Good Knight Spell -- Conversion | |
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Frychu | Posted 3 Nov 2010 Conversion Class: Knight of Alron Generation: 2 Level: 10
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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