View Full Version : What would you like to see in a spell package?
Rastor Sat, 24th Aug '02, 1:43am Yes, you heard right. I'm taking a short hiatus from item design and decided to see what you would like to see. Include here a description of the spell, what spell in the game it would replace (as I will most likely be making the spells drop in game), what level it would be.
I already plan to release a dimension door spell (Level 4). What should it be replacing?
Please don't post overpowered trash here. I'd like to see legitimate spells from the D&D books, other IE games, or your own invented spells with effects not much greater than these.
Also note that spells do NOT have to replace a spell of the same level. I'll be checking in on this thread every day (of course) and be working on ways to implement your ideas.
Kitrax Sat, 24th Aug '02, 3:00am What would you like to see in a spell package? Well, the logical answer would be spells...
How about this:
Acid Rain
Damage: Any enemy within a 60' radius of the caster suffers acid damage from the list below:
(Once Per Round)
Caster level 16-19: 1D8
lvl 20-23: 1D8 +1
lvl 24-27: 1D8 +2
lvl 27-28: 1D10
lvl 29: 1D10 +1
lvl 30 and up: 1D10 +2
(This spell does not damage party mambers)
Target: Caster
Spell lvl: 8
I think that would be pretty good. :rolling:
[ August 24, 2002, 03:05: Message edited by: Kitrax ]
StressedE Sat, 24th Aug '02, 9:53am There are more than enough fire and pure magic spells. We need more acid and poison and cold spells.
Keneth Sat, 24th Aug '02, 10:18am You want more elementals? Here try this one:
Elemental Rage (Evocation)
Level: 3
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 2
Area of Effect: 30-foot radius
Saving Throw: 1/2
When this powerful spell is cast the druid throws an elemental ball to whatever place within his visual range he desires. The ball explodes to 30- foot radius and damages every one wether friend or foe. At first level this spell does 1d4 fire, cold, electric, acid, and poison damage with a successful save for half. For every three experience levels the caster gains this spell does 1d4 points of elemental damage (up to 5d4 damage at 17th level).
It was made by me but I think you can still make it yourself to. It's also one of my favorite because of all the elements.
Judas Sat, 24th Aug '02, 1:52pm You want to get rid of a level 4 spell for dimension door? Well, if your looking to get rid of something near-useless, take out Polymorph Other. Does this spell even work?
I don't have any complete spell descriptions to jot down at this stage, but here's something other people might like to expand upon:
1. Summon Ammo spells. Whether it be an existing ammo type (from crappy acid arrows, to arrows of dispelling or detonation), or something new (which you'd obviously have to create the items for).
2. A series of spells that ups a single stat of its target for a short period. Int / Wis would be particularly useful, and would allow a mage a better success ratio when learning spells and requesting wishes. I know there are potions that do this... but I get sick of carting them around.
3. Something cold based with a single target would be nice. CoC it pretty easy to hurt people with accidentally, as is Ice Storm.
I'm also a big fan of "buff" type spells (i.e. spells cast by a cleric / mage that make a fighter more formidable). I know there are already plenty (haste, etc), but it would be nice to see some different ones. Whether it's a damage shield, or a spell that poisons a fighter's blade, or gives a weapon a particular elemental damage type / addition for a period, they could be made useful without overpowering them.
Actually, come to think of it, I do have a suggestion for a spell:
Ziggy's Dimensional Anchor / Something that sounds cooler
Level: (8/9/HLA... I'd suggest 9)
Duration: 4 rounds
Casting Time: Whatever you think is appropriate
Saving throw: None
Area of Effect: Creature Touched
When cast, this spell anchors the target in space / time. While the target is not immobilised as such, spells that warp time or space in the area do not affect them. This includes, but is not limited to, maze, imprisonment, time stop, and any type of teleportation.
Camlan Sat, 24th Aug '02, 2:08pm Here you have one (or four) of my favourites (and it comes from the official D&D books)
Elemental aura
(Abjuration, Evocation)
Level: 9
Range: 0
Duration: 1 hour/level (could be shorter)
Casting time: 9 (the book says 1 round)
Target: Caster
This spell gives different protections and abilities to the caster depending on which element he decides to take the aura:
Air (white color)
- Immunity to gas and air based attacks.
- Protection against attacks from creatures from the elemental plane of Air (air elementals, djinni, air mephits,...)
- Ability to cast 'protection from normal missiles'
Earth (gray color, similar to stoneskin?)
- Immunity to non-magical weapons.
- Protection against attacks from creatures from the elemental plane of Earth (earth elementals, dao,...)
