The Black Wyrm Lair Forums
The Black Wyrm's Lair Terms of Use Help Search Members Calendar

Welcome Guest ( Log In | Register )

> Disrupt Undead
Sikret
post Feb 1 2008, 02:26 PM
Post #1


The Tactician
Group Icon

Distinguished Developer
Posts: 7794
Joined: 1-December 05




The idea of this new necromantic spell was originially introduced here as a 6th level spell. Later, I realized that having it as a 6th level spell is not a great idea for some reasons:

1- There are already too many good 6th level spells in the game.
2- The spell seems a bit too powerful to be 6th level

I didn't want to abandone the idea of this spell; so, I now return with a new proposal to add it as a replacement for a higher level spell. I also changed its name after reading the suggestions and opinions about the name.

The spell's new description is this:

Disrupt Undead (Necromancy)
Level:?
Range: Touch
Duration: Instantaneous
Casting Time: 7
Area of Effect: One Undead Creature
Saving Throw: None

By means of this powerful spell, the mage uses his powerful necromantic touch to disturb the negative forces floating inside an undead creature. The spell bypasses the target's magic resistance (if any) and inflicts a huge amount of damage, which varies depending on the udead type:

Skeleton Lords (and lesser undead creatures): 10D8

Skeleton Warlords: 8D8

Skeleton Grandlords: 6D8

Liches, Master Vampires and Vampire Lords: 5D8
=================================

Tell me your opinion about the spell's appropriate level and the spell you suggest to be replaced with this new spell.

Some ideas which occurred to me:

(1) 9th level; replace "Gate"
(2) 8th level; replace "Symbol of Death"
(3) 8th level; replace "Summon Fiend"

If you think that the spell can be 9th level, I may even consider chaning the damage dice type to D10. 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.
Go to the top of the page
 
Quote Post
 
Start new topic
Replies
lroumen
post Feb 2 2008, 07:57 AM
Post #2





Forum Member
Posts: 524
Joined: 12-April 06
From: Netherlands




Fiend, Cacofiend and Gate (Pit Fiend) should stay since they are gated and not summoned. There aren't many gated creatures in the game and foes constantly cast summon-killing spells. They could be a very tactical decision (they are in vanilla) but they could use a vast improvement for IA. It's ridiculous that a Yaun-Ti mage can kill them and be barely injured after the fight.
Fiend & Cacofiend AI should be improved (not casting useless spells for instance) and their abilities boosted (maybe more attacks per second and better enchantment for their weapons or more damage. Some added resistances and something like delayed blast fireball of sorts (since afaik they only have fireball), though not sure how to balance it.


I think for the abovementioned spell disrupt undead level 6 (mislead slot) would be good if you dock some damage (1 hit dice maybe). Level 7-8 would be good as it is now, though I would then simply add it as a new spell to the repertoire. There are already far too many damage spells at level 9 (since level 10 spells are also memorised as level 9). I wouldn't put it at level 9.
Go to the top of the page
 
Quote Post

Posts in this topic


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:



- Lo-Fi Version Time is now: 9th September 2025 - 06:47 AM