Spell Ideas: Debuffers And concetration checks (sustainable spell mechanics)
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Spell Ideas: Debuffers And concetration checks (sustainable spell mechanics)
Agamemnon's Fadesteel
Wizard/Sorcerer, Cleric.
School: Transmutation
Descriptor: XXXX
Components: verbal, somatic
Range: Touch
Area of effect: single Target
Duration: 1 Round/Caster Level
Save: None
Spell resistance: yes
Description: The caster touches a target, and causes it's armor to become temporarily ethereal, and thus offering no protection to it's wearer (imposes a -1 armor AC penalty per every 3 caster levels. After the duration ends, the armor ceases to become ethereal. Armor made ethereal is immune to rust monsters.
Aga's Magnetic Attraction
Wizard/Sorcerer, Cleric, Bard.
School: Evocation
Descriptor: Force
Components: verbal, somatic
Range: Medium
Area of effect: single Target
Duration: 1 Round/Caster Level
Save:Will Negates
Spell resistance: yes
Description: The caster creates an aura of magnetic force around the target creature, drawing weapons towards the target (Imposes a -1 deflection AC penalty per 4 caster levels (max -10 penalty). The target however, also gains some immunity to electrical damage such as from lightining bolts, as they are diverted away from the affected creature (target gains 50% electrical immunity).
Sapfoot
Wizard/Sorcerer, Druid, Ranger.
School: Conjuration
Descriptor: XXXX
Components: verbal, somatic
Range: Medium
Area of effect: Small
Duration: 1 Round/Caster Level
Save: reflex negates
Spell resistance: No
Description: The caster conjures a coating of sticky sap over a small area that causes targets feet to stick. While not enough to immobilize a target, it is enough to reduce movement speed by 10%, and impose a -1 dodge penalty per 3 caster levels. Affected targets also gain a +1 to their discipline check per +1 dodge penalty for the purpose of resisting knockdowns.
Putrefaction
Wizard/Sorcerer, Cleric (Ragnor, Sorgath), Druid.
School: Necromancy
Descriptor: XXXX
Components: verbal, somatic
Range: Short
Area of effect: single Target
Duration: 1 Round/Caster Level
Save: Fortitude for half (special, see description)
Spell resistance: yes
Description: This spell infects a target with a magical pestilence that breaks down and and softens skin, causing a -1 natural armor AC penalty per 4 target levels. Targets struck while this spell is affected them also have a chance to develop bleeding wounds (wound bleeding 1 per round) Targets that succeed their saving throw take only half the AC penalty, minimum 1 for half the normal duration (rounded down, minimum 1 round), and do not suffer wounding damage.
Wizard/Sorcerer, Cleric.
School: Transmutation
Descriptor: XXXX
Components: verbal, somatic
Range: Touch
Area of effect: single Target
Duration: 1 Round/Caster Level
Save: None
Spell resistance: yes
Description: The caster touches a target, and causes it's armor to become temporarily ethereal, and thus offering no protection to it's wearer (imposes a -1 armor AC penalty per every 3 caster levels. After the duration ends, the armor ceases to become ethereal. Armor made ethereal is immune to rust monsters.
Aga's Magnetic Attraction
Wizard/Sorcerer, Cleric, Bard.
School: Evocation
Descriptor: Force
Components: verbal, somatic
Range: Medium
Area of effect: single Target
Duration: 1 Round/Caster Level
Save:Will Negates
Spell resistance: yes
Description: The caster creates an aura of magnetic force around the target creature, drawing weapons towards the target (Imposes a -1 deflection AC penalty per 4 caster levels (max -10 penalty). The target however, also gains some immunity to electrical damage such as from lightining bolts, as they are diverted away from the affected creature (target gains 50% electrical immunity).
Sapfoot
Wizard/Sorcerer, Druid, Ranger.
School: Conjuration
Descriptor: XXXX
Components: verbal, somatic
Range: Medium
Area of effect: Small
Duration: 1 Round/Caster Level
Save: reflex negates
Spell resistance: No
Description: The caster conjures a coating of sticky sap over a small area that causes targets feet to stick. While not enough to immobilize a target, it is enough to reduce movement speed by 10%, and impose a -1 dodge penalty per 3 caster levels. Affected targets also gain a +1 to their discipline check per +1 dodge penalty for the purpose of resisting knockdowns.
Putrefaction
Wizard/Sorcerer, Cleric (Ragnor, Sorgath), Druid.
