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Old 02-28-2002, 03:58 PM   #71
PeeWee
Manshoon
 

Join Date: January 25, 2002
Location: Houston
Posts: 216
Dooms last about a minute and they have a six second casting time. 3 dooms = 18 seconds you are casting. This isn't too overpowering because it was intended to be a spell - a priest spell.

Adding spell abilities to objects will sometimes make you think the spell alone is 'insane', but given it's proper place, it's not so bad. I always found that the dooms were short lived in my games.

If I'm looking at theme alone, it isn't bad to use because it's a priest spell. The chill touch and spirit armor are necro spells tho. I'm sure, in your quest, there are reasons why a paladin will resort to having a sword touched by necromancy, if that's part of your theme. That may be a good reason why you want the int to be high and for the sword to be intelligent- the necromancy on it.

In looking over the chill touch description, is that -2 THACO from each hit of the chill touch acuumulative? Let's see, 3 dooms = -6 THACO and -6 saves. Each chill touch after will inflict 1-8 points of magical dmg. Each hit will add intop of the dooms another -2 THACO. So in the heat of battle you have HIGH chances to NOT get hit PLUS you're dealing out what , 1-8 magical dmg AND 1d8+5 dmg? Like I said, hasted, that's one mean lady.

Hrm, HOP ABOARD, you have just now made an "UBER" item here. I like the idea, but being a one handed sword that can really cripple the melee capabilites of an opponent, it IS OVERPOWERING TO EVEN YOUR STANDARDS. If the -2 THACO isn't cumulative, then no problem. I'm afraid to see what this lady will use in the offhand too.

It rocks as an idea, now do we take my stance on it or do we use yours? With mine, we can all oooh and ahhh over it and leave it at that.
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