New spells for the now unused Summoning spells

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Lord Mephisto
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New spells for the now unused Summoning spells

Post by Lord Mephisto »

Summons, familiars and animal companions have nothing to do on a PvP server. But sadly, a lot of spells are now unused.

It is perfectly possible to add new spells via spell scripts and add a custum description in a downloadable tlk-file for those who want that without enforcing any downloads to join the server at all.

With that in mind, I have a few suggestion for new spells replacing the summoning spells. All of them taken from D&D 3.5 or 3.0 source material, some slightly changed since NWN is a CRPG, and all of them tried to be balanced for PvP solo/team play. Also, it is taken into consideration what classes who are allowed to use the spells, etc.

Not all spells are possible to implement certain types of replacement spells for due to how the information in 2da-files impact spells ingame. For example, target types in the 2da-file make it rather impossible to create area of effect spells for most of the summoning spells. Spell schools are not changed since that is also listed in the 2da-file. And I have taken all this into consideration when making the suggestions. Thus, there are a large amount of area spells suggested. They are not fitting for all spell levels, and I had to figure out how to balance that out, which have changed some of them from their D&D original version.

I either have or can easily create working spell scripts for this server for each and every spell I have suggested replaced if wanted and/or needed. At least, nearly all.

So, without further introduction, here are my suggestions:


OLD SUMMONING SPELL:
Wizard/Sorcerer Level 1
Shelgarn's Persistent Blade

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 1
Sonic Blast
Effect: 10 feet radius sonic burst
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
Description: You blast the target area with loud and high-pitched sounds and subject take 1d4 sonic damage per 2 caster levels (maximum 5d4). They must also make a Will save or be deafened for 1d4 rounds. This spell has no effect if cast into an area where a Silence spell is in effect.


OLD SUMMONING SPELL:
Wizard/Sorcerer/Cleric/Druid/Ranger/Bard Level 1
Summon Creature I

NEW REPLACEMENT SPELL:
Wizard/Sorcerer/Cleric/Druid/Ranger/Bard Level 1
Obscuring Mist
Effect: 20 feet radius fog cloud
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No
Description: A misty vapor arises in a 20 feet area. The vapor obscures sight, including darkvision and all creatures in the area take -10 on spot checks as long as they stay inside the cloud. All creatures inside the mist have partial concealment (attacks have a 20 % miss chance). Explosive area spells disperse the cloud, and so does a Gust of Wind spell.


OLD SUMMONING SPELL:
Wizard/Sorcerer/Cleric/Druid/Ranger/Bard Level 2
Summon Creature II

NEW REPLACEMENT SPELL:
Wizard/Sorcerer/Cleric/Druid/Ranger/Bard Level 2
Curse of Impending Blades
Effect: 20 feet radius area curse
Duration: 1 round per level
Saving Throw: None
Spell Resistance: Yes
Description: All affected targets have a hard time avoiding attacks, somtimes even stumbling into harm's way. All subjects take a -2 penalty to AC for the duration of the spell. The curse cannot be dispelled, but it can be removed by a Remove Curse spell.


OLD SUMMONING SPELL:
Wizard/Sorcerer/Cleric/Druid/Ranger/Bard Level 3
Summon Creature III

NEW REPLACEMENT SPELL:
Wizard/Sorcerer/Cleric/Druid/Ranger/Bard Level 3
Sleet Storm
Effect: 40 feet radius windstorm
Duration: 1 round per level
Saving Throw: None and Reflex negates
Spell Resistance: No
Description: Driving sleet blocks sight, including darkvision, within the sleet storm area and causes the ground to become icy. All creatures inside the area takes a -10 penalty to spot checks, -2 to concentration and listen checks and must succeed on a DC20 Reflex save to move at half of normal speed. Those failing the reflex save fall down and cannot move for that round. Everyone inside the storm have partial concealment (attacks suffer a 20 % miss chance).


OLD SUMMONING SPELL:
Wizard/Sorcerer/Cleric/Druid/Ranger/Bard Level 4
Summon Creature IV

NEW REPLACEMENT SPELL:
Wizard/Sorcerer/Cleric/Druid/Ranger/Bard Level 4
Battle Hymn
Effect: Allies within a 30 feet radius burst
Duration: 1 round per level
Saving Trow: Will nagates (harmless)
Spell Resistance: Yes (harmless)
Description: This spell brings forth a stirring martial tune that inspires all creatures within the area who are friendly to you. These creatures take a +4 bonus to will saving throws and a +1 bonus to AC and attacks for the duration of the spell.


