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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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![]() ![]() Gold Member Tactical reputation: 3 Posts: 959 Joined: 29-June 07 From: Budapest - Hungary ![]() |
My ideas (including some former ideas, but explained):
1. 1 or more summoned mobs. At higher level only Mordi Swords, Planetars-Devas, elemental prines, Vagrant summons, noble spider, noble efreeti the only usefull summons. Even juggernaut golem or berserker from Valhalla horn are weak. What else all summons except noble efreeti and swanmay queen are weak in high end game. I found Summon Planetar as a weak lvl 9 spells, and if we do better summons then we should buff celestials and elemental pirnces also with some improvements. 2. Somekind of Vampiric Touch style AE against undeads, as others mentioned it. Pls note that Sunfire is not good against most of the improved undeads, since they are mostly immune to fire. 3. Some kind of damage reduction + immunities. Like skeleton lord form (immune to piercing, 75% resistance to slashing, no bonus against bludgeoning, 90 % MR, immune to imprisonment etc.). I don't know if it is possible or not, but it would be great if in the text window the source of damage would be writed also, like fire, slashing etc. It would help to make strategy when source is not so easy as the fireball... 4. Another form like vampire lord form: very high regeneration, immune to cold and electricity. These forms could maybe applied to whole party for short time a'la Hardiness from Wish or longer duration but self only. I like AE Energy drain. This spell should subtitue the old Energy Drain spell. AE fear and disease+poison is good also, but these should skip MR and no or -4-6 to saves otherwise they should be useless as level 9 spell. I don't support the "summon item" idea, since that is a conjuration spell, not necro. |
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