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  1. #21
    Community Member FranOhmsford's Avatar
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    With Prot Normal Missiles I was suggesting a way for it to work in ddo - Didn't know that it isn't even in 3rd ed.
    Still the spell is there and would be a good addition to this game IMO.

    I don't really see how the ability to stop monsters standing over your body while regenning/slowly dying would be OP.
    Would certainly make Diehard more viable as a feat.

    I already accepted that mass invis invalidates Invis 15'Rad. - I was suggesting changing Silence 15'Rad to Mass silence in the same way for DDO.

    Greater Melf's would be a nice addition but I still want to know where the fire DoT is.

    No-one yet has said anything good or bad about Phantasmal Force or Imp Phantasmal Force. I put these in to give Illusionists some dmg spells at low lvl - I'd suggest them being basically MM and Force Missiles but Illusions so Int check to disbelieve {Of course this is a flavour suggestion but would allow Illusion DC rather than Evoc.}.

  2. #22
    Community Member Ungood's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    No-one yet has said anything good or bad about Phantasmal Force or Imp Phantasmal Force. I put these in to give Illusionists some dmg spells at low lvl - I'd suggest them being basically MM and Force Missiles but Illusions so Int check to disbelieve {Of course this is a flavour suggestion but would allow Illusion DC rather than Evoc.}.
    I believe they have Prismatic Ray filling this role already. (whoops that is evocation)
    Last edited by Ungood; 05-31-2011 at 10:07 PM.

  3. #23
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    Quote Originally Posted by Nephilia View Post
    And it will destroy a lot of quest.
    Think about altar of the sky in Epic Small Problem for example...

    And tiny hut will be the same. Quests are pretty balanced about shrines and resting time!
    To me add possibility to cast a personal shrine in quest like "Coalescent Chamber" and "Chains of Flame" where shrines are really poor will nerf a lot those few quests where a little strategy is needed (and they are very few!)
    Not to mention that Turbine would lose some moneny over it (assuming people are actually dumb enough to buy a ethernal shrine)

    Quote Originally Posted by FranOhmsford View Post
    Greater Melf's would be a nice addition but I still want to know where the fire DoT is.
    Burning blood?

  4. #24
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    With all the talk of "Fly", I'm surprised no one's mentioned "Levitate". It too has similar code/world issues, but it's easier to handle.

  5. #25
    Community Member Asmodeus451's Avatar
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    Telekinetic Grab - Pulls Target Monster towards the caster at incredible speed. also allows levers/valves/switches to be thrown at a distance (only works if lever is tageted, in line-of-sight, and not blocked)

    Telekinetic Push - as Telekinetic Grab, but forces Target Monster away from caster. Deals a small amount of Bludgeon Damage on impact with wall or floor.

    Telekinetic Wave - As Telekinetic Push, but acts on ALL targets in a radius around Caster. Doesn not allow throwing of levers
    The Funniest Thing I've Ever Read
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  6. #26
    Community Member Vellrad's Avatar
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    I would like to have protection from healing spell or whatever is it called- you cast it, and victim can't heal until spell is dispelled. Mobs got that, so why not give it to players?
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  7. #27
    The Hatchery
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    Quote Originally Posted by Vyrtigo View Post
    you know oddly I was thinking about this over the weekend and I thought it would be cool if they made a spell called greater melf's acid arrow that basically was a stronger version and acted as if it had the improved precise shot feat. I suppose there could be some better name etc.
    I love this idea.

    EDIT: But it sounds very prone to bugs.
    Last edited by Qezuzu; 06-01-2011 at 06:47 PM.

  8. #28
    Community Member donfilibuster's Avatar
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    Quote Originally Posted by Asmodeus451 View Post
    Telekinetic Grab - Pulls Target Monster towards the caster at incredible speed. also allows levers/valves/switches to be thrown at a distance (only works if lever is tageted, in line-of-sight, and not blocked)

    Telekinetic Push - as Telekinetic Grab, but forces Target Monster away from caster. Deals a small amount of Bludgeon Damage on impact with wall or floor.

    Telekinetic Wave - As Telekinetic Push, but acts on ALL targets in a radius around Caster. Doesn not allow throwing of levers
    Where are these from? Any telekinetic spell would be nice to have.
    So far 'violent thrust' usage of telekinesis cover both push and grab of monsters.
    Reverse gravity may cover wave and there's also telekinetic sphere that can trap a monster on a reflex save.