OLD SUMMONING SPELL:
Wizard/Sorcerer Level 5, Cleric Level 3
Animate Dead

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 5, Cleric Level 3
Symbol of Pain
Effect: 30 feet burst curse
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Description: You create a powerful rune upon a surface triggered by entering creatures. This rune stays hidden and active for 1 round per caster level until triggered. All creatures within the burst who do not make a successful Fortitude save suffers terrible pain taking a -4 penalty to attack rolls and skill checks for 1 round per caster level as well as becoming paralyzed for 1d4 rounds. A successful fortitude save negates all harmful effects. This curse can not be dispelled, but a Remove Curse or Greater Restoration spell successfully cancels the curse. Clerics below level 9 cannot cast this spell without succeeding on a DC25 caster level check and inflict only half the curse penallties even from level 9 and up. That means -2 to attack rolls and skill checks as well as 1d2 rounds of paralyzation on a failed Fortitude save.


OLD SUMMONING SPELL:
Wizard/Sorcerer/Cleric/Druid/Bard Level 5
Summon Creature V

NEW REPLACEMENT SPELL:
Wizard/Sorcerer/Cleric/Druid/Bard Level 5
Earth Reaver
Effect: 20 feet radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
Description: All creatures inside the area of effect takes 2d6 bludgeoning damage, 2d6 piercing damage and 2d6 fire damage from exploding rocks. Everyone inside the blast radius must also succeed on a Reflex save or be knocked prone in the rubble for 1d2 rounds.


OLD SUMMONING SPELL:
Wizard/Sorcerer Level 5
Lesser Planar Binding

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 5
Telekinesis
Effect: Single creature
Duration: Instantaneous
Saving Throw: None and Fortitude negates
Spell Resistance: Yes
Description: When you cast this spell, you try to violently hurl a creature away from you into a solid surface, crushing it by incredible force. You must succeed on a ranged touch attack to affect the target. If you hit the subject is struck by a strong force hurling it 5 feet backwards per 2 caster levels (maximum 50 feet) and takes 1d6 bludgeoning damage per 2 caster levels (maximum 10d6). The target must also make a Fortitude save to avoid becoming knocked prone for 1d2 rounds from the shock of impact.


OLD SUMMONING SPELL:
Wizard/Sorcerer Level 6
Planar Binding

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 6
Assay Spell Resistance
Effect: Single creature
Duration: 1 turn per level
Saving Throw: None
Spell Resistance: No
Description: A ray of beholder-like origin emerges from your fingertip. You must succeed on a ranged touch attack on the subject of the spell. If successful, you reduce the target's spell resistance with 2 + 1 per 3 caster levels to a maximum of -8 at level 18.


OLD SUMMONING SPELL:
Wizard/Sorcerer/Cleric/Druid/Bard Level 6
Summon Creature VI

NEW REPLACEMENT SPELL:
Wizard/Sorcerer/Cleric/Druid/Bard Level 6
Superiour Resistance
Effect: All allies within a 30 feet burst
Duration: 1 turn per level
Saving Throw: Will negates (harmless)
spell Resistance: Yes (harmless)
Description: All allies within the area of effect receives a +2 bonus to all saving throws and 5 resistance to fire, cold, electricity, acid, divine, bludgeoning, piercing and slashing damage for the duration of the spell. Also, every ally recieves 2d6 temporary hit points, and a +5 bonus to discipline and concentration checks for the duration of the spell.


OLD SUMMONING SPELL:
Wizard/Sorcerer Level 7
Mordenkainen's Sword

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 7
Fleshshiver
Effect: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Description: A creature with less or equal hit dice than you automatically is stunned for one round. A creature of greater hit dice than you are allowed a Fortitude save to avoid that effect. In the following round, all targets must make another Fortitude save or take 1d6 damage per caster level (maximum 15d6) and be stunned by the pain for 1d4 + 2 rounds. A successful save halves the damage and negates any further ill effects.


OLD SUMMONING SPELL:
Wizard/Sorcerer/Cleric/Druid Level 7
Summon Creature VII

NEW REPLACEMENT SPELL:
Wizard/Sorcerer/Cleric/Druid Level 7
Mass Contagion
Effect: 20 feet radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Description: This spell works as Contagion, but it effects all creatures in a 20 feet radius burst.


