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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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Post
#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Here is another idea for the new 6th level spell:
The spell is practically an improved combination of the 4th level spell, Spirit Armor and the divine spell, Armor of Faith. Consequently, it's most useful for fighter-mages (though other mages can also benefit from it). Being a necromantic spell it can do a great job in closing the gap between F/I and F/M (note that noone practically plays a single class illusionist; anyone who picks an illusionist, wants it as a multi-class character; see this post.) Greater Spirit Armor (Necromancy) Level: 6 Range: 0 Duration: 2 turns Casting Time: 5 Are of Effect: Self Saving Thorw: None By casting this spell, the caster uses his or her own life force to create a powerful corporeal barrier around his or her body which works like an armor. The armor does not work cumulatively with any other armor, however dexterity bonus still applies as well as magic rings and a shield. While in effect it works as if the caster was wearing a +1 full plate (AC= 0). The armor also absorbs 15% of all physical damage directed at the caster, which works together with other methods/spells which grant such resistances, but doesn't stack cumulatively with itself. ============================ Note that it's important that this spell is not to be cast on anyone except the caster to make sure that it won't result in 100% resistance to physical damage (ex: casting such a spell on a single class warrior who wields JD sword (or FoD&W) might result in such unintended resistances) Comments will be most appreciated. I also would like to know if you have any alternate and better suggestion for the spell's name. If you find it interesting, I will add this option to the final poll for the new 6th level spell too. This post has been edited by Sikret: Jan 29 2008, 10:07 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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