School: Necromancy
Descriptor: XXXX
Components: verbal, somatic
Range: Short
Area of effect: single Target
Duration: 1 Round/Caster Level
Save: Fortitude for half (special, see description)
Spell resistance: yes
Description: This spell infects a target with a magical pestilence that breaks down and and softens skin, causing a -1 natural armor AC penalty per 4 target levels. Targets struck while this spell is affected them also have a chance to develop bleeding wounds (wound bleeding 1 per round) Targets that succeed their saving throw take only half the AC penalty, minimum 1 for half the normal duration (rounded down, minimum 1 round), and do not suffer wounding damage.
Last edited by MannyJabrielle on Mon Mar 21, 2011 4:08 pm; edited 1 time in total
MannyJabrielle- Ludicrous Level
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Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Spell Ideas: Debuffers And concetration checks (sustainable spell mechanics)
And a thought on these and using concentration checks... since even if it's 1/round a caster level, or even 1 round per two... it would be possible to murder a target's AC with a high level caster, then throw up tensors and have a target with a virtual 0 to 10 AC....
Make them have real concentration checks (ala the blackblade bug thread).
Throw up 1 debuffer, and have a easy to do concentration check to keep the spell going... for 2 spells, it increases the difficulty of the concentration check (since you're trying to maintain 2 different spells).
Every time the caster takes an action, as it is set right now... it signals the event (flag trap, potion usage, ect), and rather than just flat breaking the spell, it makes a DC check. If the check passes, bye bye spell. If not, the spell stays active. If two sustained spells are active (like say, BBoD and the suggested fadesteel, the DC is of course, higher... 3 spells, even higher DC...
Having a real concentration check could open up the possibility for other "sustainable spells", which can do some pretty awesome stuff, but requires maintained focus to keep the effect going.
It would also keep the effects balanced in that a solo caster COULD do them, but risk losing concentration (and the spells), while a party-based caster could debuff enemies and such, and hang back behind the warriors while they did the attacking and such.
Make them have real concentration checks (ala the blackblade bug thread).
Throw up 1 debuffer, and have a easy to do concentration check to keep the spell going... for 2 spells, it increases the difficulty of the concentration check (since you're trying to maintain 2 different spells).
Every time the caster takes an action, as it is set right now... it signals the event (flag trap, potion usage, ect), and rather than just flat breaking the spell, it makes a DC check. If the check passes, bye bye spell. If not, the spell stays active. If two sustained spells are active (like say, BBoD and the suggested fadesteel, the DC is of course, higher... 3 spells, even higher DC...
Having a real concentration check could open up the possibility for other "sustainable spells", which can do some pretty awesome stuff, but requires maintained focus to keep the effect going.
It would also keep the effects balanced in that a solo caster COULD do them, but risk losing concentration (and the spells), while a party-based caster could debuff enemies and such, and hang back behind the warriors while they did the attacking and such.
MannyJabrielle- Ludicrous Level
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Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Spell Ideas: Debuffers And concetration checks (sustainable spell mechanics)
And for reference, in the default bioware spellhook, the concentration check stuff starts at line 185
MannyJabrielle- Ludicrous Level
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Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Spell Ideas: Debuffers And concetration checks (sustainable spell mechanics)
And if a concentration check mechanic for sustainable spells can be done...
A rip from dragonage...
Spellwisp.
Caster summons a lil wispy creature that helps boost spell power, but at the cost of a concentration effect. While the spell is active, the caster gains +X DC to their spells.
A rip from dragonage...
Spellwisp.
Caster summons a lil wispy creature that helps boost spell power, but at the cost of a concentration effect. While the spell is active, the caster gains +X DC to their spells.
MannyJabrielle- Ludicrous Level
- . :
Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Spell Ideas: Debuffers And concetration checks (sustainable spell mechanics)
For the concentration checks (I would LOVE to see this put into blackblade and also have the darn AB thing fixed) certain actions while maintaining spells should probably also have different DC modifiers for the concentration checks.... for example, drinking a potion should be an easier modifier on the check than fighting in melee.
daveyeisley- Ludicrous Level
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Number of posts : 6934
Age : 47
Location : Watching Aenea from my Inner Sanctum on the surface of Sharlo, Aenea's Silver Moon
Main Character : Dave's List of PCs
NWN Username : Dave Yeisley
DM Name : Dungeon Master Mythgar
Time Zone : GMT - 5:00
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Registration date : 2008-06-03
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