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Post by fergusflatnose on Feb 28, 2007 2:59:04 GMT
A caster bard won't be doin a helluva lot of fighting i would guess.
Just wondering if there are plans in the works for implementing epic bard spells. I've been planning on making a caster bard but am holding off just in case. If possible could you please give an indication one way or the other. ty vm
Ferg
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Post by thedomicron on Feb 28, 2007 3:13:19 GMT
not a discussion thread, as funky is fond of saying...
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Post by fergusflatnose on Feb 28, 2007 17:18:15 GMT
This is a suggestions thread. If it's not a suggestion for a legendary spell change it doesn't belong here, per the initial post. Thanks, The management
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Post by Acaos on Mar 2, 2007 21:00:58 GMT
Figured I might as well throw in my ideas for bard epics as well (and yes, there are some references in the names).
Abjuration: Chant of Warding The bard utters a powerful chant, his words shaping the fabric of what might be, wrapping himself in protective wards.
For one turn per bard level, the caster receives damage reduction equal to his charisma modifier/+20.
Conjuration: Calling of the Heart All bards can heal the aches of the body and the soul with their music; the greatest bards can give their music form to act on its own volition.
The bard summons a healing spirit which is invincible in combat and which lasts for one round per two caster levels. Each round, the spirit casts Heal and Restoration at the bard's caster level on the nearest ally (the spirit is ineffectual in actual combat, like a Black Blade).
Divination: Winter is Coming The bard's grave proclamation freezes the air around him as winter's chilly grasp comes calling.
For one round per two points of the bard's charisma modifier, all enemies in a large radius around the bard are frozen (petrified).
Enchantment: Hear Me Roar The very essence of the bard's power is his song. The greatest bards have the power to break through any silence, and to heal any deafness, so that their songs may be heard.
Every creature in the area, enemy and friend alike, are stripped of all silence and deafness effects, and made immune to those effects for one turn per caster level.
Evocation: Cry of the Heavens The bard lets loose a cry that echoes to the vaults of the sky above, calling down the powers there to wreak vengeance upon his foes.
A huge cloud is summoned at the target location. The cloud persists for one round per three bard levels. Each round, all enemies in the cloud must make three saving throws against a DC equal to 20 + the bard's charisma modifier. Fortitude: The enemy takes (bard level)d6 sonic damage, with a fortitude save for half. If it fails its fortitude save, it is knocked down. Reflex: The enemy is struck by lightning and takes (bard level)d8 electrical damage, with a reflex save for half (evasion applies here). Will: The enemy takes (bard level)d6 divine damage, with a will save for half. If it fails its will save, it is stunned.
Illusion: Unbowed, Unbent, Unbroken The greatest bards can weave the fragile illusion of hope into the fabric of reality itself.
All allies in the area have all fear effects removed from them, and are made immune to fear for one turn per caster level. In addition, level 60 Heal and Greater Restoration are cast on them.
Necromancy: Dirge of the Deathless When a bard weeps, even Death himself must pause; his bony hands clench around his scythe and he bows his head to mourn those who pass.
The bard endows all allies in the area with 50 temporary hit points per point of his charisma modifier for one turn per caster level, to a maximum of 2000 temporary hit points.
Transmutation: Things That Were The bard's keening recalls the halcyon days of the past, echoing back to things as they once were.
Casts Resurrection on all allies in a small radius around the target point, using the bard's caster level as the caster level for the Resurrection effect.
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Post by dodrudon on Mar 8, 2007 0:40:25 GMT
Bard Legendary Spell The role of the bard is most often to aid and strengthen his fellow party members, providing support where needed. However, the bard himself if sometimes in need of support himself. The most charismatic of bards have found ways to weave their magic in such a way that any harm that should come their way is instead redirected to another. This spell can either be cast on a non-crit immune mob or a party member. Any damage dealt to the bard is dealt to that mob or PC instead. The effect lasts (2 * Bard lvls) / 3 rounds.
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Post by Acaos on Apr 23, 2007 5:06:21 GMT
It would be nice if Greater Restoration continued to function for 1 round per 10 caster levels, starting at caster level 41. Each round it would have its penalty-removing effect (but not the full heal). In addition, the target would be immune to the Hells penalties for the duration of the Greater Restoration spell.
Acaos
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Post by Delfestra Ruinvorn on Apr 24, 2007 4:01:55 GMT
I like Acaos's description...and I'd like to also request that it function as a heal spell for purposes of festering wounds. It'd be nice to load Greater Restorations instead of Silent Heals...
