You be the dev: Word of Faith
Re: You be the dev: Word of Faith
a few ideas, hopefully differnt to existing effects by other spells
A. Party AoE True Strike buff (non extendable)
B. Party friendly collosal Knockback for other alignments. will save and SR (like a turning)
C. Like aligned in party CHA bonus to dodge AC (think divine shield) duration 1 round per 6 levels, extendable.
D. Random curse* in collosal area non party friendly effecting all with non matching diety. *Randomly from Ability, AC, AB, encumberance, blind, fear. no save but SR
E. Force all non friendly toons on map who are dead w/o xp loss pending to respawn no save no SR
F. Players same diety immune. players will save or convert. monsters/pets and all that resist convert reflex or blind. all that blind fort or knockdown.
G. Will or Alzaara aura.
A. Party AoE True Strike buff (non extendable)
B. Party friendly collosal Knockback for other alignments. will save and SR (like a turning)
C. Like aligned in party CHA bonus to dodge AC (think divine shield) duration 1 round per 6 levels, extendable.
D. Random curse* in collosal area non party friendly effecting all with non matching diety. *Randomly from Ability, AC, AB, encumberance, blind, fear. no save but SR
E. Force all non friendly toons on map who are dead w/o xp loss pending to respawn no save no SR
F. Players same diety immune. players will save or convert. monsters/pets and all that resist convert reflex or blind. all that blind fort or knockdown.
G. Will or Alzaara aura.
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Re: You be the dev: Word of Faith
Ultima Online has a spell similar to this called Exorcism. If you die and are no where near your corpse as a ghost, you are automatically sent to res at the nearest shrine (think bind point here). This would work if say, the conditions were that no one was alive within x amount distance of dead players, or after a certain amount of time. Prevents enemies from holding a room.DM-Baccob wrote: E. Force all non friendly toons on map who are dead w/o xp loss pending to respawn no save no SR
Don't make it even harder to ressurect while in combat - I think it's fine as is. Part of the fun is getting back into the fight.
-Jesse
Laura/Akuma of TSS
"Brute force solves everything. If you ever find that it doesn't; you're not using enough."
Laura/Akuma of TSS
"Brute force solves everything. If you ever find that it doesn't; you're not using enough."
Re: You be the dev: Word of Faith
Hey.. here's a novel idea:
Word of Faith
Caster Level: Cleric 7
Innate Level: 7 School: Evocation
Component(s): V Range: Medium
Save: None Spell Resistance: Yes
Immunity Type: Divine
Area of Effect/Target: Colossal
Duration: Instant
Description: A wave of divine energy blasts all enemy creatures within
the area of effect. All enemies within the area are stunned for 1 round
per 2 caster levels. Those with 4 Hit Dice or less are killed instantly. Any
hostile summoned creatures are returned to their home planes.
· Level 13 6 rounds stunned
· Level 14 7 rounds stunned
· Level 16 8 rounds stunned
· Level 18 9 rounds stunned
· Level 20 10 rounds stunned
· Level 22 11 rounds stunned
· Level 24 12 rounds stunned
· Level 26 13 rounds stunned
· Level 28 14 rounds stunned
· Level 30 15 rounds stunned
· Level 32 16 rounds stunned
· Level 34 17 rounds stunned
· Level 36 18 rounds stunned
· Level 38 19 rounds stunned
· Level 40 20 rounds stunned
Sometimes keeping a spell the way it was intended is the best nerf (or "fix") of all. Maybe change the time, say to a max of 10 rounds like how the RK hammer once was, or even 5 rounds. Maybe make it dependent on levels of evo focus or whatever focus it is made to be.
The spell was once considered the Great Dexer equalizer... can't you just make it do what it was suppose to do???
Word of Faith
Caster Level: Cleric 7
Innate Level: 7 School: Evocation
Component(s): V Range: Medium
Save: None Spell Resistance: Yes
Immunity Type: Divine
Area of Effect/Target: Colossal
Duration: Instant
Description: A wave of divine energy blasts all enemy creatures within
the area of effect. All enemies within the area are stunned for 1 round
per 2 caster levels. Those with 4 Hit Dice or less are killed instantly. Any
hostile summoned creatures are returned to their home planes.
· Level 13 6 rounds stunned
· Level 14 7 rounds stunned
· Level 16 8 rounds stunned
· Level 18 9 rounds stunned
· Level 20 10 rounds stunned
· Level 22 11 rounds stunned
· Level 24 12 rounds stunned
· Level 26 13 rounds stunned
· Level 28 14 rounds stunned
· Level 30 15 rounds stunned
· Level 32 16 rounds stunned
· Level 34 17 rounds stunned
· Level 36 18 rounds stunned
· Level 38 19 rounds stunned
· Level 40 20 rounds stunned
Sometimes keeping a spell the way it was intended is the best nerf (or "fix") of all. Maybe change the time, say to a max of 10 rounds like how the RK hammer once was, or even 5 rounds. Maybe make it dependent on levels of evo focus or whatever focus it is made to be.
The spell was once considered the Great Dexer equalizer... can't you just make it do what it was suppose to do???