Fire (red color)
- Immunity to fire, normal and magical.
- Protection against attacks from creatures from the elemental plane of Fire (fire elementals, efreet, fire mephits...)
Water (blue color)
- Immunity to water and cold based attacks
- Protection against attacks from creatures from the elemental plane of Water (water elementals...)
The book lists other effects as the ability to cast some wall spells (not present in the game) for the earth, fire and water auras, but I guess they could be replaced by other spells such as 'flesh to stone' for Earth, 'fireball' for Fire and 'cone of cold' for Water.
Rastor Sat, 24th Aug '02, 5:19pm These are great, guys. Keep 'em coming! Another thing, what spells do you consider worthless? I can rip them out of the game and have these drop instead, or would you rather I just made the scrolls only obtainable via the console?
StressedE Sun, 25th Aug '02, 10:11am How about vampiric touch?
Or any other touch for that matter.
Shinji Ikari Sun, 25th Aug '02, 3:30pm what about a spell that creates a wall of fire (some think like on diablo) it hurts the enemy if they try to get though it
Fallen Paladin Sun, 25th Aug '02, 3:51pm You should lose ghoul touch.
i never use it. :cool:
Keneth Sun, 25th Aug '02, 4:45pm You should loose some of the 'cloud spells' such as stinking cloud also most of the tuch spells are usless. Anyway I've made about 21 spells not so long ago (they were ment for a new druid kit but I can't make it) so I can tell you what each one does. But I'll do that only by request.
StressedE Sun, 25th Aug '02, 8:59pm Want a list of the spells that I never use?
level1
armour (the only time I used it was in the first dungeon when soloing a sorcerer)
blindness (I don't see enemies get affected by it at all)
charm person
chill touch
chromatic orb
colour spray (like that ever works)
infra vision (As if I have nothing better to memorize)
Larloch's minor drain (1HP YAHOO!)
protection from evil (I don't like the idea of summoning a creature you may need to fight yourself in the future)
reflected image (as lilarcor would say: boring boring boring)
shield (Hardly matter if you cast it or not)
shocking grasp
sleep
spook
level2
blur
deafness
ghoul touch
glitter dust
horror
know alignment (You can't seriously tell me you have nothing better to memorize)
luck
power word sleep
strength (tends to decrease my strength)
level3
Detect Illusion (never works for me, I prefer true sight or Oracle)
Dire charm
Ghost Armor
Haste
Hold person
Hold undead
Lightning bolt (Always bounces back on me)
non detection
protection from cold (nearly all enemies do fire damage)
protection from normal missiles (I only use prot magical weapons and prot normal weapons)
Vampiric touch
I'm planning on doing a sorcerer sometime with only spells I never use, just to see if I can make them work.
I'm not gonna continue this list or it will be 5 pages long :(
Damn layout
[ August 25, 2002, 21:02: Message edited by: StressedE ]
Deathmage Mon, 26th Aug '02, 7:00am Chromatic Orb is very useful at higher levels.
Spook has a -6 save modifier.
Blur+Mirror Image+Stoneskin is rather nice.
Lighting Bolt could be used with Minor Globe of Invulnblahblah.
Anyways, yeah, Minor Drain is worthless, and so is Chill Touch.
StressedE Mon, 26th Aug '02, 7:34am What was it chrom orb did? Petrify?
As in destroy the enemies inventory.... useless.
I don't use spells that destroy inventory.
That would mean less items for me.
Hmm... -6 save modifier I'll look into it.
Mirror image is dispelled 9 out of 10 times and the three you named rely mainly on Stoneskin.
The blur hardly helps at all.
When having a 4-6 player party you'd have to use wish to give everyone a globe of unvulnarability.
I prefer a spell which doesn't need an extra spell to work.
It means I can cast more offensive spells between rests
Deathmage Mon, 26th Aug '02, 8:13am Nonononono, the Orb gets better with levels. At level 12+ the Orb has can kill the enemy, if they fail their saves.
StressedE Mon, 26th Aug '02, 11:54am Well yeah it kills them, but it destroys their inventory at the same time right :eek: ? That's why I don't use it
(that and because they always succeed at their saves :( )
[ August 26, 2002, 11:55: Message edited by: StressedE ]
Keneth Mon, 26th Aug '02, 12:11pm Cromatic orb doesn't destroy the creature's equipment it simply kills it like Finger of Death.
Judas Mon, 26th Aug '02, 12:32pm I think StressedE is thinking back to the time that the 12+ chromatic orb petrified things. It doesn't any more, does it? Was that fixed in ToB, or a patch?
