suggestion: Call of the Bloodspear

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aaron22
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Re: suggestion: Call of the Bloodspear

Unread post by aaron22 »

Sun Wukong wrote:Why not have a Fog of War do following effects to creatures within the area of effect:

Orcish blood <= (Grey and Half-orcs, or possible orcish heritage feat.) You gain +2 circumstance bonuses to attack rolls, saves, and skill checks.

Non-orcish blood <= (Everything else) You suffer -1 circumstance penalty to attack rolls, saves, and skill checks.

Basically, non-orcs will suffer from 'light blindness penalties' while orcs gain boons that negate their own light blindness. Perhaps it could be doubled with the chance to be momentarily blinded or fall prone.

No save, just an AoE thing.
why... in the 3E book deities and demigods pg.71....
Fog of War (unique salient divine ability): Gruumsh can
generate a cloud of acrid black smoke that rises from his body in a
30-foot spread, 10 feet high. Its effects are other wise similar to a
cloudkillspell. The save DC against this effect is 37.

but as to your suggestion, that would be fine as well.
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Re: suggestion: Call of the Bloodspear

Unread post by Sun Wukong »

Based on the description that's what the avatar of Gruumsh does... Not what his clerics do.

Anyhow... How about Orc Domain?

Even though it would be literally the weakest domain... In a sense I would not mind if the domain got Cloudkill over here, as inspired by the Avatar of Gruumsh, but... Deathward + Cloudkill kills things while the caster sits in the middle of it.
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aaron22
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Re: suggestion: Call of the Bloodspear

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Sun Wukong wrote:Based on the description that's what the avatar of Gruumsh does... Not what his clerics do.

Anyhow... How about Orc Domain?

Even though it would be literally the weakest domain... In a sense I would not mind if the domain got Cloudkill over here, as inspired by the Avatar of Gruumsh, but... Deathward + Cloudkill kills things while the caster sits in the middle of it.
right. not trying to make the cleric into an avatar, just give them something lore-friendly and fun that is also not game breaking. should i not be doing that, and just coming up with whatever and hoping it flies?

i considered orc domain, but opted away as it looks weird. it gives spells the cleric already has? wth. and did not think changing it would go over very well.

cloudkill+deathward: i dont think the cleric has too many protections from poison. i think (not sure) it is a poison save for cloudkill. only stone body protects from poison on a cleric. right?

druid, monk, SS and PM would be innately immune, but think that is it.
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Re: suggestion: Call of the Bloodspear

Unread post by Sun Wukong »

Deathward shields against ability score damage, hence you do not take the constitution damage from Cloudkill. That means you can just collect a mob, cast Cloudkill, and make mobs easier to kill as they will end with -5 modifier in constitution if a few rounds.

As for PnP domains, you can only have domain spells in your single domain slot per spell level. This is why the Orc domain is not that wierd, in a way. The spell selection on its own is not that bad. But the problem is that the actual spell list it just doesn't work in NWN2, because NWN2 doesn't have the proper implementation of cleric spell book with seperate domain slots and domain spell list.

Also, the Orc domain's Smite is a smite against everything. You just have extra AB against Elves and Dwarves. You will have only three uses with Extra Smite feat... but just imagine some great Smite Build with 30 levels of cleric.

But anyhow, Orc domain with Cloudkill would need to have it as a level 9 spell. Undispellable Deathward with Extended/Empowered/Maximised/Quickened Cloudkill is a bit too much.

