I need opinons on these spells, if people think they are too powerful or not, or if the levels need to be changed. They are for my IWD add on.
I thought necromancers needed some more spells, so I created these, so far. All have been thourghly tested in game and work as per there description.
(Edited this post, new spells included... DONE means the spell is finished unless I get bad opinions on it.)
(DONE)
SPWI224
Larloch's Soul Stealer
(Necromancy)
Level: 2
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
With this spell the wizard drains the life force from a target and adds it to his own. The target creature suffers 2-12 damage, while the wizard gains 1-6 hit points. If the wizard goes over his maximum hit point total with this spell, he loses them after a turn.
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(DONE)
SPWI225
Larloch's Glob of Negative Energy Goo (Necromancy)
Level: 2
Range: Caster
Duration: 6 rounds
Casting Time: 2
Area of Effect: One Target
Saving Throw: Neg.
When the caster completes this spell, a green glob of negative energy goo shoots from his hand to the target creature.The creature must make a saving throw vs. spell or be paralyzed for six rounds.
Developer Info:
Custom Bam (SPWI225A,B,C)
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(DONE)
SPWI320
Larloch's Cloud of Negative Energy (Necromancy)
Level: 3
Range: Sight of Caster
Duration: 1 turn
Casting Time: 2
Area of Effect: 10-foot radius
Saving Throw: Special
This spell creates a billowing mass of negative energy magic vapors up to 40 yards away from the wizard. This cloud adversely affects the life force of any caught within it, if they fail a saving throw vs. spell, they lose 1D3 Strength for 3 rounds for every level of the caster. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save every round.
Developer Info:
Custom Bam (SPWI320A,B,C)
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(DONE)
SPWI321
Animate Skeletal Archers (Necromancy)
Level: 3
Range: Sight of Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell calls forth from the dead, one 21 hit point skeletal archer for every three levels of the caster, up to a max of five at level 15. These creatures will aid the caster in combat or whatever other duty they are assigned and have the capability to carry out.
Developer Info:
Summons SkelBow2.cre
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(DONE)
SPWI425
Animate Cold Wights (Necromancy)
Level: 4
Range: Sight of Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell calls forth from the dead, one 30 hit point cold wight for every four levels of the caster, up to a max of five cold wights at level 20. These creatures will aid the caster in combat or whatever other duty they are assigned and have the capability to carry out.
Developer Info:
Summons WIGHTCLD.cre (INTERNAL CRE)
Custom Bam (SPWI425A,B,C)
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(DONE)
SPWI426
Rapture of the Father
(Necromancy)
Level: 4
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 10' cube
Saving Throw: 1/2
With this spell the wizard drains the life force from creatures in the area and adds it to his own. The target creature suffers 1-6 damage, for every level of the caster, up to a max of 10-60 damage at level 10, while the wizard gains 2-12 hit points. If the wizard goes over his maximum hit point total with this spell, he loses them after a turn.
___________________________________________________
(DONE)
SPWI427
Energy Control
(Necromancy)
Level: 4
Range: Sight of Caster
Duration: 2 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Neg.
This spell is similar to the Charm Person spell. The mage attempts to manipulate the negative energy of the creature, to control the creature for two turns. The creature must save vs spells at -1 for every six levels of the caster to avoid this affect.
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(DONE)
SPWI520
Animate Boneguard Skeletons (Necromancy)
Level: 5
Range: Sight of Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell calls forth from the dead, one 50 hit point boneguard skeleton for every four levels of the caster, up to a max of five boneguard skeletons at level 20. These creatures will aid the caster in combat or whatever other duty they are assigned and have the capability to carry out.
Developer Info:
Summons BONEGARD.cre (INTERNAL CRE)
Custom Bam (SPWI520A,B,C)
___________________________________________________
(DONE)
SPWI521
Larloch's Transfer Orb (Necromancy)
Level: 5
Range: Sight of Caster
Duration: Instantaneous
Casting Time: 6
Area of Effect: One Creature
Saving Throw: 1/2
This spell steals 8-48 hit points from the target creature and transfers that power into a magical shield that lowers AC by one to four points for one turn for the caster. The magical shield is not culmative with multiple casting of this spell. Once the original shield wears off, a new shield may be enacted by casting this spell on a creature again.
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(DONE)
SPWI522
Animate Greater Skeletal Archers (Necromancy)
Level: 5
Range: Sight of Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell calls forth from the dead, one 42 hit point skeletal archer for every three levels of the caster, up to a max of five at level 15. These creatures will aid the caster in combat or whatever other duty they are assigned and have the capability to carry out.
Developer Info:
Summons SkelBow3.cre
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(DONE)
SPWI620
Animate Mummy (Necromancy)
Level: 6
Range: Sight of Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell calls forth from the dead, one 55 hit point mummy. This creature will aid the caster in combat or whatever other duty it is assigned and has the capability to carry out. Mummies have special attacks that can cause disease. Mummies also have better AC and THACO than many other undead beings.
Developer Info:
Summons KTMum2.cre
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(DONE)
SPWI622
Animate Skeletal Mages (Necromancy)
Level: 6
Range: Sight of Caster
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
This spell calls forth from the dead, one 18 hit point skeletal mage for every six levels of the caster, up to a max of three at level 18. These creatures will aid the caster in combat or whatever other duty they are assigned and have the capability to carry out. This mage can cast third level and below wizards spells.
Developer Info:
Summons KTSMG2D.cre
Custom Bam (SPWI622A,B,C)
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Opinions?
Kensai Ryu's New Necromancy Spells (for IWD/HOW)
Kensai Ryu's New Necromancy Spells (for IWD/HOW)
Wizards Of Eregion Expansion Team Presents:
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
They sound really cool!
There's nothing a little poison couldn't cure...
What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
Well...actually, I know away around that....you just have to change the gender of the creatures from SUMMONED to NO_GENDER, then when the game counts your summons, it sees 0...If you are interested, I will make a script that does that and send to you, I made one for bg2 awhile back...
About the Necro Spells: I had some of the scriptors at IS and IEEAIS take a look at these spells, and they all think they are too powerful, so all the spells that summon things based on level will be changed. Like things that are summoned one for every four levels will be one for every eight levels instead, etc. I tried the spells in game and they did not seem too powerful to me, but then I always go for the most powerful stuff...
One more question:
I want to know if people would rather find the scrolls for these spells, in game as loot, or buy them from a store?
About the Necro Spells: I had some of the scriptors at IS and IEEAIS take a look at these spells, and they all think they are too powerful, so all the spells that summon things based on level will be changed. Like things that are summoned one for every four levels will be one for every eight levels instead, etc. I tried the spells in game and they did not seem too powerful to me, but then I always go for the most powerful stuff...
One more question:
I want to know if people would rather find the scrolls for these spells, in game as loot, or buy them from a store?
Wizards Of Eregion Expansion Team Presents:
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]
[url="http://www24.brinkster.com/manveru"]Dagor Laureland[/url]
[url="http://groups.yahoo.com/group/IEEAIS"]Infinity Engine Enemy AI Scriptors Council[/url]