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> A new 9th level spell, It has enough space for several suggestions
Sikret
post Jun 1 2008, 03:46 AM
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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.


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Sikret
post Jun 3 2008, 08:22 AM
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The Tactician
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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


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Sikret   A new 9th level spell   Jun 1 2008, 03:46 AM
Ymarsakar   Energy Drain is pretty weak and useless. I don...   Jun 1 2008, 04:34 AM
Clown   I like the sound of this spell very much, however ...   Jun 1 2008, 10:19 AM
lroumen   It's easier to come up with beneficial area ef...   Jun 1 2008, 10:35 AM
Sikret   Thanks all! Please keep sending ideas. As I s...   Jun 1 2008, 11:08 AM
Clown   @Sikret I remembered discusion of that spell but ...   Jun 1 2008, 11:41 AM
lroumen   You mean like Sunfire?   Jun 1 2008, 10:12 PM
Clown   Yes, something like sunfire except it would only e...   Jun 2 2008, 07:41 AM
lroumen   Sunfire is already very imbalanced on undead, alth...   Jun 2 2008, 09:09 AM
shadan   My ideas (including some former ideas, but explain...   Jun 2 2008, 01:44 PM
Sikret   Thanks again for all of your suggestions. Let me ...   Jun 3 2008, 08:22 AM
Ryel ril Ers   Hi again! -Soulchain: if the caster get x dam...   Jun 3 2008, 12:20 PM
lroumen   I'm not too certain about the resistance bonus...   Jun 3 2008, 10:56 PM
coineineagh   Here's an idea: What about making it a bit lik...   Jun 5 2008, 09:13 PM
Exor   How about a protection from undead - scroll effect...   Jun 8 2008, 07:58 PM
Sikret   mostly I want those snazzy skeleton lords to fight...   Jun 23 2008, 01:43 PM
Arkain   Mhm... maybe "Life Force Projection" or ...   Jun 9 2008, 11:19 PM
Sikret   Mhm... maybe "Life Force Projection" or ...   Jun 10 2008, 08:59 AM
Sikret   Here is another gift to those who are so eagerly l...   Jul 16 2008, 05:03 AM
Kerkes   How about this - clerics have mass raise dead, no?...   Jul 17 2008, 12:37 AM


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