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Fallen
07-30-2007, 11:45 AM
An original post for once! (well, it is an X-posted post of mine from the officials.)

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Since this seems to be a topic that comes up with some regularity, I think it would be a good idea to try to get all of our ideas onto one thread in the hopes that a GM might copy them down.

Here are some ways I believe Maelstrom could be helped:

1. Have each additional cast of focused Maelstrom bring the target's level modifier down 1. For example. A Griffin gens at 104. To hit it as if it was like level, I would have to cast the spell 5 times. Once to create the initial storm, then four additional times to balance out the level factor.

2. Have additional properties and factors decrease the amount of time it takes for the storm to form (In addition to multiple casts. Ideas are Lores, Mana Controls, etc.

3. Have the maeltrom have the chance to strip outside spells off of the target with each strike. Include various factors which determine the likelihood of this happening.

4. Unfocused casts of Maelstrom when Channelled WITH NO TARGET will pick targets in the room at random, attack them until dead, then attack another target instead of simply being unfocused. Channelled casts into the open will increase the power of this Maelstrom.

I can probably think of others, but this is a start. Can any of you PC sorcerers think of what it would take to make this spell more useful to you?

mgoddess
07-30-2007, 12:03 PM
(On Number 1, you meant Maelstrom instead of focused Implosion, right?)

Some sort of minimum control over an unfocused maelstrom would be good. Something along the lines of: casting/channeling it so it only strikes a certain type of creature (either generalized Krolvin, or specific Krolvin Warfarer). (I was about to suggest being able to control it so it doesn't hit other players, but that's one drawback to area spells that I'm sure the GM's don't want to take out... even with lots of lore training.)

Fallen
07-30-2007, 01:10 PM
Haha. Yes. I will fix that. Good suggestion on the targeting specific types of creatures, but there is really no justification for that. The idea seems more in tune with Disease.

mgoddess
07-30-2007, 01:52 PM
Good suggestion on the targeting specific types of creatures, but there is really no justification for that. The idea seems more in tune with Disease.

*nod* I could actually see that suggestion for quite a few different spells (and not just Sorcerer-only spells). Seeing as I don't have as much experience with sorcerer's, I can't say too much (or suggest too much)...

AestheticDeath
07-30-2007, 07:29 PM
Isn't number one already part of the spell? Perhaps not on a level basis. But I am pretty sure you have to stack the spell against older creatures to see a noticeable improvement. I do it a lot.

Fallen
07-30-2007, 07:30 PM
It seems to just flat out not work on occasion. I can cast a spell 5-6 times at a critter several levels (no more than 5, though), and see no benefit. The same can be said of spell stripping. Apparently, 710 will strip 102, but seemingly nothing else.

I am looking for both of these effects to become standardized and expounded upon.

AestheticDeath
07-30-2007, 07:37 PM
Gotcha

Akari
07-31-2007, 12:52 AM
honestly, I believe this spell needs alot more work then that to make a come back...
the spell is "ok at best" from level 10-30 (around about) but after that... it's entirely too slow considering by the time the storm builds we could have already killed the critter with multiple 701's...

You gesture at a thunder troll.
CS: +421 - TD: +65 + CvA: +25 + d100: +3 == +384
Warding failed!
Its eyes flash with a searing jolt of light!
It is massively stunned!
Cast Roundtime 3 Seconds.

You gesture at a thunder troll.
A stiff breeze begins to swirl around a thunder troll.
Cast Roundtime 3 Seconds.

A thunder troll fumbles about helplessly.

You gesture at a thunder troll.
CS: +421 - TD: +65 + CvA: +25 + d100: +21 == +402
Warding failed!
A ragged wound rips open a thunder troll's jugular, which begins spurting blood.
Cast Roundtime 3 Seconds.

You gesture at a thunder troll.
CS: +421 - TD: +65 + CvA: +25 + d100: +82 == +463
Warding failed!
Blood gushes from the troll's neck!
The "blood gates" open wider.
Cast Roundtime 3 Seconds.

A thunder troll fumbles about helplessly.

You gesture at a thunder troll.
CS: +421 - TD: +65 + CvA: +25 + d100: +90 == +471
Warding failed!
Blood gushes from the troll's neck!
Cast Roundtime 3 Seconds.

You gesture at a thunder troll.
CS: +421 - TD: +65 + CvA: +25 + d100: +9 == +390
Warding failed!
Blood gushes from the troll's neck!
Cast Roundtime 3 Seconds.