But yeah... The Orc domain needs to be homebrewed for NWN2.
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aaron22
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Re: suggestion: Call of the Bloodspear

Unread post by aaron22 »

i dont think smite works correctly here. works for pali, but not anything else if i recall correct.

i think i would like to test the poison/deathward effect on constitution. gameplay notes on the spell say that only the instant death effect is negated by deathward and poison immunity is needed for other constitution effects. it seems correct that deathward would nullify the con damage, but would want to test to make sure. i guess i do not know if poison damage to con, like a wyvern sting, would be negated by deathward.

i am not a PnP player and only know how the game/server treats clerical spells. so when i looked at the orc domain list, it seemed mundane compared to every other domain.
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Re: suggestion: Call of the Bloodspear

Unread post by Sun Wukong »

Death Ward makes you immune to negative energy damage, energy drain, ability-decreasing effects, and death effects. Which in other words means poison and disease immunity, because poisons and diseases cannot inflict their ability score damage.

Cloudkill is a powerful PvE spell.
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Re: suggestion: Call of the Bloodspear

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Sun Wukong wrote:Death Ward makes you immune to negative energy damage, energy drain, ability-decreasing effects, and death effects. Which in other words means poison and disease immunity, because poisons and diseases cannot inflict their ability score damage
Ok. Sounds good.
Cloudkill is a powerful PvE spell.
It's a nice spell situationally. Do you think overpowered to a cleric?
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Re: suggestion: Call of the Bloodspear

Unread post by Valefort »

The main reason for archmage mastery of shaping not applying to lasting AoEs is cloudkill. A moving cloudkill on a cleric ? I don't see any level 5 cleric spell remotely as powerful as that, even with such a short duration.
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aaron22
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Re: suggestion: Call of the Bloodspear

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Valefort wrote:The main reason for archmage mastery of shaping not applying to lasting AoEs is cloudkill. A moving cloudkill on a cleric ? I don't see any level 5 cleric spell remotely as powerful as that, even with such a short duration.
So a higher level would make it more reasonable, or completely scratch it?
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Re: suggestion: Call of the Bloodspear

Unread post by Vogar Eol »

I'm really not in favor of adding even more spells to the divine spell lists, and I play divines a lot. They just don't really need the buff. As someone said before, clerics/fvs are strong enough.

For the spear idea, find a spear with an on hit ability you like. It might take a while, but yesterday the loot generator gave me an item with 1d2 strength drain, and stun. These also are easily found by checking shops. A cleric can self enchant the spear to +5, and use a wetstone to keen it. I've been using a normal sword with +1 fire for YEARS on one of my casters. Really want Paralysis save? Take three levels of Assassin, and add some tumble and a 3 minute Fort save vs paralysis to your build.

For the cloudkill, carry scrolls/potions/magic items/throwable bombs. I'm fairly sure I saw a bardic item with uses per day of cloudkill. If not, fake it with something appropriate, like an Acid Bomb.

I get that we all want fun things, but I just feel like this is in the same line as asking for your own personal toy. We're still waiting on quite a few features in the pipelines. Should I be asking for the Oghma-only spells too? Here are a few, skipping over ones for finding Truenames.
Hidden: show
Impart Knowledge
(Divination)
Sphere: Thought
Range: Touch
Components: S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One being
Saving Throw: None


This spell allows the caster to communicate complex thoughts (including magical symbols, diagrams, maps, explanatory images - which move in sequence to show a proceedure - and the like) silently to the mind of the recipient by touch. This spell is often used to show an individual the likeness of other beings as an aid to recognize them, to show a clear route or directions to an unfamiliar place, or to quickly transfer lists of names, heraldic devices, or other symbols. The information is transferred instantaneously, leaving the recipient to mull its implications over later. This allows the spell to be of use to dying priests who have little time left or in the frenzy of battle when only moments of contact are possible.

4th Level
Duplicate
(Alteration, Evocation)
Sphere: Creation
Range: 10 yards / level
Components: V, S, M
Duration: 1 round / level
Casting Time: 7
Area of Effect: Special
Saving Throw: None


This spell causes a translucent, obviously magical quill pen to appear in midair. This animated pen generates its own ink and copies any writing or inscription of the caster's choice that is within range onto any writing surface, such as paper, vellum, smooth painted wall, or flat wood, within spell range. If there is a choice of writing surfaces available, the one chosen mentally by the caster is used.

