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#1
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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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![]() Forum Member Tactical reputation: 2 Posts: 442 Joined: 4-May 07 From: London, England ![]() |
Based on my experiences so far with my 5.0 run through which has involved an annoying re-load for this very reason I would back improved enchanted weapon as the new spell choice. This is as there are a few situations where you can trap your self into needing a +4 weapon to defeat an essential encounter or failing that have to re-load an earlier(in one case several hours of play earlier) save. In the two examples I experienced it was especially frustrating as I was quite capable of handling the encounters save for the fact that certain enemies were completely impervious to my attacks.
As for it decreasing the value of high quality items I think the effect could be kept under control by limiting the spells duration so it would have to be used intelligently in battle to give you a chance to hurt high level foes but offer no real replacement for a +4 weapon. Finally I think out of the three spells offered this is the only one that offers something suffeciently different and useful to actually compete for a level 6 slot were we already have the almost essential imp. haste, PfMW and PfME not to mention chain lightning. Anyhow thats my take on it. |
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#3
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Forum Member Posts: 135 Joined: 21-June 07 ![]() |
Based on my experiences so far with my 5.0 run through which has involved an annoying re-load for this very reason I would back improved enchanted weapon as the new spell choice. This is as there are a few situations where you can trap your self into needing a +4 weapon to defeat an essential encounter or failing that have to re-load an earlier(in one case several hours of play earlier) save. In the two examples I experienced it was especially frustrating as I was quite capable of handling the encounters save for the fact that certain enemies were completely impervious to my attacks. As for it decreasing the value of high quality items I think the effect could be kept under control by limiting the spells duration so it would have to be used intelligently in battle to give you a chance to hurt high level foes but offer no real replacement for a +4 weapon. Finally I think out of the three spells offered this is the only one that offers something suffeciently different and useful to actually compete for a level 6 slot were we already have the almost essential imp. haste, PfMW and PfME not to mention chain lightning. Anyhow thats my take on it. My only concern with implementing this spell would be if Sikret would then start adding even more enemies that are immune to less than +4 weapons. I do like the idea of this spell but would hate to have it cause a sort of arms race. I do agree that suddenly running into an enemy you have no way of damaging but could otherwise beat is very frustrating. I also like the Improved Strength spell. It's simple and useful. Would we want it to scale all the way up to granting 25 strength or is that too much? Perhaps up to 24 strength would be fine since there are potions of Storm Giant strength in the game. The only bad side is that this spell isn't as powerful as other 6th level spells. |
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