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Post by thedomicron on Apr 25, 2007 19:47:31 GMT
could healing sting be changed to a ranged touch attack version of vamp touch but with like piercing damage?
maybe make it take into account heal skill or something, not sure if touch attack ab would be any good, but if druids had something that could give them temp hp it'd be nice.
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Post by tempus on May 5, 2007 15:13:05 GMT
I’d like to make a couple of suggestions for the mage epic spells and give my reasoning behind why I think they ought to be re-worked. Let me state, I love the work and time the Dev crew put into this mod. This is by no means a bash, just a suggestion or two for the spells.
Bigbys Swarm:
Basically this is a level 9 grabby that can be cast on every creature within sight. This is a great spell! However this spell is by-passed due to its weakness of creatures that have high sr or are just plain immune to it. Don’t get me wrong this is a great spell and defiantly has its uses in hell. When I chose epics I looked at this one and came to the conclusion why pick an epic that to me is an imperfect wall. I could be faulty in looking at it like this, however as a mage I like to stay alive and keep my party alive as much as possible so I picked the wall because it guaranteed safety, at least for awhile from all enemies. The hand is a great spell but the chances of it not landing when you need it too, especially in hell are too great a risk for one charge I don’t think re-working sr and immunities on creatures would be the way to improve on this already good spell. What I propose, is to add a second charge to it. I believe this would add a little more spice to the spell when it comes to epic spell selection, and improve on it without altering the spell or the creatures it would affect.
Mass Spell Destruction:
Again a really cool spell, however it strips your party as well, thus nullifying the use of it especially in hell where if de-buffed and un-concealed the party will wipe. Stripping my own party is my largest concern with the use of this spell, so is there any way to get this changed to an effect on hostile only?
Amicus
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Post by Acaos on May 5, 2007 16:14:32 GMT
Mass Spell Destruction: Again a really cool spell, however it strips your party as well, thus nullifying the use of it especially in hell where if de-buffed and un-concealed the party will wipe. Stripping my own party is my largest concern with the use of this spell, so is there any way to get this changed to an effect on hostile only? Just changed in the last update - if you read the description in the book from the item shop, it now says 'foes' instead of 'all creatures'. Acaos
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Post by tempus on May 5, 2007 16:40:48 GMT
Awsome....just spectacular; that is huge:)
Amicus
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Post by Delfestra Ruinvorn on May 5, 2007 23:10:39 GMT
Would it be possible to similarly change Death of Magic to only cripple enemy spellcasters? Or at least those outside of the party?
Currently, its got exactly three applications. The end immortal fight, assorted Ssithrak houses (but only if you have more noncasters than casters), and Dustbone himself. Everywhere else its a detriment to the party.
As it is, this spell in Hells will never be used on purpose, as it'll do nothing but cause a party wipe. (Heck, I've heard it being used accidentally and causing a party wipe.)
It simply is never beneficial, even in Hell levels (stygia) where there are enemy spells you really want to prevent. Using it there deprives your party of healing and resses and healing spells, which just can't be done considering monster melee and script attackd.
It simply isn't beneficial. Could it be altered to effect enemies only?
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Post by zerragon on May 8, 2007 11:27:27 GMT
Any chance the "Missile Barrage" epic spell will be looked upon soon ? As it is now It is tremendously weak compared to other epics, even DOM is more useful. How about upgrading it to 8d12 per missile and make it "piercing" damage , this way it could give a good punch towards most Hell critters.
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Post by velikibaatezu on May 9, 2007 21:10:36 GMT
Evocation focus is really useless at hells and Missiles barage generaly, well sucks, for all areas. Could it be possibly changed to grant immunity to mord or spell breach effects to caster or maybe entire party, not sure how long should duration be.
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Post by thedomicron on May 15, 2007 1:35:39 GMT
i'd like to suggest the druid illusion epic be altered. atm its never chosen, and its bonus is not terribly noticable.
i'd like to suggest a form of etherealness, where it creates a copy of the caster, while granting said caster etherealness.
i don't know if its possible, but i think it could be incredibly interesting if the caster could cast safely as long as its double (which spawns wearing whatever he is) lives; sort of like a bbod. maybe call it: Nature's Riddle - nature's love for the caster creates a golem copy of it, so believable and enrapturing that the caster is rendered undetectable while it lasts.
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