OLD SUMMONING SPELL:
Wizard/Sorcerer Level 8, Cleric Level 6
Create Undead

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 8, Cleric Level 6
Symbol of Insanity
Effect: 40 feet radius burst
Duration: 1 round per level
Saing Throw: Will negates
Spell Resistance: Yes
Description: This powerful hidden rune works as Symbol of Pain, but with other effects. When triggered by an entering creature, all creatures within a 40 feet radius burst must make a Will save or be rendered insane for 1 round per level. This works like a mind-affecting confusion effect. Clerics below level 15 can not cast this spell without succeeding on a DC30 caster level check. And clerics even beyond level 15 have reduced effectiveness of this spell. They cause insanity for 1 round per 2 caster levels in a 20 feet radius burst.


OLD SUMMONING SPELL:
Wizard/Sorcerer/Cleric/Druid Level 8
Summon Monster VIII

NEW REPLACEMENT SPELL:
Wizard/Sorcerer/Cleric/Druid Level 8
Greater Bestow Curse
Effect: 40 feet radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Description: This spell works as Bestow Curse, but those who fail their saving throws take -4 on all ability scores. The curse is comulative with other ability score lowering effects. This effect can not be dispelled, but a Remove Curse or Greater Restoration spell cancels it.


OLD SUMMONING SPELL:
Wizard/Sorcerer Level 8
Greater Planar Binding

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 8
Flensing
Effect: Single living target
Duration: 4 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
Description: When you cast this spell, you literally strip the flesh from it's body, inflicting incredible pain and psychological trauma. Each round, the subject takes 2d6 damage, 1d6 Charisma damage, and 1d6 Constitution damage. A successful Fortitude save negates the damage for that round, but the target must make another save the next round for a total of 4 rounds. While the spell is in effect, the target takes -2 to attack rolls and skill checks.


OLD SUMMONING SPELL:
Wizard/Sorcerer Level 9
Black Blade of Disaster

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 9
Superiour Breach
Effect: One single target
Duration: 1d6 + 1 rounds
Saving Throw: None
Spell Resistance: No
Description: You enfuse the target with dispelling magic making it difficult to maintain and cast spells of the Abjuration school. Once per round for 1d6 +1 rounds, the target is affected by a Greater Breach spell. Casting spells of the Abjuration school becomes hard, and the target must succeed on a caster level check against your caster level as long as the spell is in effect.


OLD SUMMONING SPELL:
Wizard/Sorcerer/Cleric/Druid Level 9
Summon Creature IX

NEW REPLACEMENT SPELL:
Wizard/Sorcerer/Cleric/Druid Level 9
Unbinding
Effect: 60 feet radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description: All effects like charm, hold, paralyzation, daze, confusion, stun and slow are negated in a 60 feet radius burst. This affects all creatures in the target area, friend or foe. All spells like Grease, Entangle, Stonehold and Web end like as if a successful Dispel Magic has been applied. In addition, all creatures gain the Freedom of Movement spell for 1 round per caster level.


OLD SUMMONING SPELL:
Wizard/Sorcerer Level 9
Gate

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 9
Magic Miasma
Effect: 30 feet radius emanation
Duration: 1 round per level
Saving Throw: None and Will negates
Spell Resistance: No
Description: This potens spell conjures a cloud of mist that functions as a Solid Fog spell (PH p. 281). In addition, all spells cast within the fog have a -4 penalty to the spellcaster's caster level, and the save of any such spell is reduced by -2. Creatures within the fog, or that enters the fog, must succeed on a Will save or suffer the reduction in caster level and DC even if they leave the fog for the duration of the spell.
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Casas
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Post by Casas »

