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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 Tactical reputation: 2 Posts: 442 Joined: 4-May 07 From: London, England ![]() |
I like the sound of this spell very much, however I have struggled to think of many appropriate effects. These are the only ones I can think of so far:
1. Summon Greater Undead, raises a skeleton lord to fight for the caster. 1(a). Summon Spirit, the spell calls forth a powerful ancestor spirit to fight at the casters side( this option is in case a skeleton lord is too powerful or to make the summon a little more interesting). 2. Damage Undead(needs a better name), will cause 6D10 damage to all lesser undead, 3D10 damage to skeleton warriors, Skeleton lords and vampires, 2D6 damage to all liches, skeleton grandlords, vampire lords and other greater undead. Roughly same area of effect as Cleric turning. The damage levels are rough guesses and probably need work. 3. Raise allies, casts ressurection on all party members. This is much like the resting wish spell option but with the disadvantage of not getting abilities back but the advantage that it will raise all party memebers at full health. 4. Raise Undead Horde, raises corpse that have lain buried beneath the battle field for years to fight once again, this spell summons D3+2 undead creatures to fight by the casters side. To represent the random nature of this spell undead versions of any creatures you might encounter during the game can be summoned by this spell eg. undead gibberlings to undead minataurs. Alternatively the type of undead could depend upon the map on which it is cast for example undead drow and umberhulks in the under dark to represent the fact that the spell just raises corpses from the ground around them. 4(a). Raise Undead Horde, If the above idea is a bit overly complex then simply summon d3+1 skeleton warriors instead as the undead horde. 5. Summon Item X, On the casting of this spell a powerful item is drawn into existence and appears in the casters pack. This item is a useful upgrade component which will be used as part of an upgrade recipe. Personally I was thinking as a part of the recipe for a new improved mace of disruption, turning it back into a top notch undead killer as its current +2 status hamstrings it somewhat. I know these ideas are maybe not the best but I hope some are at least interesting, I look forward to seeing what everyone else comes up with. This post has been edited by Clown: Jun 1 2008, 10:34 AM |
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