StressedE Mon, 26th Aug '02, 2:42pm They changed it from petrification to killing?
Nobody tells me anything anymore.
It's so confusing with 11 cd's of BG
Baronius Mon, 26th Aug '02, 8:00pm Acid Rain, Elemantal Ball and the other spells that were mentioned are really good. They could be interesting.
I think that specialist mages could be more characterized, so you can make specific spells that can be used by only the specific specialist.
F.e.:
Conjurer: Summon Fire Giant (lvl 9)
Summon Bone Fiend (lvl 9)
or any other potent summoning spell;
or conjure some powerful material
Invoker: a good energy spell
Enchanter: a charm spell without a saving throw
Necromancer: a very potent killing spell
Abjurer: a very good defend spell
Illusionist: a good spell that cannot be dispelled by True Sight or other dispel illusion spells
Transmuter: I havent got an idea yet, but something similar like the other;
Diviner: a very good divine spell
I wrote these possibilties very quickly, so they are not so good. I just wanted to say that the specialist mages could be more characteristic.
I think that the Sorcerer class is more powerful than any Mageclasses, or a the generalist mage.
These could make a "little" difference!
Gothmog• Mon, 26th Aug '02, 8:01pm Level 2 druid spells are SOO useless.
Now i don have any idea right now except something enchanting would be nice :)
8people Mon, 26th Aug '02, 8:06pm A DRAGON summoning spell wooOOOooOOOHoooOOOooo
Lorra, lorra dragons! :p
StressedE Mon, 26th Aug '02, 10:27pm I believe there already is a red dragon summoning spell in the download section of the site
Keneth Mon, 26th Aug '02, 10:29pm How about a spell that transforms you to a dragon? For a short period of time that is...
8people Mon, 26th Aug '02, 10:56pm oooOOOOOoooh
Good one
I can never get my summoning spells to work :almostmad:
no fair
Baronius Tue, 27th Aug '02, 7:33pm Dragon summoning or shapechanging would not be fair, I think these are very useless ideas.
The character would be too powerful!
I enjoy RPG-s because they are HARD and good!
(Certainly this is only my opinion, but I think that many people think so)
I know people who play BG1 or BGII many times, because they want to increase their character's abilities (str, con, dex, int. wis, cha) to the highest using those Tomes, and the Machine of Lum the Mad. But at least, they fight for it, not simply cheat using editors...
If we speak about summoning, we can think about Fire Giants (1), Bone Fiends (2), Giant Trolls(2-3),
etc.
And the specialist mages could get specific abilities as I mentioned before...
[ August 27, 2002, 19:42: Message edited by: Baronius the Sorcerer ]
Keneth Tue, 27th Aug '02, 8:03pm Yeah well I say blah, blah, blah. Tell me how is summoning a dragon different than summoning a planetar? My planetar killed most of the dragons (before I downloaded the improved dragons) with two or three blows.
StressedE Tue, 27th Aug '02, 9:12pm @Baronius:
Dragon is just a class, dragons can be weak as well as strong.
When writing a dragon summoning spell you could always make it a baby dragon instead of a level 40 uber dragon
Gothmog• Tue, 27th Aug '02, 9:29pm Just got an idea for level 2 druid spell.
I would give an extra attack an 2 damage penality on a selected target.(disrupting low level mages with low-level party)
a normal offensive spell would come handy too :D
Keneth Tue, 27th Aug '02, 9:39pm That's true. We could all use a good offensive 2nd lvl druid spell. (Not that I don't have any). How about a 1st lvl mage spell that changes your apperance? Not any of your stats or abilities just the way you look. It might not be that useful but it would be fun to change the apperance. And after all if you can change your apperance to a dragon at level 30 you may also add terror to the spell. I always hated fear when fighting with dragons it's just so annoying.
Jackson Wed, 28th Aug '02, 6:56am Hmmm...Larloch's Major Drain, which would drain around 27 hit points...that would be sufficient. Also, a nice buffing spell for my Kensai/Maje that increases STR/DEX to 25, Casts Improved Haste, Makes immune to charm/hold/feeblemind spells, ups magic resistance and other nice abilities like that, but after the duration was over (an hour or so) the caster would fall unconcious for a good while and have to make a Save vs. Death -2 or be killed...to balance this spell out.
Maldir Wed, 28th Aug '02, 10:17am "That which does not kill me, makes me strong" How about a quest-level spell for an evil mage to become a lich - Edwin finally getting his desire? Of course, maybe there should be some items to collect first, so we might be talking a mod here. The spell should be a one-off, and if a save is failed the character dies, irrevocably.
