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New Spell: Nimruil's Solution

Posted: Sun Dec 19, 2021 7:09 pm
by Most Horrible
Spell level : Innate level: 5, Sorcerer/Wizard: 5,
School : Conjuration
Components : Verbal
Range : An unwilling creature within 30 feet of the caster
Target/Area : Single
Duration : Instant
Save : None
Spell resistance : No

When a creature of whatever origin is seen as a nuisance, Nimruil's Solution can be used to teleport said nuisance far away from the caster, and wherever else said nuisance might be in use of their very own fate.

The target is teleported to a random 'non-hostile' and 'non-settlement' area of the server, which may or may not include areas on the surface or underdark.

Re: New Spell: Nimruil's Solution

Posted: Sun Dec 19, 2021 7:23 pm
by Aspect of Sorrow
Looking forward to the abuse.

Re: New Spell: Nimruil's Solution

Posted: Sun Dec 19, 2021 8:05 pm
by Blaze
How to make arcane casters even stronger in pvp, no thanks

Re: New Spell: Nimruil's Solution

Posted: Sun Dec 19, 2021 9:37 pm
by Most Horrible
Add to randomly generated loot: Spell Immunity: Nimruil's Solution.

And anyhow, when it comes to PvP, there is no memory wipe. Your character will remember who and what teleported him away, and how difficult it was to get back in character. Thus you have a valid reason to seek out vengeance or demand an apology of some sort, with or without help of someone who can either cast or use a scroll of Dimensional Lock before proceeding to approach the caster anew. Not to mention that if but a wand of Dimensional Anchor can prevent the casting of this spell... You know, there are already natural counters against it on this server.

Re: New Spell: Nimruil's Solution

Posted: Sun Dec 19, 2021 10:19 pm
by Truthiness
I'm not sure if this is a serious suggestion or not. If it is, the spell exists in pnp, but is far more balanced than a no save/SR check spell. (And spell level 6 instead of 5)

https://dnd.arkalseif.info/spells/city- ... port--341/

If it's not a serious suggestion, then 10/10, would abuse this spell.

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 11:47 am
by Most Horrible
Truthiness wrote: Sun Dec 19, 2021 10:19 pm I'm not sure if this is a serious suggestion or not.
It is.
Truthiness wrote: Sun Dec 19, 2021 10:19 pm f it is, the spell exists in pnp, but is far more balanced than a no save/SR check spell. (And spell level 6 instead of 5)

https://dnd.arkalseif.info/spells/city- ... port--341/
Oh yeah, I had completely forgotten about that spell. It should be added as well, and Nimruil's Solution boosted to a level 9 variant... or possibly into some kind of an Epic Spell that requires 30 Spellcraft or something.

Because lets face it, a wizard should be able to whisk away a nuisance, just like Nimruil does in S'shamath.

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 2:24 pm
by JustAnotherGuy
Most Horrible wrote: Mon Dec 20, 2021 11:47 am
It is.
Up until this point, I just assumed this was totally and completely a joke. Because there's no way that this would ever be implemented, it would be so OP. It's an "instant win PVP" button, and very easily abused troll spell. Not to mention an RP killer, even if used "correctly".

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 2:33 pm
by renshouj
If its meant as "serious", its honestly just trolling. So yeah, just no. lol

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 2:38 pm
by Planehopper
A semi-reasonable alternative in this vein would be a spell designed to whisk you and your party members away to a random location. Lower level and free/cheaper than teleport, and potentially deadly, but fun in a wild magic sort of way.

As this is presented, however, it is too problematic both mechanically and oocly.

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 2:40 pm
by Most Horrible
You may complain, but it would also provide temporary conflict solution that does not involve utter destruction and slaughter of the opposition. And as said before, you get teleported somewhere safe, your character retains all memory, and thus can seek friends to overcome the wizard next encounter.

And anyhow, the game is already full of far worse methods of beating an opponent in less than a round.

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 3:08 pm
by DaloLorn
Planehopper wrote: Mon Dec 20, 2021 2:38 pm A semi-reasonable alternative in this vein would be a spell designed to whisk you and your party members away to a random location. Lower level and free/cheaper than teleport, and potentially deadly, but fun in a wild magic sort of way.

As this is presented, however, it is too problematic both mechanically and oocly.
That could actually be kinda fun! Maybe you'll land where you want. Maybe you'll land in the BG Graveyard. Or maybe you'll land at the top of Mount Speartop! :lol:

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 3:31 pm
by Rain
Most Horrible wrote: Mon Dec 20, 2021 2:40 pm You may complain, but it would also provide temporary conflict solution that does not involve utter destruction and slaughter of the opposition. And as said before, you get teleported somewhere safe, your character retains all memory, and thus can seek friends to overcome the wizard next encounter.

And anyhow, the game is already full of far worse methods of beating an opponent in less than a round.
The main issue with this. (And this is me speaking as a PVP oriented player of the server.) As per the PVP rules the victor of PVP occurs when either A) One side is completed deleted to 0 HP without recovery or auto-matic revival abilities. Or B) One side is forced to retreat (AKA) move from one zone of the sever to another.

