Haks/Mods: Magic Suggestions

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triaddraykin
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Haks/Mods: Magic Suggestions

Post by triaddraykin » Sat Nov 24, 2018 12:28 pm

triaddraykin wrote:
Sat Nov 24, 2018 12:16 pm
I would personally like more flexibility in magic. Options to make mass spells, or at least multiple people, a la 5e mechanics where it's a higher spell slot. Able to place visual effects (logically a limit to how many in an area), able to garble speech, make a zone of silence where people outside can't hear what's in, marking ownership of something with a rune and it puts an effect on someone if it's stolen ... Actually, I'mma make a thread on this, especially since that last one could be done with RP anyhow, and I'm spitballing.
Original Thread

And so I did! What I would like this thread to be about is just throwing out ideas, plausible or not, about magic and the ways it could be enhanced. This is to be for magic-related suggestions from the community in one place, for content creators to draw inspiration from. This would be so much better on the Suggestion subforum, but you guys can't pitch in, then!

I would like it if there were minimal 'that's a terrible idea', even if it's something like Hellball auto-kills it's targets. If you don't like it, ignore it, and try to come up with your own! Please don't bog down the thread, this might even get stickied if it has enough attention and ideas.

Angles to consider: Summons, familiars, visual effects, spell modifications, strength of spells, caster class modifications, whole new abilities, teleportation, transportation.... Take a look over the various editions' spellbooks for inspiration. We're going to be seeing changes for a long, long time, so just because it can't/won't be done now, doesn't mean it's not possible eventually.

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jastewart1988
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Re: Haks/Mods: Magic Suggestions

Post by jastewart1988 » Sat Nov 24, 2018 1:02 pm

Inclusion of mage paths that seek Archmage abilities, like languages a mage can learn the elements and after so long doing so they can change the elements of spells to others they have learnt fireball becoming an iceball or an acid ball for example.

Through some quest/learning/study the mage learns to harness raw magic and sacrifice a spell to have it cast in its purest form as magic missiles where the spell level of the sacrificed spell dictates the damage per missile and the mages caster level /3 would be projectiles cast so a pure wizard using a 9th level slot would have the potential of 90 damage that is magic only on a single target a cleric could do the same but divine damage rather then magic?

Unique feats that allow increased caster level so multi classing is more viable without becoming useless with the casting of a single mords if you are not a pure or at least incredibly high caster level.

Custom spells that require rp to prepare (clone being a prime example on death the wizard if they achieve making and keeping the clone can set it as the re spawn point) no real change to how re spawning works simply allows them to have a clone in say a room they own and re spawn there instead?

A way to make the specialisation of a wizard far more important and attractive over being a generalist, perhaps the epic spell focus feats for a specialist wizard are granted for free at certain wizard levels in the chosen specialisation or the Arelith custom spells linked to the spell focus feats could be enhanced someway for a specialist in each one, abjuration ward for a specialist might create an area that constantly dispels in the wards space if they specialise, a transmuter might be able to pick a single spot they wish to allow teleportation for them self to that is completely independent of any portals, enchantment specialisation might allow something simple like higher reductions then current for enchanting meaning a specialist wizard is the best choice of an enchanter. All obviously can be tweaked changed entirely but basically just a way to make specialisation in a school worth it

Epic spells on a reasonable CD rather then 1 cast perday perhaps 5 minutes or so but have a reduction to this based n caster levels? (-1 minute per 10 caster levels meaning 30 pure would have 3 minutes between casting epic spells without needing to rest?)

Methods to summons that hold the same stats but are in a way completely unique creatures by appearance this would allow some difference between mages rather then all summoning a dragon or all summoning an elemental this would work for any level of summoning spell really sort of like a totem but only thing changing would be appearance of the summons they can all hold same stats, would simply add some uniqueness to a character

Improving counter spell, so that if such is done with a great success the spell is instead turned back on its caster rather then simply countered. (this would make a pure counter spelling abjurer an incredible asset to any venturing that was done)

Larger familiar pool, perhaps even a way to make a custom familiar that levels up as you do like the crafting menu you spend points on different abilities and your familiar would have them abilities instead of the base ones each has, this would make two Pixis stand out from each other if they where "built" differently rather then everyone having a Pixi to make unlocking achievable you could for example take imp but have all the Pixi skillets so you can maintain your utility and have something different from every other imp



Just a few ideas I have had bouncing around for some time not sure what others opinions on them are would be interested to know :)

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Re: Haks/Mods: Magic Suggestions

Post by naturaly » Sat Nov 24, 2018 2:14 pm

Sequencer.

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Re: Haks/Mods: Magic Suggestions

Post by triaddraykin » Sat Nov 24, 2018 3:50 pm

naturaly wrote:
Sat Nov 24, 2018 2:14 pm
Sequencer.
Expand on that?
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Re: Haks/Mods: Magic Suggestions

Post by naturaly » Sat Nov 24, 2018 5:08 pm

These are objects you can cast on that repeat those casts later. So if I always cast stone skin, bulls and mage armor on myself, I cast those on the sequencer item then use it on myself and I go through the actions to cast the spells on myself.

