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What would you like to see in a spell package?

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Rastor, Aug 24, 2002.

  1. Rastor Gems: 30/31
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    [​IMG] 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.
     
  2. Kitrax

    Kitrax Pantaloons are supposed to go where!?!?

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    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 ]
     
  3. StressedE Gems: 15/31
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    There are more than enough fire and pure magic spells. We need more acid and poison and cold spells.
     
  4. Keneth Gems: 29/31
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    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.
     
  5. Judas Gems: 7/31
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    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.
     
  6. Camlan Gems: 3/31
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    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.
     
  7. Rastor Gems: 30/31
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    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?
     
  8. StressedE Gems: 15/31
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    How about vampiric touch?
    Or any other touch for that matter.
     
  9. Shinji Ikari Gems: 1/31
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    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
     
  10. Fallen Paladin

    Fallen Paladin The One and the Same Veteran

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    You should lose ghoul touch.
    i never use it. :cool:
     
  11. Keneth Gems: 29/31
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    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.
     
  12. StressedE Gems: 15/31
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    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 :(

    [edit]Damn layout[/edit]

    [ August 25, 2002, 21:02: Message edited by: StressedE ]
     
  13. Deathmage

    Deathmage Arrr! Veteran

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    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.
     
  14. StressedE Gems: 15/31
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    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
     
  15. Deathmage

    Deathmage Arrr! Veteran

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    Nonononono, the Orb gets better with levels. At level 12+ the Orb has can kill the enemy, if they fail their saves.
     
  16. StressedE Gems: 15/31
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    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 ]
     
  17. Keneth Gems: 29/31
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    Cromatic orb doesn't destroy the creature's equipment it simply kills it like Finger of Death.
     
  18. Judas Gems: 7/31
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    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?
     
  19. StressedE Gems: 15/31
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    They changed it from petrification to killing?
    Nobody tells me anything anymore.
    It's so confusing with 11 cd's of BG
     
  20. Baronius

    Baronius Mental harmony dispels the darkness ★ SPS Account Holder Veteran

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    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!
     
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