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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
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lroumen
I would like to suggest calling it "Solar Touch" or something that involves the sun.

That way, it's name would be in line with the related spells" False Dawn, Sunray and Bolt of Glory.
Vardaman
How about something simple like 'Disrupt Undead'?

There was also the 3rd edition spell 'Sever the Tie' that damaged undead.
rbeverjr
QUOTE(Sikret @ Jan 23 2008, 06:12 AM) *
QUOTE(Raven @ Jan 23 2008, 02:53 PM) *
I think (as others have said) the illusion school has suffered the loss of several spells now; I don't think the new spell needs to be from the illusion school but I think it should be something an illusionist can at least cast (i.e. not necromancy).


Well, to be honest with you, nerfing the illusionist school has been one of my programmed intentions since long ago. Illusionist is the only school of magic which can be used in creating multi-class characters. This fact had given the school an unfair edge over other schools. A gnome F/I can memorize one spell per level more than an F/M. This was too much in my opinion and I started a long-term program to nerf the illusionist school. That's why any time I find an opportunity and have an option, I prefer to add necromantic spells to the game.


If you want to nerf illusion even more, then make mirror image NOT protect against area effect spells...

I think your new undead spell should be added to the cleric's spell list. I suggest for the name something like Slay Undead or Touch of the Sun (Solar suggests to me an angelic being).

While you are considering about reworking the spell list, I would love to see something better as a ninth level spell for debuffing than the nerfed spell strike. Personally, if Ruby Ray was a ninth level spell, I would still choose to memorize it. Conversely, if Spell Strike was a seventh level spell, I probably would not memorize it.

Edit: I propose as a ninth level spell Enhanced Ruby Ray. This is an area effect spell (5-foot radius) that will probably only get one creature but can get them even if they are invisible (provided that they don't move). It acts like the Warding Whip in that Ruby Ray will be applied to the selected area once each round for 3 rounds. I think this spell would be worthy of consideration for a spell slot where there are other good choices like Time Stop, Improved Alacrity, Dragon's Breath, Imprisonment, Chain Contingency, etc.
Sikret
QUOTE(rbeverjr @ Jan 24 2008, 08:18 PM) *
If you want to nerf illusion even more, then make mirror image NOT protect against area effect spells...


This is hard-coded. I can't do anything about it. However, if you had played IA v5 long enough (which I assume you have not), you would have seen that enemy spell casters give priority to dispelling Mirro Image and don't waste their Area spells on Mirrored characters.

QUOTE
I think your new undead spell should be added to the cleric's spell list. I suggest for the name something like Slay Undead or Touch of the Sun (Solar suggests to me an angelic being).
I will think about the name more. I will also probably add the spell to the Amulet of Hades rather than making it the replacement for Mislead.

By the way, thanks everyone for comments about the name.

QUOTE
While you are considering about reworking the spell list, I would love to see something better as a ninth level spell for debuffing than the nerfed spell strike.


Nerfed?

Have you seen the readme about SpellStrike? It's even improved compared to vanilla in v5. Spell Shield can't block it and it removes spell shield along with all other protective spells. It's true that it's still an abjuration spell, but it has some serious advantages too.

QUOTE
I propose as a ninth level spell Enhanced Ruby Ray. This is an area effect spell (5-foot radius)


Sorry, but making a protection removal spell which affects an area (even if a small area) rather than an individual is too cheesy. Such a thing will completely nullify the importance of Improved Invisibility in the game.

Actually, I have even fixed Improved Invisiblity to make sure that protection removal spells even if cast from scrolls won't affect the improved invisible creature.
Sikret
QUOTE(Arkain @ Jan 24 2008, 04:44 AM) *
Honestly, I don't like that "Unraise Undead" name... I don't know why, but to me it sounds somewhat weird. Cheesy as if taken from some b-movie, maybe biggrin.gif .


It's not taken from any movie. You are too quick in assuming and imagining things. smile.gif

QUOTE
One reason could be that I associate it with "Raise dead" or rather some sort of aggressive "Anti-Raise dead".


This is exactly the reason for which I like the name and the reason I chose it.

Nonetheless, I will consider other suggestions presented so far.
rbeverjr
I concede that you are right - mirror image is probably not so problematic in IA. A change would make it easier for the players early on - which I suppose you don't want even if it was possible. Mirror Image + Immunity Divination + PfMW is a very good defense when you have no chance of succeeding on Dispel Magic. The traditional solution (vanilla game) of bombing the invisible mage with area effect spells won't be effective. If IA did allow multiple spell immunities, then mirror image would be very problematic. Once the players have True Seeing, Dispel/Remove Magic (that works occasionally), Ruby Ray, etc. things become easier. But as I said, as the goal is to increase difficulty, I agree that MI is no problem in IA.