Sonic Blast
That's just Boom modified to an AoE spell, that's much more effective. It would overshadow Boom. Cap the damage at 1d4, and then it would be more acceptable as a L1 spell - in accordance with it's other L1 brothers.
Curse of Impending Blades
Save please.
Sleet Storm
Spell seems familiar. Mist II?
Symbol of Pain
You know that Remove Curse is L3 and Restoration is L4 right? Why wouldn't restoration cure it?
Earth Reaver
Reflex for half - evasion negates.
Telekinesis
Fort should negate the throw entirely. I don't wanna see mages with a spell that can push someone away from them w/o a save. This spell is like gust of wind, only it pushes them back if you make a ranged touch (easiest thing in the world to make) and does damage and does stun. Too powerful.
Superiour Resistance
Holy crap. Too strong.
Fleshshiver
Let's just make a spell more powerful then power word stun. Add fort save. Lower the damage.. uhh I don't even know.. Needs changes though.
Mass Contagion
Isn't that a disease? Disease doesn't work in pvp.. takes too long to fester.
Symbol of Insanity
40 feet?
Flensing
1d6 is a bit much. No stun. 1d2 instead. 15d6 a round? No. 3d6 a round, for 5 total rounds would be better. Actually, I don't like the damage and the CON damage, death almost as quickly as a FoD failure.
Superiour Breach
No, make a different spell please. Auto breaching every round for 7 rounds total is too powerful. We all know you don't like mantle wars, but this is too powerful.
Magic Miasma
Save vs Resistance. Spell mantle should be able to globe the caster as long as it's up.
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Lord Mephisto
Initiate of War
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Post by Lord Mephisto »

Quote: Sonic Blast
That's just Boom modified to an AoE spell, that's much more effective. It would overshadow Boom. Cap the damage at 1d4, and then it would be more acceptable as a L1 spell - in accordance with it's other L1 brothers.
Ops... I don't know how that got in there! Something wrong with my vision and/or copy/paste. How I could have missed it after rereading it baffles me. :roll:

The spell should be:

Snilloc's Snowball Storm
Effect: 10 feet radius burst
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
Description: You throw a large snowball into a solid surface where it bursts into tiny fragments of snow and ice in a 10 feet radius. 1d4 random creatures must make a Reflex save or take 1d4 cold damage per 2 caster levels (maximum 5d4).

( Why make a level 1 area spell? Simply because I cannot change this spell into a single-target spell due to limitations in the 2da-file without forcing people to download haks. The single target version would inflict more damage. )
Quote: Curse of Impending Blades
Save please.
I am a little uncertain about spells without saves. But it makes this curse a little special (like a Bard's curse song) with no save. For a level 2 spell, it would perhaps be more adequate with -1. I am unsure, since they of course shoudn't stack.
Quote: Sleet Storm
Spell seems familiar. Mist II?
Yes. I had some problems at that level. I couldn't find anything fitting all those caster classes. Not a real spell anyway.

Of course, we could invent one. Feel free to contribute.
Quote: Symbol of Pain
You know that Remove Curse is L3 and Restoration is L4 right? Why wouldn't restoration cure it?
Remove Curse is specific. Restoration is already somewhat too powerful. One spell shouldn't beat it all. And curses, should be more special than they are now in my opinion to make them more interesting and perhaps worthwhile to use.

Also, Remove Curse should be changed to follow the original D&D rules where only a caster of greater level could remove a curse. Again, it makes weak curses a little better.
Quote: Earth Reaver
Reflex for half - evasion negates.
I am not particularly fond of everything having a reflex save. Evasion is one of the most powerful abilities on the server and could need a few more enemies.

And also consider that 2d6 piercing, bludgeoning and slashing damage, a whopping 6d6 from a minimum level 9 caster splitted into three different types of damage isn't that much even without considering damage reductions, etc. Compare the spell with Ice Storm and you should discover it is fine.

It is good at level 9, but deminishes in usefulness after that spot. And that is perhaps the bad part of the spell, non-scaling spells can be boring. Perhaps 1d6 piercing, slashing and bludgeoning damage per 6 caster levels would make it better? Thus a maximum of 9d6 damage at level 18. Perhaps a fortitude save for half damage? Otherwise maximized and empowered Earth Reavers would be cast quite numerous methinks. Yep, a fortitude save for half would do the trick. Not every area damage spell should come with a reflex save, it makes it rather boring.
Quote: Telekinesis
Fort should negate the throw entirely. I don't wanna see mages with a spell that can push someone away from them w/o a save. This spell is like gust of wind, only it pushes them back if you make a ranged touch (easiest thing in the world to make) and does damage and does stun. Too powerful.
God dammit, I must stop writing these things with too little coffein in my blood! :oops:

It should indeed be a fortitude save for half damage as well as avoiding getting knocked down.

