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Good Knight Spell -- Conversion
Frychu Posted 3 Nov 2010

Conversion

Class: Knight of Alron

Generation: 2

Level: 10

When a devout knight of Alron's holy order encounters an infidel, he or she has the ability to convert the offending party.  Through this mystical coercion, the infidel comes to true repentance and in return for being shown the light, will accompany and defend the knight wherever he goes.

Usage: cast 'conversion'

Example: cast 'conversion' demon

See also: CHARM ANIMAL, CHARM PERSON, CONJURE ELEMENTAL, ORDER


Conversion should take a decent chunk of mana (~500) as well as alignment (-300), along with a nontrivial waitstate that all decrease with gen/level. Evil mobs may take more energy/time to convert than neutral mobs, and good mobs are not convertible. Thoughts?

Deneb Posted 4 Nov 2010

Drop the charm person effect and just keep the alignment change and it'll be interesting.

Brywing Posted 20 Dec 2010

The charm person effect doesn't seem so bad as long as it's a bit higher gen considering that the evil knight can summon demons, why not have the good knight be able to convert foes to work for them. Unless a "summon archon" spell is in the works.

Deneb Posted 20 Dec 2010

If I remember my own thought process back when I said to drop the charm person effect, I said that because I thought it would mean the knight would end up having a horde of evil beings fighting with him. Since it doesn't work on good alignment, you'd get a good knight followed by devils, demons, drows, ogres and the occasional Bob mob from drachs.

While good knights are in need of better tanking abilities and this spell may fit a general good alignment theme, the results do not.


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