I realize spell strike was thrown a bone. I may (possibly) even allow my wizard to memorize it for the special occasions where it would provide a tactical advantage. From my experience in 4.2, I don't think that there are enough fo these occasions that spell strike is worthwhile for my sorcerer. I still maintain that in IA, ruby ray is the most important anti-buff spell. Thus, a level 7 spell is superior to a level 9 spell. If you don't like the area effect part, then the RR once per round for 3 rounds is still good in my opinion.

Finally, I wish you were as diplomatic in your replies as you are a fine coder and game designer...
Sikret
QUOTE(rbeverjr @ Jan 25 2008, 06:47 PM) *
Finally, I wish you were as diplomatic in your replies as you are a fine coder and game designer...


I'm sorry for any part of my previous post which may have sounded rude. I assure you that it was not intentional.

Perhaps, the suggestion to make an enhanced Ruby Ray, which is an area spell, did affect my temper for a moment (you know that I hate cheese smile.gif ).

Please, accept my apologies, rbeverjr!
rbeverjr
QUOTE(Sikret @ Jan 25 2008, 11:19 AM) *
QUOTE(rbeverjr @ Jan 25 2008, 06:47 PM) *
Finally, I wish you were as diplomatic in your replies as you are a fine coder and game designer...


I'm sorry for any part of my previous post which may have sounded rude. I assure you that it was not intentional.

Perhaps, the suggestion to make an enhanced Ruby Ray, which is an area spell, did affect my temper for a moment (you know that I hate cheese smile.gif ).

Please, accept my apologies, rbeverjr!


Apology accepted. I try to believe the best in people, and do trust that you don't intend to be rude in your replies to me or anyone else. I would like to point out that referring to My suggestion as Cheese is not very nice, even if you are completely right. The spell could be overpowered with a 5-foot radius effect. I'm not sure about that as it is a level 9 spell, but you may be right. If you had said something like, "I think that the area effect ability of your suggestion makes the spell too powerful because ...." Then there is no way I could be offended by that.

I have spent many hours at IA (only just started Version 5; busy with other things), but I know that I have spent a LOT less time than other people. I also know that there are many people that are better players at IA than I am. So, I appreciate all efforts to educate me into a better player!
Arkain
QUOTE(Sikret @ Jan 25 2008, 10:52 AM) *
QUOTE(Arkain @ Jan 24 2008, 04:44 AM) *
Honestly, I don't like that "Unraise Undead" name... I don't know why, but to me it sounds somewhat weird. Cheesy as if taken from some b-movie, maybe biggrin.gif .


It's not taken from any movie. You are too quick in assuming and imagining things. smile.gif


That was supposed to be funny, hence the emoticon smile.gif. I didn't seriously assume that.

QUOTE
QUOTE
One reason could be that I associate it with "Raise dead" or rather some sort of aggressive "Anti-Raise dead".


This is exactly the reason for which I like the name and the reason I chose it.

[...]


Aye, I thought so. Correct quick assumption, heh biggrin.gif
Interesting enough it's possible to resurrect a destroyed undead creature in P&P. But at least I think that the spell doesn't, um, (un-)raise the undead creature. Instead it "disturb[s] the negative forces floating inside [it]" and therefore damages it. At least to me it doesn't sound as if the spell's trying to undo the undead status in itself. Undead creatures, in D&D at least, are composed of lots of negative energy, filling the "shell" with unlife, if I recall correctly. Thus disturbing this energy's flow would surely damage the creature. That's ok. But "raising" it would more likely convert the energy into positive energy, destroying the undead shell and "filling" it with life once more. Although that may be open to interpretation, of course.
That's the reason why I, personally, would like something along the lines of "Disrupt Undead" way more. But each to his own.
By the way, is it possible to make negative energy spells heal undead and vice versa? At least that's the way it's in P&P and it may be a nice addition if you don't think about balance first (as in "Simply punish them nasties with your cleric's Heal!" =/), that is.
luan
Smite Undead! I like this name smile.gif
Sikret
QUOTE(rbeverjr @ Jan 25 2008, 09:11 PM) *
Apology accepted. I try to believe the best in people, and do trust that you don't intend to be rude in your replies to me or anyone else. I would like to point out that referring to My suggestion as Cheese is not very nice, even if you are completely right. The spell could be overpowered with a 5-foot radius effect. I'm not sure about that as it is a level 9 spell, but you may be right. If you had said something like, "I think that the area effect ability of your suggestion makes the spell too powerful because ...." Then there is no way I could be offended by that.


Thank you. As I said, I didn't mean to offend you at all.

