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> Vote to choose the new sixth level spell
Which spell do you choose to replace Mislead?
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Total Votes: 28
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Sikret
post Feb 3 2008, 02:12 PM
Post #1


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Here is the final poll for the new spell to replace Mislead. Vote for your first choice and also tell me your second choice if you have any. Comments and suggestions for revising any of the spells are also appreciated.

Description of the spells:

Giant Strength (Alteration):
Level: 6
Range: Touch
Duration: 2 turns
Casting Time: 6
Are of Effect: One creature
Saving Thorw: None

This spell grants the strength of a giant type to the recipient for its duration. 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). The strength granted by this spell won't be dispellable for its duration.

Premonition (Divination)
Level: 6
Range: 0
Duration: 1 turn
Casting Time: 6
Are of Effect: 10' radius
Saving Thorw: None

By means of this spell, the mage can foresee the possible dangers of the immediate future to some extent. The mage can even vaguely share the sensation with his or her allies in a limited degree provided that they are within a certain distance of the mage at the time he or she casts the spell. Allies who are within 10 feet radius gain +1 bonus to Armor Class; the caster gains +2 bonus to Armor Class and +1 bonus to THAC0 and saving throws. These effects will remain for the spell's duration and won't be dispellable.

Note (this is not part of the spell's description): In intend to add an 8th level new divination spell to the game called "Foreknowledge" which will be more powerful than this one (see this topic). Hence, making this 6th level spell remarkably more powerful than what I have described here can be hardly possible. However, I believe that it's already a useful spell specially because it's not dispellable. Nonetheless, if you have any suggestions to change it, don't hesitate to write.

Monster Summoning IV (Conjuration/Summoning)
Level: 6
Range: 40 yards
Duration: 2 turns
Casting Time: 6
Area of Effect: Special
Saving Throw: None

This spell is much like the 3rd-level monster summoning I spell, except that this spell summons 6 HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires, or until they are slain.

Note (this is not part of the spell's description): This spell can be an interesting addition by opening the oppotunity to add newer and more powerful types of summoned creatures to the game. Since we already have "Invisible Stalker" and "Wyvern Call" spells in the collection of 6th level spells, I will use new and different monster types for this spell which have special abilities to make this new spell different and a valid option. Consider it in this way before voting. But yes, the monsters summoned by this spell will still be vulnerable to "Death Spell" and "Death Fog".

Mordenkainen's Lucubration (Alteration)
Level: 6
Range: 0
Duration: Instantaneous
Casting Time: 6
Are of Effect: Self
Saving Thorw: None

This spell enables the caster to recall two spells of 5th (or lower levels) that have been previously cast. If no spells have been cast yet, then nothing happens. The spell will first try to bring back 5th level spells into memory; if no 5th level spells are cast, it will try to bring back 4th level spells, etc.

Note (this is not part of the spell's description): This spell is taken from 2nd edition with two changes: The pnp spell brings back 1 spell (rather than 2) of the caster's choice and has shorter casting time. (This spell can be very useful in certain conditions to recall important 5th or 4th level spells such as SI, Breach, Ray of Fragmentation and Stoneskin)

This post has been edited by Sikret: Feb 3 2008, 03:27 PM


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Ryel ril Ers
post Feb 3 2008, 10:17 PM
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Joined: 24-May 07
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I voted Premonition. That spell adds good boost so with a defensive harmony and a prot from evil 10' radius the party gain -5 armor class for a shorter time. This spell very nice for bards who lacks thaco, ac and saves so this is a correct replecament of the mislead (not as powerful but good). The best feature is this is a divination spell so one of the worst spell school will be stronger with the level 8 divination spell.

Monster summoning: there are hundreds of conjuration spells, i don't want another one.

Giant strength: this spell weakens the clerics, rangers, paladins and barbarians usability. These class has the ability to cast draw upon holy might or barbarian rage what increase the strength. The half-orcs lose their only unique ability to have the strength of a hill giant. This spell lower the value of the strength potions, now these are a rare and expensive potions and some needs item upgrades so the players try to spare them. The stregth items also lose their value. The high strength add lots of thaco and damage so i don't like this spell. If we want another alteration spell why don't make cat's grace (add 18 dexterity) or bear's fortitude (adds 18 constitution) that spell raise the usability of some bioware npc.

Mordenkainen's Lucubration: very good spell but there are lots of good alteration spell in the game, and the level 7 limited wish can do similar effect but not above level 4 and all of the party members. I think if somebody wants versalitily use sorceror or wild mage. All of these two class pay the good value for it.


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