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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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#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
Thanks again for all of your suggestions.
Let me now add some more limitations for the kind of effects I am looking for: I decided not to give any offensive/damaging effects to the spell. No summoning or item creation or animate dead effects will also be included. I have also made the spell's icon a blue one, which will indicate the spell's defensive/protective nature. The spell will also have 3 fixed (not random) effects which will apply each time the spell is cast. One of them is a negative side effect; the other two are a positve effects: (I) Each time the spell is cast, it will dispel all illusionary effects (invisibility, mirror image and et al) from the entire party (the idea is based on the fact that the illusion school is the opposite school of necromancy) (II) The spell will grant 12 temporary hit points to all party members (the extra hp will remain for 10 rounds and won't be dispellable). (III) The spell removes all disabling effects from the entire party. Some random effects which have occurred to me (some of which are based on some of your suggested ideas) are theese (feel free to comment on them or add/suggest new effects): 1- Cure Disease, Poison and level drain and resistance to those effects for 5 rounds (on party; not dispellable) 2- Heal on the entire party 3- Regeneraion (as per the 7th level clerical spell) for 10 rounds (on party; not dispellable; can cumulatively stack if you are lucky to gain the same random effect) 4- 20% resistance to physical damage for 5 rounds (only on the caster; not dispellable; can cumulatively stack if you are lucky to gain the same random effect; the effect has a short duration so we have no worry to let it stack with hardiness, armor of faith and potions of Barbarian Essence) 5- +4 bonus to THAC0 plus Improved haste for 10 rounds (only on the caster; dispellable) 6- Mental agility (+1 bonus to casting speed) for 5 rounds (only on the caster, not dispellable; can stack with the 8th level spell 'Foreknowledge') 7- 100% resistance to Cold and Magic damage for 5 rounds (on party; dispellable) 8- No effect except the 2 fixed ones. The spell still has plenty of free slots for more random effects; so feel free to suggest more. If you can think of any other appropriate fixed (negative or positive) effect, suggest it too. This post has been edited by Sikret: Jun 9 2008, 11:49 AM -------------------- 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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