The problem with your suggested spell was a bit more than being "overpowered"; it looked like a "cheat" just to find a workaround against Imp. Invisible targets. (I hope "cheat" is less offending than "cheese". I'm not a native English speaker as you probably know.)
Sikret
QUOTE(Arkain @ Jan 25 2008, 11:31 PM) *
QUOTE(Sikret @ Jan 25 2008, 10:52 AM) *
QUOTE(Arkain @ Jan 24 2008, 04:44 AM) *
Honestly, I don't like that "Unraise Undead" name... I don't know why, but to me it sounds somewhat weird. Cheesy as if taken from some b-movie, maybe biggrin.gif .


It's not taken from any movie. You are too quick in assuming and imagining things. smile.gif


That was supposed to be funny, hence the emoticon smile.gif . I didn't seriously assume that.


Yep, I guessed so, that's why I used the smiley as well.
luan
Cheat is actually more offensive than cheese unfortunately!

You could probably just say "The problem with your suggested spell was that it could bypass Imp. Invisible targets" to avoid the words cheese or cheat altogether! smile.gif
Sikret
QUOTE(luan @ Jan 26 2008, 06:05 PM) *
You could probably just say "The problem with your suggested spell was that it could bypass Imp. Invisible targets" to avoid the words cheese or cheat altogether! smile.gif


The suggestion was obviously made with the idea of allowing the spell to target Imp. Invisible creatures. Your suggested reply (if given by me) would have been nothing but repeating what the hypothetical spell was designed to do without showing the degree of my disagreement with it.

Perhaps what I needed to write was something like this:

"I seriously disagree with making such a spell exactly because it is designed to allow the spell to target Imp. invisible targets and consequently to remove the intended importance and efficiency of Improved Invisibility from the game."

Does it sound better?
luan
Haha, that's perfect Sikret! I would even say it borders on being *too* diplomatic smile.gif
rbeverjr
QUOTE(Sikret @ Jan 26 2008, 08:58 AM) *
"I seriously disagree with making such a spell exactly because it is designed to allow the spell to target Imp. invisible targets and consequently to remove the intended importance and efficiency of Improved Invisibility from the game."

Does it sound better?

That's fine, but I really didn't intend for this thread to lose focus. I disagree with your conclusion that the proposed spell is a cheat or cheese (but really don't mind as the spell was unnecessary for my success in IA 4.2). If you read the description of the original spell (spellstrike, which was described as both abjuration and alteration - yes, I know that you think it is only abjuration), you can see that this one spell neutralizes many spells at the same time, including another level nine spell (spell trap). So, neutralizing a lower level spell is nothing new. Of course, it is easy to get rid of spell shield with spell thrust first; thus, making spell strike valuable in other tactical mods. (Yes, I know spellstrike could have some use in IA, but certainly less than in other mods.) In the modern day game, Mordenkainen's Disjunction is even more powerful than Spellstrike. I strongly believe that there should be a level 9 spell that is superior to Ruby Ray in IA, and there currently is not. Remember, level 9 is as high as you go! You even have to share the HLAs with level 9 slots.

I do understand that spellstrike as written or my suggested enhanced ruby ray would make the game easier in some ways. As that is something never desired in IA, I understand you wanting to avoid that. My viewpoint is that those changes are not necessarily cheats or cheese, just taking the game in an unwanted direction (easier instead of harder). Still, I hope you will consider a better level 9 spell. What do you think about a level 9 spell that does 1 ruby ray/round for 3 rds?

Please understand that I'm not trying to be difficult. I hope you will just regard my post as a request for a better level 9 spell debuffer. On the other hand, if you think the level 7 ruby ray should be the best debuffer allowed in IA (to make it more difficult), well that's fine. As I said, I succeeded without it before.
Shadan
I have to agree with rbeverjr regarding Spellstrike and RRR. In my 4.2 run, I have never memorized Spellstrike. After RRR was available for my chars, I used that only with Breach and Remove Magic. There was no valid point to use higher level dispelling spells (Khelben, Pierce Shield or Spellstrike), I memorized 1 or 2 Secret Words in case I am in need of dispel, and they took up only a lvl 4 slots.
To tell the truth I found lvl 8 spells quite useless... Important enemies was immune to fire and magical damage, RRR better than Pierce Shield, PfmW better then Impr. Mantle, symbols are uselss (important enemies were immune or rolled save), summon demon spells are weak etc., Bigby is weak damage and important enemies immune to stun again. Against weak enemies, my fighters killed them so fast I hadnt cast any spells. I used Abi Dalzim and Inc. Cloud only in very few fights. Usable spells were Spell Trigger and Prot from E. But in very important ToB fights, I havent found any good offensive lvl 8 spells.
Sikret
QUOTE(rbeverjr @ Jan 26 2008, 07:16 PM) *
you can see that this one spell neutralizes many spells at the same time, including another level nine spell (spell trap). So, neutralizing a lower level spell is nothing new.


