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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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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
@Iroumen
Your suggested Remove Confusion spell is good, but it sounds to me to be suitable for being a new adition to clerical collection of spells and it's not powerful enough to be a 6th level spell. I would consider it a 4th level clerical spell. What do you think? -------------------- 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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#3
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
It's not unheard of that some Clerical Spells also have a mage implementation. Examples are:
- Protection from Evil (level 1 mage) - Protection from Petrication (level 1 mage and not even a cleric spell) - Protection from Fire (or Cold, level 3 mage) - Remove Curse (level 4 mage) and there are a few more here and there. The reason I proposed it as a mage spell is because mages have currently no implementation to remove confusion/charm type effects from party members. I wouldn't mind seeing Remove Confusion as a Clerical spell though. In such a case, level 4 would indeed seem best. If you would implement the suggestion as a "Remove Enchantment", then it would be implemented in a way that all effects from enchantment/charm spells are removed from a person. That way Sleep, Hold, Stun, Charm, Domination, Chaos an also Emotion would be cured, and benefits such as Enchanted Weapon and Greater Malison would also be negated. This isn't a bad thing since it would let the player decide whether they want to remove everything or nothing, but there are also some strange things. The Power Word spells are conjuration spells (stun, sleep, hold), and if I understand things correctly, then the effects of these spells would not be removed, but they're still charm type effects. Wouldn't that be strange? Wouldn't it be easier to just check. If state == xxx, then state=STATE_NORMAL, with as xxx the following: STATE_HELPLESS (emotion) STATE_STUNNED (hold, stun) STATE_CONFUSED (confusion) STATE_CHARMED (charm) This post has been edited by lroumen: Jan 9 2008, 02:17 PM |
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