Future spell ideas. . . on 03/24/2013 04:47 AM CDT
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Hi all,

So I'm posting this mostly because I simply love reading the Sorcerer boards and hearing the conversation. I'm not sure exactly what effect it has on the game itself/development but it is a fascinating intellectual/imaginative experience regardless.

Anyway, I was just curious, with the discussion of Ensorcel, of Major Summoning, and of advanced ball spells, if there were some other queerer or simply different spell ideas floating around out there. For instance if you were given the possibility to write/code/design spells 735, 745, 750, & 775 what would happen?

I have written previously on some ideas for re-vamping Animate Dead that would make it fun to roleplay and definitely change the nature of the necrotic beast as it were, but this question is not in regards so much to changes to the system as it functions now but actually new, or rarely thought of content, that one could put in these spell slots. At least for me spells like Ensorcel seem too mechanical and rather banal (TD boosts?) rather than helping me be immersed in my character and providing a fascinating new region for char. development. Of course I'm not much of an artisan or a merchant.. .

Anyway, would love to hear some various ideas for the spell slots
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Re: Future spell ideas. . . on 03/24/2013 07:04 AM CDT
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This mental exercise can be sort of fun, and hey, some of the ideas tossed around here eventually occured (Balefire, rolling Nightmare into Curse, etc, etc)

So, sure, here we go.

Now, at this point most of the work that needs to occur in the Sorcerer circle is tweaking existing spells, which is good, its a sight better than where we were as a Profession a number of years ago. So most of what I would suggest would be changes. But you asked for new ideas, so let's have new ideas.

Among the primary issues in the Sorcerer Profession is that the Necromancy side is not as useful as the Demonology side.

I think we should roll Disease into Nightmare and then create something like this.

716, Body Horror

Using his own Mana and the Life force of the creature it is cast at, the Sorcerer manipulates the Body of the target so as to cause it damage. The victim will find that it's own body is suddenly and temporarily not under its control as their limbs flail around or move into unnatural positions causing damage to the limb in question. Their body will also rebel on a more fundamental level as its own defenses are used against itself.

Training in Sorcerous Lore, Necromancy aids the Sorcerer in directing the target's body in the most painful manner and for a longer period of time. Against a like-level opponent, a Sorcerer single-trained in Necromancy Lore will achieve the maximum benefit from this spell.

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So, this spell, at base would case a base level of HP damage and a few body wounds dependent on the warding roll, allowing for critical damage to be added, all while the target becomes incapacitated by a base of, say, 5 seconds.
Necromancy adds to this by allowing additional potentila body wounds, increasing the change of a critical kill as well as increasing the duration of the spell.
You could have "multiple attack" type of messaging ala either DC or Torment, if you like, with multiple "rounds" of effects, like so:

You gesture at a <creature>.
<numbers here>
Warding failed!
A blood red beam suddenly connects you and the <creature> and you suddenly are aware of their body as though it were your own. Focusing your magical energies, you lash out at the <creature>!
<HP damage here>

The <creature>'s arm begins to bend, until, with a sickening crunch, it's arm bends at an unnatural angle!
<damage here>

The <creature> claws at its face in fury, clawing out its own eye in the process!
<damage here>

The <creature> suddenly swings <it's weapon/fist/whatever> at itself!
<AS roll as though attacking itself, or something?>

You feel your connection to <creature's> body depart, although it still seems to be shuddering.

Just a thought....


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