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Dream Spells

Discussion in 'BG2: Shadows of Amn (Classic)' started by Blackhawk, Sep 27, 2002.

  1. Falstaff

    Falstaff Sleep is for the Weak of Will Veteran

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    SPELLFIRE!!

    Deals an instant silvery flaming death, all resistances ignored, no saves, and some percent chance of "splash damage" to surrounding enemies!

    Maybe make this one a "Sorcerers only" spell, with a 50% chance of caster unconsciousness, level drain, and loss of half of the caster's HP, again ignoring spell resistances and saving throws (just to make it fair to the bad guys!)

    [ November 14, 2002, 22:54: Message edited by: Falstaff ]
     
  2. RX2000 Gems: 2/31
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    I would like to see some "crowd control" spells a la the enchanter class in Everquest. There are some hold person spells and such, but they dont work very well. I would like to see like:

    Mesmerize
    Level 5
    VERY hard to resist; Stuns target for 3 rounds
     
  3. The Irreligious Paladin Gems: 7/31
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    A priest spell 7th level: Avatar Host

    Turns the priest casting it into an avatar of the clerics God. Giving it the powers of that God, immunities, bonuses to hit or damage.
     
  4. Erebus Gems: 16/31
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    The Gift of Mystra, it could take the form of any spell, and there will be no saves against offense spells.
     
  5. Rallymama Gems: 31/31
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    A very late reply, but this is something i was thinking about last night...

    I'd like an expansion spell - something to take a one-target spell and make it affect multiple targets. To minimize the possibility of this becoming overpowering:
    1. It's about 8th level
    2. Cast Expansion, then the next spell to be cast is the one expanded.
    3. New number of targets is limited to {Caster's Level}/{Spell Level}, round DOWN to nearest whole number. Ex - 26th lvl caster expanding a 6th level spell can hit 4 targets max.
    4. For each additional target, there's a chance of spell failure.
     
  6. Misiek Gems: 5/31
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    I think that a spell from 3rd edition named Greater Aspect of the Deity could be very useful. It changes you for some time into half-celstial or half-fiend giving some enormous bonuses:)
     
  7. Eze Gems: 24/31
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    Magic Missiles like Minute Meteors, but green. That would be cool.
     
  8. Foradasthar Gems: 21/31
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    Phoenix Fires (Abjuration, Transmutation, Conjuration)
    Level: 10
    Range: caster
    Casting time: 9
    Duration: 1 round/ caster level
    Area of Effect: caster
    Saving Throw: Special

    When this spell is cast, it gives the caster a +75% bonus to fire resistance, +3 to save against petrification and lowers her maximum hitpoints to one half of original. Other than this, the spell will have no effect until she dies. The matter in which the caster dies is irrelevant, be it by damage that will rip her to shreds or even disintegration (note, maze or petrification will work normally, though). When the caster dies, however, is when the spell will take full effect.

    One turn (6 seconds) after the caster has died, she will be "reborn" with all her equipment on as it was before death and fully healed, with a 100% bonus to her max health, and a fire-resistance of 125%. Also, the caster will gain a +2 bonus to all of her abilities. These bonuses will last for 2 turns + 1 / 5 caster levels.
    At precisely the same moment, extreme heat will surround the area. Everyone in a 5-feet radius around the caster will suffer damage from the equivalent of 2 flamestrikes with no chance for save, and all fire-/magic resistance is negated against it. In addition, 2 sunfires will be activated. The sunfires will act as normal and fire-/magic resistances will work normally against them. In addition to all this, all targets caught in the area of the spell will have to make a save versus being blinded with a -6 to saving throws. Failing the save, the blinding will last for 10 rounds or until dispelled. Only the caster of Phoenix Fires will be immune to these spells and effects. As such, party members will not be protected from it.

    The spell is ideal for solo mages, for use in case of own death and for luring enemies into a deathly trap.

    ********************************************

    Forced Teleportation (Conjuration, Transmutation)
    Level: 10
    Range: visual range of the caster
    Casting time: 7
    Duration: instantaneous
    Saving Throw: Special

    When the spell is cast, you may choose any target and any location (be it another target even). As soon as the spell is finished, the target will teleport to the designated location. If the location was another target, then the casting will suffer a 50% punishment to chance of failure, minus 2% / 2 caster levels. If succeeded, the two targets will switch places, and the caster will have a chance of 33% of obtaining damage in hitpoints equal to the current hitpoints of the secondary target. When used in this fashion, the primary target will teleport unharmed, whereas the secondary target will go through unstable dimentional rifts risking the following:
    50% no effect
    20% 50 hitpoints non-magical damage with no chance for saves or magic-resistance
    20% 100 hitpoints of non-magical damage with no chance for saves or magic-resistance, a save of -5 against stun, blindness, and silence (will last for 3 turns if failed)
    10% disintegration with no saves

    There are no saves against this spell. Magic resistance is still a factor, only it is divided by 4 for purposes of blocking this spell. The purpose of this spell is to use it for friendly or hostile targets for quick teleportation to safety, or the opposite. Removing an enemy from the middle of their armies to the center of your waiting traps and troops, or quickly grabbing a dying comrade to safety from an overwhelming enemy force. It can also be used by the more chaotic individuals as a direct weapon by simply teleporting one friend or an enemy on another enemy, and trusting that the unstable powers involved in this reversed teleportation will prove its doom.

    [ January 07, 2003, 10:28: Message edited by: Forashi ]
     
  9. Kenny42 Gems: 1/31
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    Rastor;

    Detect Cheese

    I would be so dead :)
     
  10. Rallymama Gems: 31/31
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    Forashi, the Phoenix Fires spell is WAY cool, but the game would have to know to look for this spell as active instead of jumping right to a re-load when the character dies. Shouldn't be too hard...
     
  11. Foradasthar Gems: 21/31
    Latest gem: Pearl


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    Rallymama: That may be. I'm unfamiliar with the game mechanics, which is the reason I said "reborn with all equipment on". Of course the assumption would be to just keep the player alive in a "faked death", and make them re-appear one round after.

    And thanks for the compliments. Though it was a mere improvisation of some spells seen in the FF-saga, FF Tactics being one of them.

    Edit: Which brings into my mind a question. Does Phoenix even exist in the Forgotten Realms? And if yes, then which role / purpose does it serve, what is the Phoenix like?

    [ January 08, 2003, 10:08: Message edited by: Forashi ]
     
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