Fallen
06-26-2008, 12:15 PM
After reviewing Virilneus's website on the topic of Lich Form as a spell or sorcerer ability, and briefly discussing the idea with several sorcerers I decided to draft an analysis of potential penalties, and benefits that could be applied to the spell. In my opinion, a spell which only allows us to shuffle our corpse back to town is not worth any spell slot. Also, I am not in favor of any spell that only becomes of use after the sorcerer has died.
What I suggest is a multiple function spell which is either activated willingly by the sorcerer with two set outcomes, he lives at the end of the duration, or he dies at the end of the duration, and a form of the spell to be used only after the sorcerer has died. Balancing this spell in accordance with the above is by no means an easy feat. This is why I decided to list all of the possible factors I could imagine being involved with the spell, divided into Minor and Major Penalties, Minor and Major Rewards, and finally Balancing Factors.
While I expect and understand most of you who read this will feel have their eyes glaze over as they quickly skim through the list, I would ask that you consider what benefits you would like for the spell, and what penalties you would be willing to accept to gain them.
Possible Penalties - Minor
Loss of Health Regeneration - While in Lich Form one would lose the ability to regenerate health naturally. Blood loss in Lich Form may lead to termination of spell effect. Possible Mitigating factor would be use of Blood Burst to return health.
Loss of Stamina Regeneration - Minor Inconvenience to those outside of Sunfist.
Loss of Enhancive Benefits - All enhancive items would be ineffectual while in Lich form.
Loss of Spirit Regeneration - Minor Inconvenience to those outside of COL.
Loss of ability to activate scrolls and magical items - Self explanatory even if it makes little sense.
Minor Stat/General penalties during/Post lich form - Penalties to specific stats or skills while in the Lich Form, and/or after the use of the spell upon either resurrection or the spell's termination.
Loss of ability to absorb experience - Possibly considered a major penalty, the Lich would be unable to absorb the experience he earns while in the state, though is still able to accrue and keep experience earned upon termination of spell's effect, or resurrection with a properly trained cleric.
Clerical resurrections provide no experience - Anyone who willingly sacrifices their life to assume a Lich Form resulting in death could be able to be resurrected, but with no experience being provided to the cleric/Paladin.
Inability to attack undead - To be implemented in conjunction with undead ignoring sorcerers in Lich Form.
Worn item slot - a worn item slot would be occupied should the sorcerer need a reliquary to activate the spell.
Possible Penalties - Major
Loss of Mana Regeneration - Crippling to any combat application of the spell. Use of alchemy potions for mana a possible mitigating factor, as well as the Sacrifice ability.
Inability to be Healed via empath or herbs - Loss of limb, head wounds, or nerve injuries coupled with the inability to be healed would render the Lich powerless. Possible mitigating factors would be herb healing only, or empathic healing with no experience gain.
Loss of ability to gain/retain experience - Debatably the most significant penalty possible, the sorcerer would be in no way able to gain/accrue/retain experience while in the Lich Form, even with a properly trained cleric providing resurrection.
Death - The use of Lich form in any aspect of the spell, or in a form where use of the spell results in automatic and unavoidable loss of life at the spell's termination.
Auto decay - Termination of the spell in general, or in a specific form of the spell results in an automatic and unavoidable forced decay.
Loss of spell circles - The inability to cast from secondary circles.
Loss of ability to cast - The inability to cast from ANY circle.
Major stat/general penalties During/Post Lich form - Significant penalties to Stats/Skills while in Lich Form, and/or a period of time after use.
Inability to use societal skills - Most appropriate for Voln, though would likely be seen as unfair if applied only to their society. Stupid Volners.
Possible Benefits - Minor
Sheer Fear Resistance - Moderate to Significant resistance to the Sheer Fear Mechanic.
Necromancy spell boosts - Boost to spells such as Blood Burst, Pain Infliction, Disease (In the future), and Animate Dead.
Lack of blood loss - Rank 2+ wounds cause no blood loss.
Minor Stat/Skill boosts - Minor boosts to some stats and skills while in Lich Form.
Lich Form only roleplaying enhancements - Verbs, appearance, etc
Resistance to Cold based attacks - Moderate to Significant resistance to all cold based attacks.
Increased Capabilities of Animates - Duration extensions, Ability to animate without components, Lich Form only Animate Dead commands, verbs, etc.