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Re: Haks/Mods: Magic Suggestions

Post by Orian_666 » Sat Nov 24, 2018 5:42 pm

I'd love to see, obviously, more spells added.
There are a lot of resources out there for extra spells, all within the D&D ruleset so nothing that'd be setting breaking.

But ultimately i'd love to see some RP flavor added to the magic in the world. It can get a bit silly having to emote stuff like simple magical effects, illusions, or other minor magical things. The -cast and -conjure commands help this somewhat but there's only so long you can have 6 mages in a room "channeling" the same spell effect before it gets weird lol

So some tools for temporary VFX based on spell foci or spell abilities, the limitations on this could be almost endless.

Another thing i'd love to see kind of touches on jastewart1988's suggestion with the clone, custom spells that require RP to prepare. I'm thinking "Rituals". Some system in place where there'd be a lot of very high level effects and benefits but the spell would have to be cast as a ritual which would require multiple mages, relatively expensive materials based on the effect, and time.

- A few examples would be the Clone, however i'd suggest that it not only be a spawn point but also if you have one prepared (and they only last, say, a RL week or something) and you die then you respawn at it's location but also don't suffer any of the negative Resurrection effects, or maybe only suffer them for half the duration.

- A ritual that allows a group of mages to summon multiple summons, be they elementals, outsiders, whatever. Let's use elementals for an example. The ritual allows them to summon and control four+, one of each type much like the Druid Elemental Swarm, except they'd all be Ancient, or even Monoliths, except it comes with a few stipulations. First, they can't leave the zone they were summoned from, the ritual requires them to stay nearby. Second, the summoner must "concentrate" on keeping them around and controlling them, which means they can't use other spells or actions while the summons are there. And Third their duration is lowered to turns/level, or a base of like 10 turns + 1 turn/level. This would mean they're an entirely defensive effect and would give value to a group of mages as defenders.

- A ritual that could be used to shut off use of magic entirely for a few minutes in a certain location, or to create a wild magic zone.

I'm sure over time a lot of options could be thought up, but i'm sure you all get the idea. Ritual magic to add some high level flavor to mage RP. Simple VFX and SFX too for some simple Mage RP =D

Edit: These could include Nature variants for druids, or divine variants for clerics, etc etc

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Re: Haks/Mods: Magic Suggestions

Post by Jagel » Sat Nov 24, 2018 6:39 pm

naturaly wrote:
Sat Nov 24, 2018 5:08 pm
These are objects you can cast on that repeat those casts later. So if I always cast stone skin, bulls and mage armor on myself, I cast those on the sequencer item then use it on myself and I go through the actions to cast the spells on myself.
There are sequencer robes in NWN just not on Arelith.

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Re: Haks/Mods: Magic Suggestions

Post by Orian_666 » Sat Nov 24, 2018 7:02 pm

Sequencers have been confirmed already, quite a few times, that they're not going to be added to Arelith at all in the future. They're too OP and give a very distinct and large advantage to people with them over people without them.

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Re: Haks/Mods: Magic Suggestions

Post by naturaly » Sat Nov 24, 2018 9:11 pm

Ahh, OK.

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Re: Haks/Mods: Magic Suggestions

Post by Fionn » Sat Nov 24, 2018 10:36 pm

Orian_666 wrote:
Sat Nov 24, 2018 7:02 pm
Sequencers [snip] not going to be added
Any chance on macros? Alternately, the NWN2 pre-defined macros e.g. Cast all long-term (Hour or Turn/lvl) spells on target? Ideally, if there's nobody hostile on the map, do so as a single round action.
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Re: Haks/Mods: Magic Suggestions

Post by Orian_666 » Sat Nov 24, 2018 11:35 pm

Fionn, no idea, but that does seem like a more logical and reasonable alternative.

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Re: Haks/Mods: Magic Suggestions

Post by Fionn » Sun Nov 25, 2018 12:04 am

Not an alternative - mine is a QoL issue. Orian is asking for caster buffs.
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Re: Haks/Mods: Magic Suggestions

Post by Orian_666 » Sun Nov 25, 2018 12:08 am

I meant it'd be a good alternative to a Sequencer.