With that said, ranged touch attacks are not that easy to make against every enemy. It would just be rather overpowered against certain types of enemies which have a tough time already against mages.
Quote: Superiour Resistance
Holy crap. Too strong.
This one is rather hard to balance out because it's usefulness is highly dependant upon how a player use it. It could easily be crappy if used on high level characters or too good if used on low level characters.

Perhaps reducing removing the physical resistances and lower the discipline/concentration checks to +3 would do the trick. That wouldn't give a level 7 character on the team too many resistances it couldn't get by other means and still be of some use for higher level characters.

I thought about reducing the spell duration to 1 round per level, but that would make it rather crappy. Again, it is hard to find a real area based spell which could work for all the listed caster classes. This must as previously noted be done because of 2da limitations.
Quote: Fleshshiver
Let's just make a spell more powerful then power word stun. Add fort save. Lower the damage.. uhh I don't even know.. Needs changes though.
The balance doesn't matter with this spell. It cannot be done because it is a single-target spell. The replacement must be an area-based spell.

My bad. I'll have to suggest something else.
Quote: Mass Contagion
Isn't that a disease? Disease doesn't work in pvp.. takes too long to fester.
Disease should indeed be fixed. And it is possible. And then, a mass disease spell could be a lot of fun. :twisted:
Quote: Symbol of Insanity
40 feet?
Half for Clerics. Perhaps 40 feet is a bit overkill, but twice the radius of a Fireball doesn't sound that much. If it on the other hand the radius appear to be a little too large, 30 feet would do nicely.
Quote: Flensing
1d6 is a bit much. No stun. 1d2 instead. 15d6 a round? No. 3d6 a round, for 5 total rounds would be better. Actually, I don't like the damage and the CON damage, death almost as quickly as a FoD failure.
If it had been empowerable or maximizable, then it would be too much. Perhaps 1d4 and not 1d6?

But where do you get 15d6 from? It shouldn't do more than 2d6 damage per round on a failed fortitude save for a maximum of 4 rounds. And there is no stun...

And keep in mind this is a level 8 spell. Horrid wilting can inflict 20d6 damage with a fortitude save for half. And it is an area spell.
Quote: Magic Miasma
Save vs Resistance. Spell mantle should be able to globe the caster as long as it's up.
No spell resistance on this one. It's not a spell in itself, but rather a magic dampening field.

A Greater Spell Mantle could protect against this spell. But let us face it, it is a level 9 spell and should be nasty.
Quote: Superiour Breach
No, make a different spell please. Auto breaching every round for 7 rounds total is too powerful. We all know you don't like mantle wars, but this is too powerful.
7 rounds are the extreme. You could get 2 rounds instead. No guarantees for spending a level 9 spell. Greater Breach might be exchanged for Lesser Breach though to avoid being too overly good at dispelling too many spells.

Perhaps 1d6 +1 is a bit much since the mean then is 4,5 rounds. Lowering it to 1d4 +1 might do the trick. A mean of 3,5 rounds, minimum 2 and maximum 5 sounds good for a level 9 spell to me.

After all, spell mantle and breach spam shouldn't be the only way to battle mages on high levels. This spell offers an alternative, but no guarantees.


Thanks for good feedback, btw. 8)
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Casas
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Post by Casas »

Earth Reaver
Evasion is a supernatural ability. Spells w/o that save become too powerful. If a spell does damage regardless, then it should be low damage. It only has SR save or 6d6 damage - with a prone. I like the progression with the fort save. When I see spells w/o saves that do damage, I just empower them and spam on low HD classes.

Flensing
I couldn't tell, the 1d6 CON damage - is it tied to the save? I still think that's too high. CON damage can kill REAL fast, especially when tied to damage. It does 2d6 on cast, then 2d6 for next four rounds.. 10d6 my bad. It says stun always happens on equal or lesser level. I'd just use it for coup de grace's. So stun, -CON, -HP, and -CHA (more of a sorc/bard target). -- Horrid can do that much damage, but is FULL pvp.
Magic Miasma
If a spell doesn't have a Save Vs Resitance then it goes straight through spell mantle.
Superiour Breach
It's just the auto breach itself. That will be first choice spell to cast in combat, whoever rolls higher on that - will win.