This spells makes it so that the B solution happens no matter if the other party has a say or not. And due to the PVP rules the victor who casted this spell also gets to chose the outcome since they "technically" won. The only way I would see this spell being implemented in any way is if it followed the same rules as a "save or die" spell by either having a Fort or Will save added, an SR check added or required the one getting hit by the spell to have a certain margin of HP similar to the -Power Word- series of spells.

This is just an explanation. I don't know why everyone else needs to have such elitist answers about this instead of just elaborating it for you and i'm sorry for that. Hopefully this helps.

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 3:44 pm
by Planehopper
It isn't the same as a save-or-die spell because there is a good chance you're sending someone off to be killed by pve and fugued.

And thats all I will say on it. I wouldn't hold my breath that this passes qc, or that a dev would want to create it. Its a hot potato waiting to cause issues from multiple angles with very little upside.

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 6:15 pm
by Most Horrible
Rain wrote: Mon Dec 20, 2021 3:31 pmThe main issue with this. (And this is me speaking as a PVP oriented player of the server.) As per the PVP rules the victor of PVP occurs when either A) One side is completed deleted to 0 HP without recovery or auto-matic revival abilities. Or B) One side is forced to retreat (AKA) move from one zone of the sever to another.
On point A: based on my reading of the PvP Rules, once you hit 0 hit points any form of hit point recovery does not allow you to bounce back up. Thus if you have regeneration, Spirit Shaman's Contingency Heal, Divine Seeker's Divine Perserverance, someone using a healing kit, those do not actually let you continue the fight as you have knocked out. In practice though, I guess it is more along the lines of what you have said.
Rain wrote: Mon Dec 20, 2021 3:31 pmThis spells makes it so that the B solution happens no matter if the other party has a say or not. And due to the PVP rules the victor who casted this spell also gets to chose the outcome since they "technically" won. The only way I would see this spell being implemented in any way is if it followed the same rules as a "save or die" spell by either having a Fort or Will save added, an SR check added or required the one getting hit by the spell to have a certain margin of HP similar to the -Power Word- series of spells.
As for getting to choose the outcome, well, you managed to teleport your opposition away, what other outcome is there to be chosen in all due reality? Now, I suppose the situation is different if there are actual stakes in play, but how often does a single result of PvP combat actually decide the fate of the realms on this server? So in overall practice; you have simply teleported your 'foe' somewhere else, and that foe will return come some other day.

And yeah, I forgot that there was an actual PnP spell counterpart. With Spell Resistance checks and Will saves, it is called: Trobriand's Baleful Teleport. It is a level six spell as well. Moreover, I suppose said spell could be converted to be just another normal will based save or die spell, where the target is simply teleported away to a certain death. It could be interesting as a spell that can only be countered by spell resistance or by making the will save, with no other forms of immunity, aside from Dimensional Anchor and Lock. But in my eyes it would still be missing quite a bit of the actual flavor of the spell itself.

Which would then lead me to suggest that 'Nimruil's Solution' could be an Epic Spell with just one use per day. Thus with one late epic feat, you can teleport one enemy or nuisance to some safe area elsewhere. A safe area where they can wait for rescue, or log out. How would it be any different to Greater Ruin obliterating some low Hit Point character? Or Vampiric Feast ending a character will very low fortitude save? Even the utterly useless Hellball might wipe out an unprepared player. Thus when it comes to these other spells, the victor actually gets to decide what happens afterwards, whether it is death or capture.

And finally, I do have quite a large number of characters myself, and I have had a mountain more. Many of these characters have weaknesses where some other ability, spell, or the build itself simply means that the B outcome is never going to happen if combat begins. I can of course try to reach an area transition on these characters, but the odds of it happening are just almost non-existentially low.
Rain wrote: Mon Dec 20, 2021 3:31 pmThis is just an explanation. I don't know why everyone else needs to have such elitist answers about this instead of just elaborating it for you and i'm sorry for that. Hopefully this helps.
Discussion always helps.

Re: New Spell: Nimruil's Solution

Posted: Mon Dec 20, 2021 10:15 pm
by Rain
The Trobriand's Baleful Teleport version of it seems a bit healthier for the server. Nimruil's Solution is a bit crazy even for an epic spell. All epics spells still have saves and or SR checks attached to them. Adding a new epic spell with what Nimruil's Solution offers would be a over-arching choice that every single caster would pick without question if there was no SR or DC attached. Not to mention realistically even if you "could" use it once per rest. That's really not a restriction to it's power at all considering one would have it up everything single fight even multiple fights an (IRL)day. You could just whipse said person away they get randomly teleported to the zone right next to you by convivence and whisp them away again within the same (IRL) hour. And again... and again... and again.

Essentially it would be the ultimate anti-RP spell to an already rapidly declining RP server and even more so rapidly declining PVP consenting server.