Gothmog• Wed, 28th Aug '02, 1:48pm @jackson
that would be completely uber spell :(
Which battle lasts longer than an hour??? so its no use of that kind of penalty ;)
Baronius Wed, 28th Aug '02, 7:46pm @StressedE
@Keneth
Yeah, you are right. But most dragons are at high level, because they are ancient creatures.
And summoning spells do not create a new individual of specific creature. The summoning spells actually "teleport" creatures from they original location. So dragons... young dragons maybe... :)
And if your Planetar can kill Dragons alone, then you must play in difficulty level 1 or 2, because in dif lev 3 you can only use Planetars to HELP destroying dragons. I think you were very lucky when your Planetar killed a dragon...
But maybe I am not right... If so, please correct me...
:)
[ August 28, 2002, 19:49: Message edited by: Baronius the Sorcerer ]
Jackson Thu, 29th Aug '02, 8:13am Eh, good point., just make the spell last a few rounds and up the Save vs. Death -4 and have some other great penalties to it (Stat. losses and the like).
Keneth Thu, 29th Aug '02, 7:46pm Hmm...You're wrong :D . I never play anything else than insane and they still seem to die. Why? Well I dunno. Perhaps just my darn luck.
Rastor Fri, 30th Aug '02, 12:31am Keep in mind, I like the game to be challenging, not a powergamer's paradise. I'm not going to be ridiculously overpowering spells in the mod.
With that said, most of these ideas do have potential, with a few modifications. Maybe modify the Shapechange spell to have the dragon change as well as it's other ones. I'd down the power of the breath attack and perhaps make that fear effect unresistable, but this is starting to sound good.
The elemental spells have already been created and packaged, but I still have plenty of space and time to add more. Keep the good ideas coming guys!
[ August 30, 2002, 00:31: Message edited by: Rastor ]
Baronius Fri, 30th Aug '02, 8:56pm There are many Touch spells (Vampire, Ghoul, Chill).
Some new?
How about one of these:
Touch of Death
Necromancy
Duration: Instant
Range: Touch
Level 9
Target (not immune to death magic) must save vs spell at -4 and save vs death at -4 or instantly die.
This spell always hits (like Vampiric Touch).
or
Death Touch
Necromancy
Duration: 5 rounds
Range: Touch
Level 9
Caster must hit the target (like Ghoul Touch).
If the caster succesfully hits the target, the target must save vs death at +3 or instantly die.
This spell is ineffective if target is immune to death magic. This spell gives +10 to caster's Thac0.
[ August 30, 2002, 20:58: Message edited by: Baronius the Sorcerer ]
Gothmog• Fri, 30th Aug '02, 10:23pm I thought these spells were too powerful until i saw the level ;) :eek:
Level 9 spells are anyway cast in ToB, and there almost anyone can make that save.I think it should be level 8 or even 7 :)
Keneth Fri, 30th Aug '02, 10:36pm What's wrong with power game paradise? Hmm... How about a mix of Abi Dalzim's Horrid Whilting and Wail of Banshee? It kills anyone unless a successful save is made but even so it deals an amount of damage. Of course there can be a diffrent grafic like a blue fireball or a color (read prismatic) spray.
Baronius Sat, 31st Aug '02, 7:25pm @Keneth
Powergaming?
I think it is bad because most of the experienced BG players (and RPG players) like to play the game in difficult modes, and do not want to see overpowered spells. (Even if enemies were harder)
Simply it would not make any good effect on the game in any cases (difficulty, enemies, characters)
Keneth Sat, 31st Aug '02, 8:06pm I know that. I know it for a long time I feel the same way but still some times I just feel like I need to be so powerful I could blow up whole cities. Why can't I do that (don't answer that it's a retorical question, besides I am well aware how the game is built).
Baronius Sat, 31st Aug '02, 8:15pm Yes, sometimes I feel while playing that I am not enough powerful. And some creatures and enemies are very strange.
F.e. : the imprisoned mage in Underdark:
He has more than 90 HP. A 31th Wizard can reach max 81 HP (+some effects, f.e. The Deck of Many Things, but this is not interesting now)
Interesting, isnt it? He has more HP than the main character, the child of Bhaal can reach!
Keneth Sat, 31st Aug '02, 8:20pm Really? It's been some time since I played a mage but I can swear I had more than a 100 HP. But then I may have had some HP increesing items and again I have nothing that could prove me right so if you don't believe ignore what you just read.
Baronius Sat, 31st Aug '02, 8:27pm Yes, but I meant single classes, and without items.