Thanks. Can you tell me which of those spells that are aoe, are full pvp (hit party). Good work on these.
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Rary
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Post by Rary »

Are summoning spells classified as area?
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Lord Mephisto
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Post by Lord Mephisto »

Rary wrote:Are summoning spells classified as area?
The thing is that they must be targeted on ground.

You cannot target a creature with a Summon Monster I spell. Only ground. This is a limitation in the spells.2da. And thus, summoning spells must be area based (at least the script must use the ground referance). You could write a spell script for a target impact, but the player would never get the cursor ingame to use on other than the ground.

At least how I understand it.

An exception can be seen for the Planar Binding spells since they have a referance in the 2da-file for using on other creatures as well as ground.

Too bad there are no self-only spells. :cry:
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Lord Mephisto
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Post by Lord Mephisto »

Quote: Earth Reaver
Evasion is a supernatural ability. Spells w/o that save become too powerful. If a spell does damage regardless, then it should be low damage. It only has SR save or 6d6 damage - with a prone. I like the progression with the fort save. When I see spells w/o saves that do damage, I just empower them and spam on low HD classes.
Indeed. It is important to ensure it doesn't get out of hand. A fortitude save should ensure that though. But also ensure that Evasion doesn't become even more the one big lottery ticket against most forms of spell damage.

It is also a reason why no save or fortitude save spells often have lesser damage die progression than other spells. A 10d6 fireball with no save would be a killer!
Quote: Flensing
I couldn't tell, the 1d6 CON damage - is it tied to the save? I still think that's too high. CON damage can kill REAL fast, especially when tied to damage. It does 2d6 on cast, then 2d6 for next four rounds.. 10d6 my bad. It says stun always happens on equal or lesser level. I'd just use it for coup de grace's. So stun, -CON, -HP, and -CHA (more of a sorc/bard target). -- Horrid can do that much damage, but is FULL pvp.
You are mixing two spells. Flensing and Fleshshiver. Look at Flensing again. It does "only" 2d6 damage per round for 4 rounds (including the first round), a total of 8d6 during 4 rounds. And a successful fortitude not only protects against the ability damage, but the hit point damage as well.

1d6 might though be a tad high. Failing the first fortitude save and taking 6 constitution damage would be a real killer. The chance isn't very high though. But I think I'd go with 1d4 instead. This spell could kill if losing a total of 16 constitution failing every fortitude save for 4 rounds and taking maximum constution damage. The chance for that, however, is only 0,39 % if you assume 4 failed fortitude saves.
Quote: Magic Miasma
If a spell doesn't have a Save Vs Resitance then it goes straight through spell mantle.
Hmm... I am a bit unsure about this spell. But I think it would work out allright. It is not like losing 4 caster levels and -2 DC makes it impossible to win in any way.

But this spell, I don't have a working spell script for (yet). And it might be some difficulties applying the caster level penalty.

* Goes looking in the vast amount of D&D books to try locating a more suitable spell *
Quote: Superiour Breach
It's just the auto breach itself. That will be first choice spell to cast in combat, whoever rolls higher on that - will win.
There is something wrong here.

Stating what you say assumes that the one without spell mantles lose the battle. And that says to me Spell Mantles are the real problem, they are the overpowered factor.

Look to my suggestions in the other thread (LM Suggestion thread) for my ideas regarding the Spell Mantle spells. Something needs to be done.

Also remember that Greater Spell Mantle could be changed to protect against this spell. Thus, a defence exist. And even without a defense, a single casting of this spell doesn't give you any guarantees. Your opponent can still cast spells at you, including the same spell.
Thanks. Can you tell me which of those spells that are aoe, are full pvp (hit party). Good work on these.
Indeed I can. Most of them must be full PvP, since many are somewhat powerful. These are full PvP:

Snilloc's Snowball Storm
Obscuring Mist
Curse of Impending Blades
Sleet Storm
Symbol of Pain
Earth Reaver
Mass Contagion
Symbol of Insanity
Greater Bestow Curse
Unbinding
Magic Miasma


And I discovered another mistake. The replacement for Black Blade of Disaster cannot be targeted against a creature... :oops:

And thus, Superious Breach must be changed to an area spell... :shock:

It is possible to fix this via scripting getting nearby creatures to the blast point. But then, something must be done with the spell, and I have no fix suggestion at this point. I will have to think about it a little while.
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Casas
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Post by Casas »

Flensing
.39%? For ..what? How do you come up with a statistic w/o a fort save or CON juxtaposed? Just need to lose a few CON points and the damage will do the rest. Maggots takes 2 CON a save, and it kills pretty fast w/o damage.


