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Feb 1 2008, 02:26 PM
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#1
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The Tactician ![]() 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. |
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Feb 1 2008, 06:43 PM
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#2
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Master of energies ![]() Council Member Posts: 3328 Joined: 9-July 04 From: Magyarország |
As a 9th level spell, it could offer some bonus damage that isn't guaranteed to happen. For example, it could be a 40% chance that it causes an additional 5D8 damage (4D8, 3D8, 2D8 for the more powerful undead types).
I think some uncertainty is always good, because sometimes lucky beginners or intermediate players could win battles that are even a little challenge for experts as well. Luck (i.e. probabilities) don't change on the fact that each player must learn or develop new tactics in order to have a chance to survive (and then prevail) in IA, but it would make everything (even) more exciting. (For example, at the end of a hard battle, the player desperately awaits the end of his or her characters and suddenly such an uncertain bonus damage saves them from the sure death.) -------------------- Mental harmony dispels the darkness.
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Feb 2 2008, 01:18 PM
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#3
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The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 |
As a 9th level spell, it could offer some bonus damage that isn't guaranteed to happen. For example, it could be a 40% chance that it causes an additional 5D8 damage (4D8, 3D8, 2D8 for the more powerful undead types). I think some uncertainty is always good, because sometimes lucky beginners or intermediate players could win battles that are even a little challenge for experts as well. Luck (i.e. probabilities) don't change on the fact that each player must learn or develop new tactics in order to have a chance to survive (and then prevail) in IA, but it would make everything (even) more exciting. (For example, at the end of a hard battle, the player desperately awaits the end of his or her characters and suddenly such an uncertain bonus damage saves them from the sure death.) This is a good suggestion. I will consider it. I vote for 7th level and have it replace Summon Fiend or Cacofiend. Summon Fiend is an 8th level spell. 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. Do you guess why none of the enemies use these spells and why I didn't improve those creatures? Both were intentional. The reason is I had decided to replace those spells with new ones since long ago (as a long term project). So, we have actually three spells to replace: Gate, Summon Fiend and Cocofiend. Disrupt Undead can be the replacement for one of them, though I prefer it to be higher than 7th level. I think for the abovementioned spell disrupt undead level 6 (mislead slot) would be good if you dock some damage (1 hit dice maybe). Mislead will be replaced as well, but I think "Disrupt Undead" is too powerful to be a 6th level spell. 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. The main criterion I have in mind is the variety of good spells a sorcerer has access to pick from the pool of spells in each spell-level. Since, 10th level spells are to be picked from a different pool separately, I don't count them in here. Both 8th and 9th level pools are rather poor compared with 6th and 7th level pools. -------------------- 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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Sikret Disrupt Undead Feb 1 2008, 02:26 PM
Raven Skeleton Lords (and lesser undead creatures): 10D8... Feb 1 2008, 02:29 PM
Sikret Skeleton Lords (and lesser undead creatures): 10D8... Feb 1 2008, 02:37 PM
shadan My vote is Symbol of Death both at mages lvl 8 and... Feb 1 2008, 02:37 PM
shadan
You are right, Sikret. But concerning that both ... Feb 1 2008, 02:59 PM
Sikret But concerning that both Hand of Undoing and Distr... Feb 1 2008, 03:33 PM
rbeverjr I doubt that I would be particularly interested in... Feb 1 2008, 04:28 PM
Sikret I doubt that I would be particularly interested in... Feb 1 2008, 04:35 PM
rbeverjr I would just like to reiterate clerics have always... Feb 1 2008, 04:42 PM
Sikret I would just like to reiterate clerics have always... Feb 1 2008, 04:48 PM
Vardaman I vote for 7th level and have it replace Summon Fi... Feb 2 2008, 02:24 AM
lroumen Fiend, Cacofiend and Gate (Pit Fiend) should stay ... Feb 2 2008, 07:57 AM
Sikret Ok, I finally made up my mind about this new spell... Feb 3 2008, 09:34 AM![]() ![]() |
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