Possible Benefits - Major
Resistance/Immunity to Stuns - Either the ability shake stuns, or be completely invulnerable to stuns and stunning attacks/spells.
Immunity to cold based attacks - Complete immunity to all cold based attacks.
Resistance/Immunity to Crit kills - Significant resistance, or outright immunity to be killed by a critical blow, aside from perhaps back crits.
Immunity to Sheer Fear - Complete immunity to the Sheer Fear mechanic.
Significant Stat/Skill boosts - Significant enhancive like gains to skills and/or stats.
Lich Form only attacks and spells - Unique maneuver type attacks, drastically augmented AS for bare-handed attacks like pound, ensnare, etc, and access to unique spells.
Ability to activate after death - The primary purpose of the spell; to be activated after the sorcerer has died.
Ability to cast through moderate wounds - Much like the Sunfist ability, the Lich would be able to cast through all rank 2 injuries.
Retention of Animate - The ability to keep your Animate, or immediately restore it to life after activating Lich Form while dead.
Undead Allies - Either complete exemption from undead attacks, and/or a sympathetic affect where undead turn on creatures who attack you while in Lich Form. Only reasonably implemented with the penalty of being unable to attack undead.
Balancing Factors
Restored/Increased function with Necromancy training - Spells, Mana/Spirit/Stamina regen, lessened penalty to stats while in use/recovery, unlocked abilities.
Necromancy lore adding to duration of spell - A flat duration modifier to the duration of the spells.
Components - The requirement for components to be used with some, or all forms of the spell. Components could be rare, expensive, or take a great deal of time to create. However, increased capibilies or benefits could be added with the use of components, or a reduction in penalties.
Guild Skill Augmentation - Abilities are enhanced or unlocked via a separate guild skill devoted to the spell.
Daily use restrictions - Much like Regeneration and Miracle, a lore modified usage restriction could be used to balance the spell.
Activation Restrictions - Only used after death, Must have 35 mana at time of death.
Alchemy Skill Augmentation - Alchemic potions could be either required for the process, or to enhance/unlock abilities, as well as reduce penalties.
Outstanding Concerns
Loss of Spells after death with inability to cast in Lich Form - If we lose all of our spells upon death, we would be unviable in any combat situation unless able to restore them in some way, or gain significant immunities or exclusions from forms of attack.
Evarin and his Mis'ri
What I suggest is a multiple function spell which is either activated willingly by the sorcerer with two set outcomes, he lives at the end of the duration, or he dies at the end of the duration, and a form of the spell to be used only after the sorcerer has died. Balancing this spell in accordance with the above is by no means an easy feat. This is why I decided to list all of the possible factors I could imagine being involved with the spell, divided into Minor and Major Penalties, Minor and Major Rewards, and finally Balancing Factors.
While I expect and understand most of you who read this will feel have their eyes glaze over as they quickly skim through the list, I would ask that you consider what benefits you would like for the spell, and what penalties you would be willing to accept to gain them.
Possible Penalties - Minor
Loss of Health Regeneration - While in Lich Form one would lose the ability to regenerate health naturally. Blood loss in Lich Form may lead to termination of spell effect. Possible Mitigating factor would be use of Blood Burst to return health.
Loss of Stamina Regeneration - Minor Inconvenience to those outside of Sunfist.
Loss of Enhancive Benefits - All enhancive items would be ineffectual while in Lich form.
Loss of Spirit Regeneration - Minor Inconvenience to those outside of COL.
Loss of ability to activate scrolls and magical items - Self explanatory even if it makes little sense.
Minor Stat/General penalties during/Post lich form - Penalties to specific stats or skills while in the Lich Form, and/or after the use of the spell upon either resurrection or the spell's termination.
Loss of ability to absorb experience - Possibly considered a major penalty, the Lich would be unable to absorb the experience he earns while in the state, though is still able to accrue and keep experience earned upon termination of spell's effect, or resurrection with a properly trained cleric.
Clerical resurrections provide no experience - Anyone who willingly sacrifices their life to assume a Lich Form resulting in death could be able to be resurrected, but with no experience being provided to the cleric/Paladin.
Inability to attack undead - To be implemented in conjunction with undead ignoring sorcerers in Lich Form.
Worn item slot - a worn item slot would be occupied should the sorcerer need a reliquary to activate the spell.
