Thread: Item Creation
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Old 02-15-2004, 11:26 AM   #19
Memnoch
Ironworks Moderator
 

Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
Well, I reckon that the On Hit:Cast Spell property is a bit of a waste of space at the moment, mainly because it fires every time a successful hit is made. It might not do what it's supposed to do every single time (ie if the opponent makes its DC checks or saves) but the spell, including graphics, etc will always fire on hit. At epic levels where your PC is pretty much hitting anything in sight it can get massively munchkinny, with all these fireballs, lightning bolts, etc exploding all around you as you cut a swathe through your foes.

That said, there's a place for it as an Item Property, as long as you can control the frequency with which it fires. For example, you might have an artifact (eg a sword) that does 1d6 points of electrical damage on hit, and on 10% of successful hits casts Chain Lightning. You were able to do this fairly easily in the Infinity Games using TeamBG's IEEP, but in Aurora I guess you've got to script it. I wonder if someone will eventually create a hak to get around this, eh.
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