"Once you start down the dark path of nerfing, forever will it dominate your destiny. Exceptions to this are few. "
Re: You be the dev: Word of Faith
I think 1 rd/10caster lvls would be more reasonable
SR=yes Saves=No
SR=yes Saves=No
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Re: You be the dev: Word of Faith
Sun Tzu: yah, 3.5 has others in that vein: Holy Word (non-good pain), Dictum (non-lawful pain) and ... looks up ... Blasphemy (nasty from wraiths with all their hitdice--hits non-evil). Same effects as Word of Chaos, anyway since a some casters have a lot of caster levels (like Bahamut Clerics), that's instant death 
Mining: forgot the spell name (castigate), looked up rebuke and thought I was high when I had liked that suggestion. Has potential (maybe lots of damage if differ from caster on law-chaos and good-evil, half if one same) and some kind of save or status hit (short duration stun). Not spammable if going to do decent damage. Can try messing around with EffectCurse(), but I didn't want a research project. Also, Righteous Wrath of the Faithful is on Crystalkeep, and not too good except as a turn that pile of commoner archers into a little bit of a threat iirc.
Definitely not deity based, unless that deity is Gruuumsh
I'll have to read through more thoroughly later, thx for suggestions.
Oh, we have Spell Compendium:


Mining: forgot the spell name (castigate), looked up rebuke and thought I was high when I had liked that suggestion. Has potential (maybe lots of damage if differ from caster on law-chaos and good-evil, half if one same) and some kind of save or status hit (short duration stun). Not spammable if going to do decent damage. Can try messing around with EffectCurse(), but I didn't want a research project. Also, Righteous Wrath of the Faithful is on Crystalkeep, and not too good except as a turn that pile of commoner archers into a little bit of a threat iirc.
Definitely not deity based, unless that deity is Gruuumsh

Oh, we have Spell Compendium:

Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
Re: You be the dev: Word of Faith
wow, 20 rounds of stun for no save against all enemies in a colossal area? Might as well make it a no save instant death spell to everything on the map.
Even if it lasted 1 round it would be incredibly powerful. Think clerics spamming it, stunning everyone in sight round after round while the rogues mop up.
Even if it lasted 1 round it would be incredibly powerful. Think clerics spamming it, stunning everyone in sight round after round while the rogues mop up.
Sebastian (TSS) Doc - Rufio of (TSS) - Dagr (TSS)
Raijin {FoN} - Arcadia {FoN} - Geb {FoN}
Raijin {FoN} - Arcadia {FoN} - Geb {FoN}
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Re: You be the dev: Word of Faith
haha, non party friendly 

Re: You be the dev: Word of Faith
Still easily abusable, hilariously so. Just have the rogues stay back, cleric goes up solo and stuns everything for 2 turns, then everyone comes in and mobs up.Amoenotep wrote:haha, non party friendly

Bargeld wrote:It's been shown in past relic events even, if NC actually has a decent amount of players involved, they will win.
Re: You be the dev: Word of Faith
Rogue Archers.Daral0085 wrote:Amoenotep wrote: Just have the rogues stay back, cleric goes up solo and stuns everything for 2 turns, then everyone comes in and mobs up..
Chernobyl_Glow wrote:the players in AO/RK are evil two headed trolls in real life who kick their dogs and speed through school zones
Shamedmonkey wrote:I can feel myself get stupider.
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Re: You be the dev: Word of Faith
i'd rather have dev crit back instead of tal's version of wof 

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Re: You be the dev: Word of Faith
I think we should just make WoF kill everyone on the server except the caster instantly. And give the caster every planer item and level all their lowbies to 40 instantly.
Last edited by Shamedmonkey on Mon Mar 22, 2010 11:03 pm, edited 1 time in total.
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Re: You be the dev: Word of Faith
How about WoF granting devestating critical to all allies in range then? 