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Re: Haks/Mods: Magic Suggestions

Post by magistrasa » Sun Nov 25, 2018 4:49 am

More divination spells for Clerics please!!! Or I guess more divination spells in general, but the fact that the servants of the divine can barely divine at all has always seemed a bit odd to me. ESF Divination is just for scrying! Maybe a spell that's something like a debuff to AB and damage against the caster, where the justification is that the caster can predict your movements so you're going to have a harder time acting against them. Okay, yes, that's basically the premise of Premonition, BUT CLERICS DON'T GET THAT SPELL

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Re: Haks/Mods: Magic Suggestions

Post by Aelryn Bloodmoon » Sun Nov 25, 2018 6:12 am

1: Give Assassins and Blackguards their actual class spellbooks. This will drastically improve the QoL of both classes and is a built-in incentive to take more than 4/5 levels in a class other than a for an epic fiend at 16 or a super high death attack DC assassin build (that, in my experience most people claim is a terrible idea). ---- > This has the side-effect of allowing an assassin to qualify as an Arcane Archer (which is accurate as an assassin is an arcane caster the way a ranger is a divine caster).

2: Give specialist wizards the ability to choose their prohibited schools- two of choice for every specialization that isn't Divination, which should only give up one school of choice.

The inability to choose which school you sacrifice to be a specialist is both against table-top lore and crippling in diversity as a result. I wear my Evoker's title with pride when I play him, because sacrificing the ability to summon ancient elementals is heresy, and I'm a filthy heretic. But I should have been able to give up something other than conjuration for that, if I wanted to, and I think you'd see more specialists if they could choose.
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Re: Haks/Mods: Magic Suggestions

Post by Huschpfusch » Mon Nov 26, 2018 12:59 pm

If ever they implement flying it would be neat to have Levitate spell and also Featherfall together with new locations that require the use of those to get to.
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Re: Haks/Mods: Magic Suggestions

Post by Fionn » Mon Nov 26, 2018 5:32 pm

Huschpfusch wrote:
Mon Nov 26, 2018 12:59 pm
If ever they implement flying it would be neat to have Levitate spell and also Featherfall together with new locations that require the use of those to get to.
Even DDoor would require a lot of dev work to make sure all newly accessible areas were not game breaking. OTOH, that could be implemented at rope points so my wussy mage didn't need an EPIC Ranger just to climb a cliff.
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Re: Haks/Mods: Magic Suggestions

Post by Hazard » Tue Nov 27, 2018 5:40 am

I'd love to see more spells from 3.5 added, but I'm worried how it will affect game balance.

Letting specialized mages pick what school to give up is a great suggestion too.

A way for wildmages to create wild magic areas, shadow-mages to create dead magic areas (which wouldn't affect them). Level 30 cookies?

WIZARD HATS PLEASE. THE FLOPPY SLIGHTLY BENT KIND! YES. (That counts as magic. You know it does.)

Most importantly .. more familiars. Remember when we had a kittycat familiar? It was tiny and adorable and the best thing ever, but our scaling was bad then and it left a giant highlight-shadow as if it were a normal panther. Now we can have a cute little kitty without that. I don't care what the kittycat familiar does, even if it's just +1 to saves or something and has no abilities. I just want kitties. Give us the kitties! Give them to us. Do it. Kitties.

Stream skins that have no mechanical difference. Make those mummies into spoopy skeletons?

More polymorph/shapechange options. More creatures to turn into. Myth Drannor gave you the ability to change race/heads/gender which would go sooo nicely with our disguise system.

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Re: Haks/Mods: Magic Suggestions

Post by MissEvelyn » Tue Nov 27, 2018 6:51 am

Hazard wrote:
Tue Nov 27, 2018 5:40 am
Most importantly .. more familiars.
All I ever wanted was an owl for familiar =)


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Re: Haks/Mods: Magic Suggestions

Post by Freyason » Tue Nov 27, 2018 7:42 pm

Class/alignment appropriate options for mummy dust.

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Re: Haks/Mods: Magic Suggestions

Post by Dunning-Krueger » Tue Nov 27, 2018 8:00 pm

Fionn wrote:
Sat Nov 24, 2018 10:36 pm
Orian_666 wrote:
Sat Nov 24, 2018 7:02 pm
Sequencers [snip] not going to be added
Any chance on macros? Alternately, the NWN2 pre-defined macros e.g. Cast all long-term (Hour or Turn/lvl) spells on target? Ideally, if there's nobody hostile on the map, do so as a single round action.
You can make your own spell macro's using Autohotkey

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Re: Haks/Mods: Magic Suggestions

Post by Hazard » Wed Nov 28, 2018 7:49 am

On Myth Drannor there was a spell you could cast (evocation) to create a tent (similar to Leomund's Tiny Hut)! The tent would be a placeable tent that you could speak to (use) and enter. Inside was the round tenty tileset room you see in places like the campsite/Sunite camp and was a safe place to rest. Very useful for dungeons, meetings and picnics! Could make for a nice ESF evocation cookie.

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Re: Haks/Mods: Magic Suggestions

Post by Ebonstar » Wed Nov 28, 2018 9:19 am

there is a hak for shapes of cheetah with perm haste, black house cat with HiPS the ultimate druid spy, badger, bear, Parrot for flying to the top of things which was very cool

personally i would love more prestige classes so we can break the cookie cutter molds
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