The winds swirl and intensify around a thunder troll, while dark clouds gather over its head.

You gesture at a thunder troll.
CS: +421 - TD: +65 + CvA: +25 + d100: +87 == +468
Warding failed!
Blood gushes from the troll's neck!
The thunder troll crumples to the ground motionless.
The deep blue glow leaves a thunder troll.
The light blue glow leaves a thunder troll.
The powerful look leaves a thunder troll.
The bright luminescence fades from around a thunder troll.
Cast Roundtime 3 Seconds.
>look
[Wehntoph, Northern Slopes]
This small flat clearing separates the gentle slope of the hill from the fierce incline of the mountain. A lone white cloud hangs high above, lingering in the sky like a lone sentinel. You also see a tightly focused tempest and a thunder troll that appears dead.
Obvious paths: east, southeast, southwest



someone else had a GREAT idea about this spell... it was something on the lines of mixing spells with this one to cause different effects... like casting 719 at an opened maelstrom to get a 719 burst from the tempest to hit all critters in the room... or 705 to cause a disintestorm hitting all critters in the room...
I pictured this as a sorcerers version of...
natures fury (ranger), cone of lightning (wizard), devine wrath (cleric), sympathy (empath), sonic disruption (bard), Aura of the Arkati (paladin)

wow, just realized that EVERY spell caster has a mass CS spell that is viable for hunting, except sorcerers... Evil Eye cannot be cast in the same room as a mass spell and keeping yourself alive while consentrating on killing with your eye is a heck of a task... besides the majority of sorcerers cannot kill a like level critter consistantly with an evil eye

WHERE IS OUR MASS CS/AS SPELL?!?!? maybe they could make 710 part of that... it would get me interested in the spell

Akari
07-31-2007, 01:23 AM
here is my attempt at using Evil Eye as a mass CS spell in the Bowels...

>tell eye go s
You concentrate on moving the eye . . .

[Thanatoph Bowels, Cavern]
Smooth boulders with oddly rounded edges protrude from the hardened earth floor, each looking like the egg of some huge beast. The surface of the stones have a sheen to them as if they had been polished for some reason, and certainly this type of erosion is not normal. A semi-circular ring of stalagmites and stalactites just barely meet, resembling a giant maw swallowing one end of the passageway. The calcite pillars are thin, though, leaving just enough room for egress.
Obvious exits: north, east, south, west
>tell eye go s
You concentrate on moving the eye . . .

[Thanatoph Bowels, Cavern]
Several odd, misshapen chunks of material are piled about the area, roughly round in shape and somewhat flaky. It's difficult to ascertain just what they are, but a few seem to have bone fragments embedded within them. Rumbling continues to echo along the walls from time to time. You also see an Illoke elder.
Obvious exits: north, south
>717
Voodoo '717' to 'INCANT 717'.
You trace an intricate sign that contorts in the air while forcefully invoking Evil Eye...
Your spell is ready.
You do not currently have a target.
>cast
>
You gesture.
You feel unable to create the magical link with the eye.
Cast Roundtime 3 Seconds.
>tell eye go s
You concentrate on moving the eye . . .

[Thanatoph Bowels, South Lobe]
A narrow slit window fitted with ruby crystals floods a blood-like bath over the room. Soot climbs the walls, evidence of a great fire. The black stains obscure the glyphs carved deeply in the stone. You also see an Illoke jarl.
Obvious exits: north, northeast, northwest
>717
Voodoo '717' to 'INCANT 717'.
You trace an intricate sign that contorts in the air while forcefully invoking Evil Eye...
Your spell is ready.
You do not currently have a target.
>cast
You gesture.
You feel unable to create the magical link with the eye.
Cast Roundtime 3 Seconds.
>tell eye go ne
You concentrate on moving the eye . . .

A disembodied floating eye enters the room.
>tell eye to return
You concentrate on commanding your eye...
You command the eye to return to you.
You hear a soft hiss as your wandering eye rushes towards you. You reach out and catch the squishy globe and quickly press it back into your eye socket. After a few blinks it seems to seat itself properly. You wipe off some gooey red residue with your sleeve, and feel yourself once again presentable.
>look
[Thanatoph Bowels, South Lobe]
A far-off throbbing rumble seems to draw closer, then ebb away. Cracked flooring bears a ridged pattern unnatural in composition and often broken with deep holes, as though something was burrowing here. To the southwest, an eerie blood red lighting beckons.
Obvious exits: northeast, southwest


Oh, Come on!?!?! this is just rediculous...