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  • Summoning spells

    Was browsing other NWN2 servers for ideas (i ran out of original ideas) and found this. I think it, or something similar, would be a cool addition to Sundren!

    Meorwyn's Tether
    Level: Sorc/Wiz 6
    School: Necromancy
    Components: V, S
    Descriptor(s): Negative
    Range: Medium
    Target/Area: Single
    Duration: 1 hour/level
    Save: Harmless
    Spell Resistance: no
    This spell compels an already summoned creature, elemental, etc. to remain summoned and allied with the caster for a much longer period (1 hour/level). The caster feels a surge of necromantic energy, similar to False Life, which ties the creature to the caster. In game terms, the effect is to increase the duration of the summoning. The target must be an allied summoned being. This spell will work on all kinds of summoned beings, including animals, elementals, demons, and the invisible golem of Mordenkainen’s Sword.

    Also, this one... (a novel solution to the bugged Tenser's)

    Tenser's Transformation: the polymorph has been abandoned. Instead, the caster gains +1 attack bonus for every two levels, +4 natural AC, +5 to fort saves, 1d6 bonus HP per level. STR, DEX, and CON are set to 20 for the duration of the spell. The caster also gets a -10 INT penalty and 100% spell failure chance.

    Disclaimer: This is all blatantly copied from TheKnownLands and not my own ideas. I don't know whether or not thats still an active server ?
    UTC+8
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  • #2
    Originally posted by thaelis
    Was browsing other NWN2 servers for ideas (i ran out of original ideas) and found this. I think it, or something similar, would be a cool addition to Sundren!

    Meorwyn's Tether
    Level: Sorc/Wiz 6
    School: Necromancy
    Components: V, S
    Descriptor(s): Negative
    Range: Medium
    Target/Area: Single
    Duration: 1 hour/level
    Save: Harmless
    Spell Resistance: no
    This spell compels an already summoned creature, elemental, etc. to remain summoned and allied with the caster for a much longer period (1 hour/level). The caster feels a surge of necromantic energy, similar to False Life, which ties the creature to the caster. In game terms, the effect is to increase the duration of the summoning. The target must be an allied summoned being. This spell will work on all kinds of summoned beings, including animals, elementals, demons, and the invisible golem of Mordenkainen’s Sword.
    I like the idea, but I find it silly that a spell to increase the duration of summons is a necromancy spell. It would be much better as a conjuration spell.

    Tenser's Transformation: the polymorph has been abandoned. Instead, the caster gains +1 attack bonus for every two levels, +4 natural AC, +5 to fort saves, 1d6 bonus HP per level. STR, DEX, and CON are set to 20 for the duration of the spell. The caster also gets a -10 INT penalty and 100% spell failure chance.
    -10 Int on the Tenser would cause you to lose prepared spells, no? Since even after the spell wears off, the spells you had prepared in those slots wouldn't be restored. I also don't see why you'd need both the -10 Int and the 100% spell failure. Just the spell failure would do the trick.

    Would also want Martial Weapon Proficiency for the duration.
    Last edited by Rhifox; 09-16-2012, 06:37 AM.
    -Arcanist Josirah Caranos, Red Wizard of Thay

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    • #3
      I personaly would like to see the summon spells last as long as the animate dead spells. You might see more druid / ranger / mage and rest using them a lot more.
      http://www.youtube.com/watch?v=VqvitALivzE

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      • #4
        We will likely review the potency of some of the summons when Horned Harbinger gets tweaked. We have obviously made numerous tweaks to the existing summons, which are still far better than they once were.
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        • #5
          Originally posted by Saulus View Post
          We will likely review the potency of some of the summons when Horned Harbinger gets tweaked. We have obviously made numerous tweaks to the existing summons, which are still far better than they once were.
          Yeah, I love the current necromancy summons and Summon Creature spells. They're definitely useful. Planar Binding is the only one that strikes me as being really weak. I'd personally just like to see the Planar Bindings changed to be similar to the undead summons (long duration but relatively low level), while leaving the Summon Creature I-IX as emergency spells... uber powerful but short duration. That way conjuration would have a wider variety of summons in comparison to necromancers... long-duration Bindings that can be buffed, and short-duration Summons that won't be buffed (much) but wreck havoc while they last.
          -Arcanist Josirah Caranos, Red Wizard of Thay

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          • #6
            Originally posted by Rhifox View Post
            I like the idea, but I find it silly that a spell to increase the duration of summons is a necromancy spell. It would be much better as a conjuration spell.

            -10 Int on the Tenser would cause you to lose prepared spells, no? Since even after the spell wears off, the spells you had prepared in those slots wouldn't be restored. I also don't see why you'd need both the -10 Int and the 100% spell failure. Just the spell failure would do the trick.

            Would also want Martial Weapon Proficiency for the duration.
            I think the point is they don't want you to be able to cast spells, as even with 100% spell failure you can cast Stilled spells. Tensers in D&d is supposed to be a "last-ditch" kinda spell that a caster only uses once all other magics are expended, so it shouldn't be a problem to give it -10 Int penalty (though i agree it would be just as annoying as it is now re-choosing all your spells every time you cast it)

            What I would really like to see is:

            Quote PHB: "...proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks)."

            So, it would be less ridiculously overpowered for us EK's (only +3 to hit instead of +10) and more useful for pure wizards, as they would go from having 2 to 4 attacks.
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            • #7
              Originally posted by thaelis View Post
              I think the point is they don't want you to be able to cast spells, as even with 100% spell failure you can cast Stilled spells. Tensers in D&d is supposed to be a "last-ditch" kinda spell that a caster only uses once all other magics are expended, so it shouldn't be a problem to give it -10 Int penalty (though i agree it would be just as annoying as it is now re-choosing all your spells every time you cast it)
              Just use Spell Failure, instead: the purple-glowing hand status that you get when entering Defensive Fighting/Total Defence and the Abaddon: no Int change required, and no need to worry about people casting Stilled spells. After all, my main problem with Tenzer's Transformation IS the fact that polymorphs screw with James' spellslots. I just hope that it could have a toggle similar to the Disguise system (Possibly use that as a basis, perhaps?), such that it can be disabled once total-kill-mode is no longer required, and spellcasting could be reactivated.
              [Edit: Besides, even with a -10 penalty, most wizards have enough Int that they can still cast most of their spells, abet with a lot less slots; making the entire point of the penalty somewhat pointless in the first place]

              Originally posted by Rhifox
              I like the idea, but I find it silly that a spell to increase the duration of summons is a necromancy spell. It would be much better as a conjuration spell.
              Or an abjuration, but I would agree that a magic that affects other magics should probably not be Necromancy.
              Last edited by Kitsunestume; 09-16-2012, 03:52 PM.

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