Maybe the Underdark mage adventured so much that he found some magical items or gained some abilities.
But anyway, I feel many times that even at 31th level I am so weak...
And Mass Healing, Hand of Murder, ...?
They integrated them to the game, but you cannot gain these Bhaal abilities. Why? :(
Keneth Sat, 31st Aug '02, 10:54pm I to was refering to a single class mage. Though I always used specialists do they get more HP? Anyway I would also like to see more Bhaalspawn abilities.
This is going way :yot: . Lets just stick to it so that administrators don't start bugging us.
[ September 01, 2002, 11:57: Message edited by: Keneth of the Darkforest ]
StressedE Sun, 1st Sep '02, 1:43am Try installing ascension from the download section.
It gives you acces to some of the originally planned bhaal spawn abilities, which were eventually removed.
Ohw, and specialist mages do not get extra hp's
[ September 01, 2002, 01:46: Message edited by: StressedE ]
Gothmog• Sun, 1st Sep '02, 12:19pm The last ascension ability (25% res. to all physical damage) seems way too poweful to me. :) But it doesn't matter much couse its almost the end of game. But if you export char. into ToB again... :eek: :eek: :eek:
[ September 01, 2002, 12:20: Message edited by: Gothmog4230 ]
Baronius Sun, 1st Sep '02, 7:23pm I havent got Ascension (yet?).
Is it good?
Is it enjoyable at difficulty level 3 (ADnD)?
So anyway, is it a good mod?
About the new spells:
I think the following would be good:
Lightning Shield
Level 8
Invocation/Evocation
Casting Time: 3
Saving Throw: None
Target: Caster
Duration: 1 round/level
Range: 0
This spell allows the caster to create a magical shield. It gives 75% resistance to all electrical and lightning attacks and a 5 AC bonus.
Anyone who hits the caster suffers 3D10 electrical damage (similar to the FireShield spells)
[ September 01, 2002, 19:32: Message edited by: Baronius the Sorcerer ]
Gothmog• Sun, 1st Sep '02, 10:10pm I think its a great spell.
'Bout Ascension i dont know i havetn gotten till there yet but i think it will be cool.
You can read the description on SP.
Enthasius Sun, 1st Sep '02, 11:01pm I reckon that they should include a higher level version of magic missile.
Greater magic missile
LvL:6
School:Evoker/Invoker
All other statistics as per original spell except speed, which is 6.
Channeling greater degree's of magical energy, the mage is capable of firing off a spell not too unlike the original magic missile spell. The key difference, however is the concentration of power per missile. For every four levels of the mage, he/she is capable of firing one missile, each dealing 1d8+2 hp's, and any enemy creature within a touching distance will recieve half damage of what is dealt to target due to the minor explosion. This spell can also be used to break doors, but the door must take a saving throw similar to a open doors check against strength. The mage's inteligence acts as the strength to judge on the modifier for the open door's check.
.
.
.
or something like that, anyway.
Rastor Mon, 2nd Sep '02, 3:09am I actually thought about that magic missile idea. You'll see that one in the package, rest assured.
I do not think that the death touch spells above are overpowered. With the negative saves, even a ToB creature will fail the save 25% of the time (provided it makes it through their resistance).
For a second I was thinking that the lightning shield should be level 4, then I read the description. Nice one. I could probably enhance the other fireshields to have a similar upgraded effect as well.
@Kenneth
I'll put up a PG package someday for people that want to play like that.
The Grim Rippor Fri, 6th Sep '02, 4:04pm How about this?
Name: Rending Ray
Animation: The knock effect would be nice.
Damage: I'd reccomend 2d5.
Level: 5.
Special: If target fails save against wands, He is rooted to the ground for a short time.
Casting time: 2.
Root time: 2 rounds
Description: The Rending Ray was developed by human mage Dranos. It is a ball of pure energy that spins viciously and rends the enemys flesh from thier bodies. The effect of this can be so powerful that the opponent can sometimes be paralysed by the pain.
Whoops, forgot that root time :o
[ September 06, 2002, 19:46: Message edited by: The Grim Rippor ]
Baronius Fri, 6th Sep '02, 7:20pm How about the saving throws, the period of unconsciousness and the other things that make a spell specific?
Gothmog• Sat, 7th Sep '02, 11:42am I would make it level 3 or so. Is it touch spell or ranged?? :confused:
Rastor Sun, 8th Sep '02, 4:29pm From the description and the type, I'd say it sounds more like a ranged spell. Probably a standard save vs. spells for the saves. Have that negate the damage and a save vs. paralysis to negate the freezing.
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