  9. #29
    Community Member Asmodeus451's Avatar
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    in response to the above question, there have been various incarnations of Telekinetic type spells in D&D since the old AD&D days. the versions i posted are simply wat i think would work in DDO.
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  10. #30
    Community Member FranOhmsford's Avatar
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    Default Burning Blood

    I may be wrong but I believe this is also an acid dot not fire. Firewall is imo the reason for there not being a fire dot but is a completely different style of spell to the new dot spells so again it seems we want an acid {greater melf's?} and a fire dot to go with them.

    Prismatic Ray is also quite high lvl compared to the likes of Magic Missile {Phantasmal Force} so not really a choice for a low lvl illusion anyway.

    The Ethereal Rest Shrine is ridiculously expensive and would surely be used a lot more {earning Turbine more money} if permanently halved in price at least.

  11. #31
    Community Member donfilibuster's Avatar
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    Right on for telek, we need telek spells.

    Since you mention phantasmal force, we can use more illusion spells as well.
    shadow evocation and shadow conjuration spells come to mind though sound a bit overpowered.

    The shadow conjuration obviously may be limited to the existing spells (maybe picked from a drop down).
    It is clarly not useful for pets but it'd be for fogs, etc.
    It lets you bundle sleet storm, stinking cloud, glitterdust, obscuring mist and fog cloud.
    Furthermore you can cast grease (grin), melf acid arrow (ooo), web (web!), mage armor (lol).
    And lets not talk about the greater version, so yeah it'd be overpowered if it weren't for the will save, andin general the illusion focus need some love.

    More useful would be shadow evocation but in this case i'd say your elemental boosters shouldn't apply.
    The PnP version doesn't say anything about it, so it'd be purely a balancing excuse.
    Enhancement lines and item boosters are from DDO, but surely metamagic costs should apply normally.

  12. #32
    Community Member Tom_Hunters's Avatar
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    not arcane, but i want:

    Earthquake

  13. #33
    Community Member whitehawk74's Avatar
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    Quote Originally Posted by Asmodeus451 View Post
    Telekinetic Grab - Pulls Target Monster towards the caster at incredible speed. also allows levers/valves/switches to be thrown at a distance (only works if lever is tageted, in line-of-sight, and not blocked)

    Telekinetic Push - as Telekinetic Grab, but forces Target Monster away from caster. Deals a small amount of Bludgeon Damage on impact with wall or floor.

    Telekinetic Wave - As Telekinetic Push, but acts on ALL targets in a radius around Caster. Doesn not allow throwing of levers
    The Force is strong with this one.

  14. #34
    Community Member Asmodeus451's Avatar
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    Quote Originally Posted by whitehawk74 View Post
    The Force is strong with this one.
    honestly, i had NO IDEA thats wat these abilities would look like, but ya..............
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  15. #35
    Community Member Deissa_Ironhand's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    Silence 15' Radius - Make sneak quests like Stealthy Repo and Claw of Vulkoor less annoying
    Spider Climb - If Kobolds can do it why can't we?
    Phantasmal Force
    Find Familiar - Change Summon Monster 1 and Summon Natures Ally to Permanent in quest companion
    Tasha's Uncontrollable Hideous Laughter
    Spectral Hand - Make touch range spells more usable incl. Cures
    Mirror Image
    Darkness 15' Radius {Light also needed to counter}
    Improved Phantasmal Force
    Prot. Normal Missiles - DR 5 vs Arrows, Bolts and Throwing Weapons {Not extra effects}
    Melf's Minute Meteors
    Invisiblility 10' Radius
    Feign Death - Stop enemies performing killing blows when unconscious - Needs to be cast b4hand of course
    Blink
    Fly
    Leomund's Tiny Hut - Much higher lvl spell usable once/quest - Provides Rest Shrine {Not Res}
    How bout Evards Black Tentacles...one of my personal favorites..Rarys Mnemonic Enhancer another nice one...Mirror Image,Dancing lights..

  16. #36
    Founder Aesop's Avatar
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    I've always been a fan of the Orb Spells.

    Orb of Force 10d6 Force Damage
    Orb of Acid 15d6 Acid Damage + effect
    Orb of Ice 15d6 Cold Damage + effect
    Orb of Fire 15d6 Fire damage + effect
    Orb of Lightning 15d6 Lightning + effect
    Orb of Sound 15d4 and I think + effect

    single target
    Conjuration effect no spell resistance in pnp so worked on Golems


    Mirror Image would be interesting

    some ranger spells like Arrow Storm could be fun

    Black Tentacles would be great

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

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