Spells can be copied by means of this spell, creating a copy that is identical to the original for purposes of study. Scrolls can be duplicated by the spell along with their magic. The quill's writing does not trigger explosive runes, glyphs, or other traps, and creates an identically functioning magical duplicate of such dangerous magic (if any is present).

The writing of a duplicate is of identical size and spacing to the original, allowing perfect forgeries to occur. However, if the size of the writing surface or the spell duration does not permit the entire writing to be copied, the entire copied writing fades away, and the spell is lost and ruined. (The pen writes as fast as the caster can.) Being rendered unconscious or commencing other spellcasting ruins the magic. The caster must view the writing for the pen to work. (Brief glances away or interruptions do not harm the working of the spell.)

The mind of any caster can only encompass one duplicate spell at a time and attempts to go beyond this limit result in feeblemindedness (as the successful effect of the 5th-level wizard spell). Casting duplicate causes the caster to instantly lose 1 hit point per experience level currently possessed. The loss of these hit points can only be reversed by the casting of a wish or limited wish or the casting of a heal spell on the recipient by a Oghmanyte priest in the sanctuary of an Oghmanyte temple. No saving throw against the loss is permitted. Death caused in this way destroys all spellcasting ability, so a priest who died casting duplicate and subsequently raised could no longer function as a priest, but only a lay worshiper. The material component of this spell is a feather.

7th Level
Spellbind
(Alteration, Necromancy)
Sphere: Necromantic, Protection
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: One being and one book
Saving Throw: None


This spell enables a caster who is touching a book of any sort and a living creature to cause book and being to be bound together. Any damage done to the book is suffered by the being by the same means. (For instance, if the book is put into flames, the spell recipient is burned, no matter how distant from the book.) However, the linked being can vanish into the book whenever desired.

Materialization and dematerialization take both 1 round. While within the book, the bound being can see, hear, and speak normally, but cannot move things, including the book, nor feel or move its body, clothing, or any carried items. A being spellbound in a book cannot be seen by those examining it by nonmagical means. The spellbound being can read the surface thoughts of anyone reading or flipping through the book (akin to the 2nd level wizard spell ESP) if it concentrates on doing so.

A spellbound being can freely leave the book it is linked to at any time unless other spells are cast upon the book to restrict this. While within the tome, it need not rest, sleep, eat or drink. All body processes, including healing, are suspended for the spellbound being while it is in the book.

A successful dispel magic cast by a spellcaster of at least 20th level destroys the binding between book and being without damaging either. Utter destruction of the book ends the spell and deals the being it was linked to 4d12 points of damage. The death of a spellbound being in turn forces an item saving throw vs. Acid on the book to avoid crumbling to dust forever. This disintegration takes three rounds and can be halted by a successful dispel magic spell, wish, or limited wish cast within this time.
In the end, I kind of feel like with the addition of some specialized "deity only" spells, we kind of started down the rabbit hole. Personally, I'd love to see crafting in game after all these years.
Vogar Eol - Dwarf, "I likes pixie wine. It just be hard catching enough pixies to squeeze."

Rashal - Lady's Man, "What do you call a male elf? Pathetic, as it were."
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Re: suggestion: Call of the Bloodspear

Unread post by aaron22 »

i can understand your point VE. perhaps we do not need more spells. clerics are a very strong class as it is. then again, do we need more classes? more areas? more content? not really. the server is deep and chalk-full of flavor. more is not something we need, but something we want. it is about giving an immersive experience to the players. that is the heart of my proposal.

i am very aware that i speak from a far minority, but i am still a part of the community. If we don't get an orc spell, we have not lost anything. if we get an orc spell, then we all get a new toy. if you play orc cleric, then one you get to use mechanicallyand in RP. if you dont, then you might get a chance to RP seeing it in action. I don't have pali smite evil, but i have been hit by it and had fun RPing that.