-Jesse
Laura/Akuma of TSS
"Brute force solves everything. If you ever find that it doesn't; you're not using enough."
Laura/Akuma of TSS
"Brute force solves everything. If you ever find that it doesn't; you're not using enough."
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Re: You be the dev: Word of Faith
sr: yes
save: maybe?
fort>blind
will>stun
ref>kd
how's that for a spell? like a cleric version of thunderclap, except better because lokey hates mages
save: maybe?
fort>blind
will>stun
ref>kd
how's that for a spell? like a cleric version of thunderclap, except better because lokey hates mages
Re: You be the dev: Word of Faith
Let's take a roleplay perspective...
For enemies:
Stun makes sense - your enemies are overcome by the words of your God and are dazed by the truth of His words. Stun for 2, maybe even 3 rounds. Will save for sure - only those with the will to fight through the blasphemy can withstand the words of a false God. However, regardless of whether you manage a will save against the spell, I say that enemies should feel some misgivings, knowing that there's a deity that's against them. Auto-receive -1 to saves and skills for 2-3 rounds, same duration as the stun. Suggest that WoF bypass SR - you can't defend yourself against the words of a God - BUT being deaf negates WoF. If you can't hear the truth, you can't be affected by it.
For the caster:
You are stunned in ecstasy at hearing your God speak to you (also: helps prevent spam casting and invites caution into using this, this is a lev 7 spell after all). You're stunned for same amount of time as your enemies plus possibly for 1 more round, automatically. Keep the verbal and somatic components of WoF as is. However - you the caster are deaf? Cool, you can't stun yourself, but you don't get the benefits (see below for explanation) and there's still that 20% chance you'll muck up the verbal component.
For the members in the caster's party and the caster
You take heart in knowing that the Gods above favour your cause. +1 to all saves, for same time as the stun. A god's touch is fleeting. But - if you're deafened, no benefits. Can't hear the words of God, that's too bad.
For enemies:
Stun makes sense - your enemies are overcome by the words of your God and are dazed by the truth of His words. Stun for 2, maybe even 3 rounds. Will save for sure - only those with the will to fight through the blasphemy can withstand the words of a false God. However, regardless of whether you manage a will save against the spell, I say that enemies should feel some misgivings, knowing that there's a deity that's against them. Auto-receive -1 to saves and skills for 2-3 rounds, same duration as the stun. Suggest that WoF bypass SR - you can't defend yourself against the words of a God - BUT being deaf negates WoF. If you can't hear the truth, you can't be affected by it.
For the caster:
You are stunned in ecstasy at hearing your God speak to you (also: helps prevent spam casting and invites caution into using this, this is a lev 7 spell after all). You're stunned for same amount of time as your enemies plus possibly for 1 more round, automatically. Keep the verbal and somatic components of WoF as is. However - you the caster are deaf? Cool, you can't stun yourself, but you don't get the benefits (see below for explanation) and there's still that 20% chance you'll muck up the verbal component.
For the members in the caster's party and the caster
You take heart in knowing that the Gods above favour your cause. +1 to all saves, for same time as the stun. A god's touch is fleeting. But - if you're deafened, no benefits. Can't hear the words of God, that's too bad.
Re: You be the dev: Word of Faith
Ok, EffectCurse gets applied, but doesn't get around to immune stat drain.
Thinking something like:
- SR = yes, hostile only = yes
- Damage of something like d6/two caster levels no cap, sonic or divine. Maybe keep like a 10% misschance on it.
- If alignment differs on one axis (either same good-evil or law chaos as caster), hit skills by cl/something like 8.
- If alignment differs on both, add will or stun for cl/20 rounds.
- Not spammable, if targeted by it, safe from getting hit by another for like 5 rounds.
Yeah, Great Thunderclap can be improved. Talk about somewhere else.
Thinking something like:
- SR = yes, hostile only = yes
- Damage of something like d6/two caster levels no cap, sonic or divine. Maybe keep like a 10% misschance on it.
- If alignment differs on one axis (either same good-evil or law chaos as caster), hit skills by cl/something like 8.
- If alignment differs on both, add will or stun for cl/20 rounds.
- Not spammable, if targeted by it, safe from getting hit by another for like 5 rounds.
Yeah, Great Thunderclap can be improved. Talk about somewhere else.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.