Spell Mantles are problematic, but primarily because Lesser Breach removes all of them. I think that the breaches should have removed spell levels FROM the mantle instead. Such as Lesser Mantle gives 1d4+6 absorptions then Lesser Breach should only remove 1d4+4 spell levels (it's one level lower) from the mantle. Currently, Spell Mantle, and GSpell Mantle have no use, as a single Lesser breach removes them.. Just poor planning from BioWare, like so many other things. But if you don't use Spell Mantles, you will lose to someone that uses them effectively. Assuming you don't have the HP to tank their spells.

W/o spell mantles, whoever got the initiative first would win. Their spells would throw the other wizards concentration off, lose that and you lose the next half round of casting. Meanwhile they keep casting on you. Mantle gives you a small edge of reaction time. That and since counterspelling really sucks, it's a good second option.


You can set it to use the perimeter scripts bioware uses to find targets for firebrand and such. It will target the nearest target to the epicenter. Just have it target 1 person total.
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Rary
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Post by Rary »

Here's some spells that are target or area and that are also open:

Identify - Bard/Wizard/Sorc 1
Dismissal - Bard/Cleric 4. Wizard/Sorc 5
Legen Lore - Bard 4, Wizard/Sorc 6
Stone Bones - Cleric/Wizard/Sorc 2
Continual Flame - Cleric 3. Wizard/Sorc 2
Raise Dead - Cleric 5
Banishment - Cleric 6, Wizard/Sorc 7
Control Undead - Cleric 6, Wizard/Sorc 7
Create Greater Undead - Cleric 8, (Could be a self defense type of spell)
Magic Fang - Druid/Ranger 1 (Self Only)
Dominate Animal - Druid 3
Greater Magic Fang - Druid/Ranger 3 (Self Only)
Crumble - Druid 6
Elemental Swarm - Druid 9 (Self Only)
Hold Animal - Druid/Ranger 2
Knock - Mage 2
Planar Binding - Mage 6
Greater Planar Binding - Mage 8

Those are all spells not used on the server that are targeted to players. Summoning spells can still be used as area spells most likely.
Last edited by Rary on Mon Jun 04, 2007 7:55 am, edited 1 time in total.
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Casas
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Post by Casas »

I believe Identify is self target.

Knock is non-targetable I believe as well.

Dismissal should be used as the counter spell to all Conjure spells. Like a gust of wind, cast a Dismissal in the middle of Conjure spell aoe, it should run a save to dispel it. Perhaps prevent gusts from removing a few of the newer conjure spells to give dismissal a use.
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Lord Mephisto
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Post by Lord Mephisto »

Many openings here indeed.

I'll try to add some more interesting things to the list.

Who knows what the future could bring?
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Lord Mephisto
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Post by Lord Mephisto »

OLD SPELL:
Wizard/Sorcerer Level 1
Identify

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 1
Nerveskitter
Effect: Caster Self
Duration: 1 turn per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description: Your awareness to your surroundings increases. For the duration of the spell, you get a +1 bonus to initiative checks, +1 to Reflex saves, and a +1 to spot and listen checks. The initiative bonus increases by +1 for every 3 caster levels to a maximum of +5 at level 15.


OLD SPELL:
Wizard/Sorcerer Level 2
Knock

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 2
Create Magic Tattoo
Effect: Caster Self
Duration: 24 hours
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
Description: This spell creates a single magic tattoo granting various gonuses depending on caster level, knowledge and choice. A caster of level 7-12 must make DC25 Lore skill check to be able to inscribe the following effects to the magic tattoo:

* +2 resistance bonus to all saving throws
* +2 competence bonus to attack rolls
* +2 deflection bonus to AC

A caster of level 13 and above succeeding on a DC30 Lore skill check can inscribe the following effects to the magic tattoo:

* +2 enchantement bonus to any ability score
* +1 caster level for the purposes of spell damage, duration, caster level checks, etc.
* Spell resistance equal to 10 + 1 per 3 caster levels to a maximum of 16 at level 18.

A single creature can only have 3 magic tattoos inscribed at any point, attempts to apply more automatically fails.


