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#41 |
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Almost forgot...I have a spell to contribute too though it's not as high level as the ones you're talking about. I find it amusing though...
Melfs Acid Trip Level 6 1 round after this spell is cast, the target begins to "feel funny." This feeling hinders the targed, adding a -1 to all saves. This feeling continues for 3 more rounds, adding an additional -1 to all saves. After round 4 the target begins to see colors, lights, and visual tracers as well as receiving slight auditory distractions. This effect will last for approx. 8 hours. The target is then considered "tripping" and is unable to participate in combat, and will continue to talk for hours about things that noone else understands. I hear there's a level 3 spell called "Induce Vitamin C" that will enhance this spell...but that's probably just a rumor. Mustaine |
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#42 |
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Yeah Mustaine! Hemp cloud is a devestating follow-up to that one! Oh the fits of laughter, they can't even talk!
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#43 |
Red Dragon
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Don't forget the specialist Mages of the Temple of Greed! The origins of this sect of wizards is shrouded in mystery, but it is known that they were founded due to a lack of addressing the financial needs of a party beyond the traditional methods of thievery, conquest, general mayhem and the exhorbitant rates charged by merchants throughout the land.
Level 8 spell: Summon Conniving Banker: Upon casting this spell, the caster summons a conniving banker who charms all enemies within a 30 foot radius. If the opponent fails their saving throw at -4 penalty they will immediatley remorgage all their holdings, take out loans against all personal possessions and give the money to the conniving banker who then places the loot in the parties coffers. Level 9 spell: Summon crooked Accountant: Upon casting this spell, the caster summons a crooked accountant within a Tavern, Inn, Market, Guildhall, Temple, Smithy etcetera. The crooked accoutant charms all employees within the establishment. It the opponents fail their saving throw at a -8 penalty the crooked accountant is accepted as a long time employee and funnels 30% of the establishments assets into the groups coffers for 4 days for every level of the caster. Level 10 spell: Summon Simulacrum (Bill Gates)...By means of this powerful spell, the wizard summons a simulacrum of Bill Gates, who has INT 30 and CHA 50. The caster must make a saving throw against being charmed himself. If the caster fails his save, he is charmed by Bill and surrenders all of the parties goods to Bill. If Bill is summoned succesfully, He convinces all businesses within the limits of the current map to mortgage all possessions and invest the proceeds in the groups continued adventures. There is no saving throw. |
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#44 |
Ironworks Moderator
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Ehm...on a more serious note, if anyone's interested the reason spells only go up to level 9 is that BEFORE the fall of Netheril, mages (then called arcanists who were basically ALL sorcerers - no-one had to memorize any spells beforehand) did not have any level restrictions on spells. But some dude named Karsus apparently cast a 12th level spell called Karsus' Avatar which allowed him to steal Mystra's divinity for himself. Of course when he did this the Weave failed for a moment. But in that moment all of Netheril's great floating cities crashed to earth - thus ending the kingdom of Netheril. Karsus himself was slain. But from that point forward Mystra restricted arcanists to level 9 spells, and from then on they all had to memorize spells - thus creating the modern mage!
Sorry for the history lesson but I just read about it the other day and wanted to get it down before i forgot it all. |
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#45 |
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Now that Bagger's posts were removed, my rebuffs sound like some mad guy ranting in the street. Also, I'm 100% certain that they won't go past level nine spells for mages and level seven spells for priests. The game's based on AD&D, after all. Maybe they'll add new spells for the levels already there, but I doubt they'd take it further than that.
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#46 |
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Heh, now everyone's going to start using this gun guy, I know it.
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#47 |
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Whatever the limits the eight lvl priest quest spells are cool. Your priest character completed a number of quests to earn a really powerful spell he/she could cast once and recieve a granted power, divine intersecion of some sort, or a unique spell treated as 7th lvl that could be cast once a day. In the book alot of discretion and creative control was given to the palyer and DM so we made up a few:
Eighth lvl druid quest spell- Consecrate forest- A Heirophant druid spell that transforms mudane woodlands into magical forests complete with a druid grove with followers. The quests I did involved restoring order to the grove ( it was a bit too evil) and forming alliances with a variety of races situated all around that were at war with each other(made peace with two and war with two more in the proccess of being"neutral"). The finale was freeing a Family of treants from a powerful enchantment cast by a swamp-lich shadow druid and returning to the new grove to become the new gaurdians.The druid can summon these treants once a day. The druid can also animate trees in the forest once a season to ward off invaders. I hope Heirophants are included in future Bg games. They surely have powerful magic . |
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#48 |
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The problem comes with how to incorporate hierophant powers into a computer game (in terms of usefulness).
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#49 |
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HAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHA.
Perpare to meet the end, you load of Dickheads. Meet Outlook, and see what it means.And, by the way, I am NOT Big Bagger, although I am sitting next to him at the moment, having just finished my Accounting exam, decided to hack my way back into your pathetic, web site. So Sad cases, welcome OUTLOOK back. OUTLOOK. |
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#50 |
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Oh, for ■■■■'s sake, get lost.
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