spell will severely decrease the importance of +4 weapons and artifacts in the game. If every 12th level mage is capabale of fabricating +4 weapons, what's the significance of artifacts and relics. It will also decrease the significance of those powerful foes which are immune to +3 weapons. For these reasons, this choice is my least favorite one so far, but feel free to argue for it if you think it's a good choice. 3- Giant Strength: An improved version of the second level spell, "Strength". This spell grants the strength of a giant type to the recipient for its duration or until dispelled successfully. A 12th level mage can raise the recipient's strength to the strength of a Hill giant (19); a 14th level mage can increase the strength to that of a Stone Giant (20); a 16th level mage can create the strength of a Frost Giant (21); an 18th level mage can increase the recipient's strength to that of a Fire Giant (22) and a 20th level mage can create the strength of a Cloud Giant (23). Advantages: Potions of Giant Strength are relatively rare (compared to other types of potions) in the game and this spell can excellently work as a replacement for those rare potions. Disadvantages: As the game proceeds, the party will have items which grant permanent giant strengths and this spell may gradually become less useful. Please, comment on these options and also offer your own suggestions. After having enough discussions here and collecting the best possible options, I will create a final poll to decide over the new spell. As in the case of previous similar threads for new spells, any suggestions for a new spell which can lower enemies' resistances (such as resistances to elemental and physical damage types) won't be accepted; so, please don't suggest that kind of spells. This post has been edited by Sikret: Jan 8 2008, 10:23 AM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#2
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![]() ![]() Gold Member Tactical reputation: 3 Posts: 959 Joined: 29-June 07 From: Budapest - Hungary ![]() |
1. Yes, there are some summons on lvl 6, no need more.
2. Agree with your comments on +4 weapons. 3. I would prefer this from 3 of them. Anyway, you removed Simulacrum, Project Image and now you will remove Mislead. I think Illusion as school is getting to be very weak since no illusion spell at higher level. What about to give an illusion spell instead of Mislead and maybe some for higher level? For example like Shadow Evocation/Conjuration series in D&D 3.5. Basically you can cast any 1 or more level lower Evocation spell with a spell, but there if target makes save, he will see this is an illusion only and takes only partial damage. So lvl 6 version in my version: You can cast illusion version of the following spells: Magic Missile, Burning Hands, Melf's Acid Arrow, Web, Flame Arrow, Lightning Bolt, Fireball, Hold person, Dire Charm, Slow, Emotion, Confusion, Ice Strom, Cone of Cold, Chaos, Domination, Feeblemind, Hold Monster, Sunfire. If target saves vs. spell with -2, he can detect it is illusion, and both damage and duration is 1/4th of the original. Pls. note this is lvl 6 spell, so it should bypass the Globe of Inv. or decraese Spell Turning with 6 lvl etc. If target fails the save vs. spell, spell works as original spell, just counting as 6th lvl spell. If we wants more illusion spells on higher level: Lvl 7 version save vs. spell could be with -3. And spell should be including: Chain Lighning, Disintegrate, Flesh to Stones. Lvl 8 version save vs. spell could be with -4. And spell should be including: Delayed Blast Fireball, Pismatic Spray, Power Word Stun. About Impr. Strength spell: I like this idea. I think if you do my illusion spell recommendation, you should do this spell also. Maybe not as 6th level spell, but as 7th level one. Side note: There are a lot of very good 6th spell, but one thing always bothered me. PfMW always better than Mantle or Improved Mantle. At that time when u have 7th or 8th lvl spells, no enemy will attack you with nonmagical weapons, or at least no enemy who is any threat for you. So I would recommend to do Mantle as lvl 6 spells, Improved Mantle as lvl 7 and PofMW as lvl 8 (immune to all magical weapon till +5, but not against +6 (if there is any enemy in the game who strike with +6 weapon). Ps: Sorry for off topic, you should split my post if you want. |
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