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  1. #121
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    Quote Originally Posted by MysticTheurge View Post
    They probably could implement it kind of like Holy Sword, so that it just dumps an item in your inventory, but things that attack on their own like a real Mage's Sword or Spiritual Weapon don't seem to be possible yet.
    Of course it's possible. Think of the the specter model with his sword. All that would really need to be done is take that model, erase the skin for all but the sword, and then make this "invisible specter" a pet that is summoned by the spell. Give it the immunities that the sword would have to normal attacks and you're golden.
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  2. #122
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    Quote Originally Posted by maddmatt70 View Post
    I am going to repeat this comment because well it got lost in the SR and Horrid Wilting debate and I notice that Turbine is following this thread. Any chance repair mass spells will be added to the game for the next mod or sooner. If someone from turbine could comment on this that would be great because the day they say they are going to add these spells is the day that I make my first warforged character.

    Norg
    It didn't get lost, I read it, and I'm sure they did, too. It just wasn't comment worthy. If they exist in PnP, then yes, they should be implemented, if only to make all-warforged parties more viable, or the option at least.

    In regards to making a Warforged, perhaps you should do so anyhow. Chicken and the egg. The more warforged there are clamoring for it, the more reason they have to put it in. If only 5% of the population has one, then why add a spell for such a small population? I'm not saying it's my logic, but it could be their's.
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    Give us better (any) testing tools on Risia and help stop the reign of obvious, and silly, bugs!

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    "At times, death alone bears the memo regarding a change in strategy." -EP Harlow

  3. #123
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    I would definitely roll my force/repair specced warforged-healing sorceror if they had repair mass.

  4. #124
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    Quote Originally Posted by jkm View Post
    don't implement it that way - just temporarily add the improved critical feats to the caster (yeah, make it self only so it isn't insanely powerful like SR). they already do this with tensers...
    While I agree that it could be implemented this way, I don't advocate these work-around methods. A whole host of spells would be possible if they figure out how to temporarily add magical effects to items. This will be required in a form in crafting, anyhow. The only difference would be to temporarily apply effects to the item instead of swapping the items. Additionally, this would allow an easy implementation of the anti-magic effect of suppressing magical items. In an antimagic field of any sort, your items could become masterwork for the duration of your stay. It would also allow mordenkainen's disjunction to be implemented without recreating new items all the time.

    Magical weapon, flaming weapon, and a whole host of spells would be possible, very easily, if they figured out how to have spell timers apply to items. It can't be impossible.

    At the VERY LEAST there should be a way to apply a spell timer to a player that specifically targets a particular item #, no matter where it is.

    So say your +2 flaming Scimitar, crit-range 17-20, is item number 12345.

    • Someone casts "keen edge" on "your sword".
    • It really targets you and puts an invisible spell timer in your bar.
    • The spell has as its target item number 12345. This would be the primary hand of the target of the spell.
    • It looks to see who has item 12345.
    • Like the bracers that make your attacks ghost-touch, it makes the holder of item 12345's attacks, with that weapon, Keen.
    • As a side benefit, it could put a visible spell timer, with the actual spell's timer (on the original caster), on the bar of whomever is casting the spell.
    • When the duration runs out on the original caster of the spell, in his hidden timer, the spell removes the sub-version of itself from the current holder of 12345's spell effects, apparently removing the keen edge from the weapon.


    So these sorts of effects are possible now, with the effects we have already seen implemented. It just takes some imagination.

    I loved implementing crazy stuff for the UO shard I helped program for (after the cracked server code was distributed). The system was limited, but you could do all sorts of crazy things just with hidden spell timers and never touching the weapon itself directly.
    Last edited by Spookydodger; 10-10-2007 at 08:53 PM.
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    Give us better (any) testing tools on Risia and help stop the reign of obvious, and silly, bugs!

    Quote Originally Posted by EP_Harlow
    "At times, death alone bears the memo regarding a change in strategy." -EP Harlow

  5. #125
    Community Member Xyfiel's Avatar
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    Can the arcanes get some love with some mirror image. It can be the crappiest spell graphic in the game even.

  6. #126
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    Quote Originally Posted by Xyfiel View Post
    Can the arcanes get some love with some mirror image. It can be the crappiest spell graphic in the game even.
    I would love to have this spell. I wonder how bad the lag issues would get with 8 or so copies of the same person doing the same thing. Imagine a party of 6 casters with this spell up

    I suppose, to limit lag issues, if there were problems with around 50 people running through the dungeon, they could do it in the following way:

    Have only 2 copies, no matter how many copies the spell actually has. Put them overlapping the caster by 50% in either direction. So it looks like 3 people, half walking through each other. Then as copies are eliminated, like points from Protection from Energy, it ticks down on the spell counter. It calculates the chance to hit based on the number of copies and checks if a copy is hit or you are. I do believe the attacker would be able to hit the caster at all, so displacement would extend the life of it. If I recall correctly, though, anything that does 1 point of damage would eliminate a copy, so a fireball would eliminate them all (as well as damaging the caster) unless the caster's resist/protect was sufficient to completely negate the damage.
    Last edited by Spookydodger; 10-10-2007 at 09:07 PM.
    _________________________
    Give us better (any) testing tools on Risia and help stop the reign of obvious, and silly, bugs!

    Quote Originally Posted by EP_Harlow
    "At times, death alone bears the memo regarding a change in strategy." -EP Harlow

  7. #127

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    Quote Originally Posted by Spookydodger View Post
    Just like in PnP when the game-master shifted the person away from the wall rather than through it, you would imagine that this would be the case with Enlarge/reduce.
    I believe it becomes more of a problem when you, say, need to go through a door you no longer fit through. Or the like.
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  8. #128
    Community Member theedtwo's Avatar
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    [QUOTE=MysticTheurge;1381353]Wizards/Sorcerers
    Iron Body: Your body becomes living iron.

    now, not that i am complaining, but wouldnt that almost make u unable to move cause ur body is so heave?

  9. #129

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    Quote Originally Posted by theedtwo View Post
    now, not that i am complaining, but wouldnt that almost make u unable to move cause ur body is so heave?
    Nope. It's magic!

    For more reference: Iron Body.
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  10. #130
    Community Member Xyfiel's Avatar
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    As far as I am concerned, it can have no graphic and just show images remaining on the buff icon. How bout something that surrounds you like a ioun stone with just little dots to represent each image?

  11. #131
    Community Member maddmatt70's Avatar
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    [QUOTE=MrCow;1385095]Mass Repair spells are for artificers, not wizards/sorcerers.
    QUOTE]

    Artificers are not in the game and there are no plans to add them to the game. From what I can recall mass repair spells are available to sorc/wizards in the spell compedium book. DDO can do whatever it wants although it trys to stay somewhat true to D&D, regardless warforged need some loving..

    Norg
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  12. #132

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    Quote Originally Posted by maddmatt70
    From what I can recall mass repair spells are available to sorc/wizards in the spell compedium book.
    It is in page 189 of the Races of Eberron book.

    And I will say this: Sorcerers and Wizards do not get mass repairs, but I would enjoy them as much as you if they did bend the rules and put them in.
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