Possible Penalties - Major
Loss of Mana Regeneration - Crippling to any combat application of the spell. Use of alchemy potions for mana a possible mitigating factor, as well as the Sacrifice ability.
Inability to be Healed via empath or herbs - Loss of limb, head wounds, or nerve injuries coupled with the inability to be healed would render the Lich powerless. Possible mitigating factors would be herb healing only, or empathic healing with no experience gain.
Loss of ability to gain/retain experience - Debatably the most significant penalty possible, the sorcerer would be in no way able to gain/accrue/retain experience while in the Lich Form, even with a properly trained cleric providing resurrection.
Death - The use of Lich form in any aspect of the spell, or in a form where use of the spell results in automatic and unavoidable loss of life at the spell's termination.
Auto decay - Termination of the spell in general, or in a specific form of the spell results in an automatic and unavoidable forced decay.
Loss of spell circles - The inability to cast from secondary circles.
Loss of ability to cast - The inability to cast from ANY circle.
Major stat/general penalties During/Post Lich form - Significant penalties to Stats/Skills while in Lich Form, and/or a period of time after use.
Inability to use societal skills - Most appropriate for Voln, though would likely be seen as unfair if applied only to their society. Stupid Volners.
Possible Benefits - Minor
Sheer Fear Resistance - Moderate to Significant resistance to the Sheer Fear Mechanic.
Necromancy spell boosts - Boost to spells such as Blood Burst, Pain Infliction, Disease (In the future), and Animate Dead.
Lack of blood loss - Rank 2+ wounds cause no blood loss.
Minor Stat/Skill boosts - Minor boosts to some stats and skills while in Lich Form.
Lich Form only roleplaying enhancements - Verbs, appearance, etc
Resistance to Cold based attacks - Moderate to Significant resistance to all cold based attacks.
Increased Capabilities of Animates - Duration extensions, Ability to animate without components, Lich Form only Animate Dead commands, verbs, etc.
Possible Benefits - Major
Resistance/Immunity to Stuns - Either the ability shake stuns, or be completely invulnerable to stuns and stunning attacks/spells.
Immunity to cold based attacks - Complete immunity to all cold based attacks.
Resistance/Immunity to Crit kills - Significant resistance, or outright immunity to be killed by a critical blow, aside from perhaps back crits.
Immunity to Sheer Fear - Complete immunity to the Sheer Fear mechanic.
Significant Stat/Skill boosts - Significant enhancive like gains to skills and/or stats.
Lich Form only attacks and spells - Unique maneuver type attacks, drastically augmented AS for bare-handed attacks like pound, ensnare, etc, and access to unique spells.
Ability to activate after death - The primary purpose of the spell; to be activated after the sorcerer has died.
Ability to cast through moderate wounds - Much like the Sunfist ability, the Lich would be able to cast through all rank 2 injuries.
Retention of Animate - The ability to keep your Animate, or immediately restore it to life after activating Lich Form while dead.
Undead Allies - Either complete exemption from undead attacks, and/or a sympathetic affect where undead turn on creatures who attack you while in Lich Form. Only reasonably implemented with the penalty of being unable to attack undead.
Balancing Factors
Restored/Increased function with Necromancy training - Spells, Mana/Spirit/Stamina regen, lessened penalty to stats while in use/recovery, unlocked abilities.
Necromancy lore adding to duration of spell - A flat duration modifier to the duration of the spells.
Components - The requirement for components to be used with some, or all forms of the spell. Components could be rare, expensive, or take a great deal of time to create. However, increased capibilies or benefits could be added with the use of components, or a reduction in penalties.
Guild Skill Augmentation - Abilities are enhanced or unlocked via a separate guild skill devoted to the spell.
Daily use restrictions - Much like Regeneration and Miracle, a lore modified usage restriction could be used to balance the spell.
Activation Restrictions - Only used after death, Must have 35 mana at time of death.
Alchemy Skill Augmentation - Alchemic potions could be either required for the process, or to enhance/unlock abilities, as well as reduce penalties.
Outstanding Concerns
Loss of Spells after death with inability to cast in Lich Form - If we lose all of our spells upon death, we would be unviable in any combat situation unless able to restore them in some way, or gain significant immunities or exclusions from forms of attack.
Evarin and his Mis'ri