OLD SPELL:
Bard Level 4, Wizard/Sorcerer Level 6
Legend Lore

NEW REPLACEMENT SPELL:
Bard level 4, Wizard/Sorcerer Level 6
Cacaphonic Shield
Effect: 10 feet aura centered on caster
Duration: 1 round per level
Saving Throw: Fortitude partial
Spell Resistance: Yes
Description: You create a barrier of sonic energy around you, both protecting you from harm and threathens enemies. You gain 20 sonic resistance for the duration of the spell. All enemies inside the area of effect suffers 1d6 sonic damage per round +1 per 3 caster levels to a maximum of +5. Further, all creatures must succeed on a Fortitude save each round or be deafened for 1d4 +1 round per 3 caster levels (maximum 1d4 +5). A Silence spell cancels all effects of this spell within the area of effect, but does not dispel it. The caster is also immune to Bard songs and other sonic effects, but is considered Deaf for the duration of the spell.


OLD SPELL:
Wizard/Sorcerer Level 2, Cleric Level 3
Continual Flame

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 2, Cleric Level 3
Protection from Arrows
Effect: Caster Self
Duration: 1 turn per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description: This spell creates a field of invisible deflecting shields around the caster. It grants the caster an ability to deflect an incoming projectile as if having taken the Deflect Arrows feat. This powerful spell comes with a cost, the invisible metallic shards effectively deflecting some attacks amplifies electrical energy and gives the caster a +50 % electricity vulnerability for the duration of the spell. This spell has no effect against Magic Missile or Missile Storms.


OLD SPELL:
Wizard/Sorcerer Level 2, Cleric Level 3
Stone Bones

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 2, Cleric Level 3
Living Undeath
Effect: Caster Self
Duration: 1 turn per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description: This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. It does not make the caster undead, but some of it's properties, bonuses and penalties are added to the subject. The target is not subject to sneak attacks or critical hits for the duration of the spell. This, however, come at a terrible cost. The caster takes a -6 penalty to Constitution, vulnerability to spells as if undead (but no bonuses like death- or mind-spell immunities) and cannot heal for the duration of the spell.


OLD SPELL:
Wizard/Sorcerer Level 7, Cleric Level 6
Control Undead

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 7, Cleric Level 6
Karmic Retribution
Effect: Single target
Duration: 1 round per level
Saving Throw: None and Will partial
Spell Resistance: Yes
Description: While this spell is in effect, the affected creature becomes fatigued for 1d4 rounds (-4 Strength and Dexterity). Further, in every round for the duration of the spell where the affected subject successfully harms you, it must succeed on a Will save or be stunned for 1 round. Clerics of level 10 or lower must succeed on a DC20 caster level check to cast the spell. Even for Clerics of level 11 and above, the subject is fatigued for only 1d2 rounds and the spell lasts for 1 round per 2 caster levels.


OLD SPELL:
Wizard/Sorcerer Level 5, Bard/Cleric 4
Dismissal

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 5, Bard/Cleric 4
Malison
Effect: 20 feet radius burst
Duration: 1 round per level
Saving Throw: None
Spell Resistance: Yes
Description: This curse reduces the resistances of enemies, making them more vulnerable to other harm. For the duration of the spell, all enemies affected by the spell takes a -1 penalty to all saving throws. This is a curse effect and does not stack with itself or with Greater Malison. Clerics below level 9 must succeed on a DC15 caster level check to cast this spell.


OLD SPELL:
Wizard/Sorcerer Level 7, Cleric 6
Banishment

NEW REPLACEMENT SPELL:
Wizard/Sorcerer Level 7, Cleric 6
Greater Malison
Effect: 30 feet radius burst
Duration: 1 round per level
Saving Throw: None
Spell Resistance: Yes
Description: This powerful curse reduces the resistances of enemies, making them more vulnerable to other harm. For the duration of the spell, all enemies affected by the spell takes a -2 penalty to all saving throws. This is a curse effect and does not stack with itself or with Malison. Clerics of level 10 and below must succeed on a DC20 caster level check to cast this spell.
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T3hRedMage
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Post by T3hRedMage »

Looks like a lot of stuff a mage without AC can use.




Tee-hee.
A95

Post by A95 »

What about druid elemential thing? The thing that summons 4 elements.
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Casas
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Post by Casas »

Could have it give Elemental resistance AoE effect x% for a small amount of time.
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