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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
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Post
#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
Thanks all!
Please keep sending ideas. As I said, the spell has enough space for several random effects. I will think about the suggestions and will gradually edit my original post and will add those suggestions which I have liked most to it (perhaps with some minor modifications). Also, think to find an appropriate name for the new spell. @Clown 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. IA v6 already includes a new 7th level spell which does this: Disrupt Undead (Necromancy) Level: 7 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): 10D6 - Skeleton Warlords: 8D6 - Skeleton Grandlords: 6D6 - Liches, Master Vampires and Vampire Lords: 5D6 -------------------- 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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