Reasons why i am asking for this:
-I play grey orcs (as you mentioned, a toy)
-Grey orc favored class is cleric.
-It could make for some good orc centric RP
-I don't mind fighting for orc players to get things
-If i do not make propositions, they will not get considered

why i don't just make stuff up and say it is real? for one, play my sheet rule. two, if i cast "gruumsh's really cool sparkle of shielding" then i am casting HIS spell granted to my devout. if i am swinging "martha's red buttock" while tossing a fire bomb it is silly(for me) to pretend that it is a special gift for being devoted. not my kind of RP i guess.
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"You never know how strong you are until being strong is your only choice."
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Vogar Eol
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Re: suggestion: Call of the Bloodspear

Unread post by Vogar Eol »

One of my characters I have is very heavily Fey Blooded. All the Fey feats. Domain choices, alignment choices, voice, and look all designed to be heavily Fey. However, I don't like the spell choices Fey Feats grant. Is Sleep useful for anything? No.

So with a -lot- of luck I acquired several rods of Ghostly Visage. I used DFI to rename them for a creative ability use in the combat log. It reads "Rashal uses a Fey Blooded ability."

Guess what? You could rename your spear too. We don't play characters from infancy. We write back stories. We don't have to say that we found our longsword in a belly of a six inch rat we killed on Hilltop Ruins. We can say it was a family heirloom, or won elsewhere. This is especially true of muled gear and/or RCR'd characters.

Tell you what? Next time I find a spear with a really cool on hit effect I'll save it for you. I'll even buy it out of the NPC scrap pile just for you. Ditto on any potions or scrolls of Cloudkill. Oh, you can rename consumeables too.

All the years I've been here I've only had DM's give me two items. A ring of lore nobility from a spice merchant/mage, and a Crown of Wonders. Everything else I've found or bought and used DMFI on. We are the authors of our stories here.
Vogar Eol - Dwarf, "I likes pixie wine. It just be hard catching enough pixies to squeeze."

Rashal - Lady's Man, "What do you call a male elf? Pathetic, as it were."
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Re: suggestion: Call of the Bloodspear

Unread post by aaron22 »

Vogar Eol wrote:One of my characters I have is very heavily Fey Blooded. All the Fey feats. Domain choices, alignment choices, voice, and look all designed to be heavily Fey. However, I don't like the spell choices Fey Feats grant. Is Sleep useful for anything? No
sounds cool. they are sometimes more work, but fun to play and you always have an "in" to RP with. like it.
Vogar Eol wrote:So with a -lot- of luck I acquired several rods of Ghostly Visage. I used DFI to rename them for a creative ability use in the combat log. It reads "Rashal uses a Fey Blooded ability."

Guess what? You could rename your spear too. We don't play characters from infancy. We write back stories. We don't have to say that we found our longsword in a belly of a six inch rat we killed on Hilltop Ruins. We can say it was a family heirloom, or won elsewhere. This is especially true of muled gear and/or RCR'd characters.
i do that too. have gargoyle boots that have a fun orc/lore/RP sounding name. same with displacement cloaks, shield clicky, ethereal boots, prayer book, etc, etc.

not the same, not even close. but thank you for the suggestion.
Vogar Eol wrote:Tell you what? Next time I find a spear with a really cool on hit effect I'll save it for you. I'll even buy it out of the NPC scrap pile just for you. Ditto on any potions or scrolls of Cloudkill. Oh, you can rename consumeables too.
i like presents. :D
Vogar Eol wrote:All the years I've been here I've only had DM's give me two items. A ring of lore nobility from a spice merchant/mage, and a Crown of Wonders. Everything else I've found or bought and used DMFI on. We are the authors of our stories here.
been playing orc only for well over a year and i have been in 2 DM events. chances are slim i would ever "get" an item from a DM. i would certainly not expect that or even consider that a possibility. low expectations lead to less disappointments (just ask my GF LOL :P ). and while that would be fun, it is still not the same.
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