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#1
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
I'm thinking on making another new necromantic spell, and a 9th level one this time.
By casting this spell, The mage manipulates his force of life to create a powerful effect, but the outcome will be random. In other words, each time this spell is cast one (and only one) effect randomly picked from a pool will take effect and the result will not be predictable. I need your suggestions for these possible random effects. Since the effects are random, it has enough room for several different effects. The spell is 9th level, so feel free to be generous in what you suggest (as long as they are not insanely overpowered). The randomness of the outcome also makes it plausible to have a few powerful effects among several ordinary ones. Don't suggest things which clearly contradict with the spell's school (= necromancy). For example, a random effect which creates illusions or makes the mage invisible is not plausible. I probably prefer the spell to affect no other creature than the caster (to be cast only on 'self') though I have not yet made my mind about this particular point with 100% certainty and I'm open to suggestions to change it. I think that confining the spell to be targeted at 'self' will probably make the spell's design easier; otherwise, we may have to worry about various other elements (what will happen if the spell is cast on an enemy? What if it is cast on a neutral commener or on a summoned creature and this or that random effect appears?); on the other hand, confining the spell to affect the caster will rule out some effects (for example an effect to cure stun will be out of question, because if the caster is already stunned, he can't cast the spell). The spell's randomness makes it somewhat similar to "wish" spell; so, the two spells shouldn't have similar random effects. A mage can know and use both. None of the two spells should make the other one redundant. -------------------- 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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Forum Member Posts: 82 Joined: 24-June 07 ![]() |
Energy Drain is pretty weak and useless. I don't think anybody used it even in vanilla except if they thought using the other 9th level spells were too cheesy or over powered.
Given time stop, black blade of disaster for F dual Ms, and improved alacrity, Energy Drain, which removes 2 levels of experience, is just not in the same league as Spellstrike and the others mentioned above. As for the new spell's effects, it might be a nice idea to go with the theme set by the mage robe in The Four mod. Meaning, have one of the effects be to remove all spell protections from the caster, with an additional 100% spell failure applied for 1-3 rounds, and in return the caster might get damage immunities or the caster might drain the level of a nearby creature via bypassing magic resistances but not magic protections. |
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Lo-Fi Version | Time is now: 21st April 2025 - 07:23 AM |