The reason for which I found it a very bad idea was not that it nuetralizes a 4th level spell (Imp. invisibility); the reason was that it would allow you to target a creature who is principally untargetable. It's not the spell level of Imp. invisibility which matters here. It's its intended functionality which shouldn't be nullfied.

QUOTE
I do understand that spellstrike as written or my suggested enhanced ruby ray would make the game easier in some ways. As that is something never desired in IA, I understand you wanting to avoid that. My viewpoint is that those changes are not necessarily cheats or cheese, just taking the game in an unwanted direction (easier instead of harder).
Yes, I agree that as long as you don't want the spell to affect an area (rather than an individual), it's not a cheat.

I don't still understand whether your main concern is SI:abjuration or the combination of Imp. invisibility and SI:divination. Your comments in comparing spellstrike with ruby ray suggests that you are mostly concerned about SI:abjuration which blocks SpellStrike but doesn't block Ruby Ray. On the other hand, your request to make a new area affecting spell, suggests that you are probably concerned with Imp. Invisibility.

QUOTE
Still, I hope you will consider a better level 9 spell. What do you think about a level 9 spell that does 1 ruby ray/round for 3 rds?

Please understand that I'm not trying to be difficult. I hope you will just regard my post as a request for a better level 9 spell debuffer. On the other hand, if you think the level 7 ruby ray should be the best debuffer allowed in IA (to make it more difficult), well that's fine. As I said, I succeeded without it before.


I understand your concern and I agree that making a spell which applies three ruby rays for 3 rounds (1 RR per round) is not cheat (provided that you do not want to make it an area spell, of course).

Nonetheless, my experience of the game has shown that even with the existent collection of protection removal spells, the party (with two high level mages) can easily bring down enemies' protections quite quickly. I don't want to make it easier than that.

SpellStrike can still be very useful against enemies who don't have SI:abjuration.
Sikret
Here is another idea for the new 6th level spell:

The spell is practically an improved combination of the 4th level spell, Spirit Armor and the divine spell, Armor of Faith. Consequently, it's most useful for fighter-mages (though other mages can also benefit from it). Being a necromantic spell it can do a great job in closing the gap between F/I and F/M (note that noone practically plays a single class illusionist; anyone who picks an illusionist, wants it as a multi-class character; see this post.)

Greater Spirit Armor (Necromancy)
Level: 6
Range: 0
Duration: 2 turns
Casting Time: 5
Are of Effect: Self
Saving Thorw: None

By casting this spell, the caster uses his or her own life force to create a powerful corporeal barrier around his or her body which works like an armor. The armor does not work cumulatively with any other armor, however dexterity bonus still applies as well as magic rings and a shield. While in effect it works as if the caster was wearing a +1 full plate (AC= 0). The armor also absorbs 15% of all physical damage directed at the caster, which works together with other methods/spells which grant such resistances, but doesn't stack cumulatively with itself.

============================

Note that it's important that this spell is not to be cast on anyone except the caster to make sure that it won't result in 100% resistance to physical damage (ex: casting such a spell on a single class warrior who wields JD sword (or FoD&W) might result in such unintended resistances)

Comments will be most appreciated. I also would like to know if you have any alternate and better suggestion for the spell's name.

If you find it interesting, I will add this option to the final poll for the new 6th level spell too.
Shadan
It would be a good spell, just ay 6th level, there is a PfMW for fighter/mages... Personally I would like those spells which would make the caster type mage to be better, not fighter types again.
lroumen
I've though about the different possibilities and I've come to the conclusion that the 6th spell level would benefit most from an additional direct damage spell. It only has Chain Lightning as another option, the rest is defensive, summoning or spell protection related. Level 7 and 8 also have such problems. Most of the stuff is just for defensive spelling, dispelling and summoning.
Sikret
QUOTE(shadan @ Jan 29 2008, 02:58 PM) *
It would be a good spell, just ay 6th level, there is a PfMW for fighter/mages...


Yes, this is a good point. The new spell (if a defensive one) has to contend with PFMW.

However, PFMW can be removed by Breach and/or Remove Magic. What if I make this new spell undispellable for its duration? I guess it can be a worthy spell with that additional feature. What do you think?
Sikret
QUOTE(lroumen @ Jan 29 2008, 03:39 PM) *
I've though about the different possibilities and I've come to the conclusion that the 6th spell level would benefit most from an additional direct damage spell. It only has Chain Lightning


I don't want to diminish Chain Lightning's importance by adding a similar 6th level spell. If a new 6th level spell which inflicts direct damage is to be added, it has to be a spell which damages a certain type of creatures only (similar to the one I suggested for the undead for example).
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