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View Full Version : A Study of DoT Spells in Relation to the Sorcerer Circle



Fallen
02-23-2009, 10:30 AM
NOTE: If you do not care about DoT spells, sorcerer spells, or general discussion of spell types READ NO FURTHER. This topic will not hold any interest to you no matter how bored you are.

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Killers and Disablers Over Time Spells (DoT's)

The following spells are broken down with the caster's intent at the time of their use. Certain spells will appear in multiple categories because they can serve the role of disabler, as they are cast with the primary goal of disabling the target rather than the direct intent to kill it. While some Disable over Time spells do enough damage to kill a creature outright, they are so rarely used for this sole purpose that they cannot be fit into both categories.

Killers Over Time (Targeted) - Call Lightning (125), Maelstrom (710), Disease (716), Torment (718), Sandstorm (914)

Killers Over Time (Untargeted) - Meteor Swarm (525), Maelstrom (710), Implosion (720)

Disablers Over Time (Targeted) - Tangle Weed (610), Call Swarm (615), Nightmare (713), Curse (715), Disease (716), Maelstrom (710), Sandstorm (914)

Disablers Over Time (Untargeted) - Tangle Weed (610), Breeze (612*), Maelstrom (710), Implosion (720)

There is class of spells I refer to as Inhibitors. These spells do not fully disable a creature, but instead act to impede some aspects of their abilities. Some Disabling and Killing DoT spells are so weak that they fall into this category. Examples of Incidental inhibitors are Nightmare (713), Curse (715), and Disease (716). There are, however, spells designed specifically to be inhibitors. These spells differ from Incidental Inhibitors in that they are instantaneous in effect. *The only possible exception is Breeze (612), which does not immediately add round time to creatures. However, the spell does immediately take effect in other ways, thus precluding it from the True DoT family. Other examples of Inhibitors are Tremors (909), and Ice Patch (512).

Lastly, some Killer and Disabler spells have an immediate effect along with a status ailment over prolonged period of time. Other spells come into effect as soon as soon as they are cast, but only take effect as the creature performs the action which is hindered by the spell. These properties make these types of spells different from True DoT spells because there is an instant effect to Neutralize/Interfere with the creature's ability to function, rather than a several second delay of the onset of the spell's Killing/Disabling/Inhibiting ability. These spells cannot be considered True DoT spells for the sake of my argument because they are in a class of their own: Instant Killer/Disablers with sustained effects.

Observations:

By examining the information above we come to the conclusion that there are two balancing factors for Killing DoT spells. They either, A. take a long time to form, or B. are dangerous to the user and/or bystanders. Call Lightning, Maelstrom, Disease, and Sandstorm all fall into the first category, while Meteor Swarm, Torment, and Open Form Implosion/Maelstrom fall into the second. You can actually see the balance at play with these spells when measured by these criteria. Meteor Swarm is the most powerful attack spell in the game, yet it is also the most dangerous to use. Disease, on the other hand takes a relatively short time to take effect, poses no risk to the caster, and is therefore the weakest of the killing DoTs.

True Disabling DoT spells form more quickly than Killing DoT spells due to their lessened lethality. The exceptions to this are Sandstorm and Maelstrom, which can be used to disable creatures even though that is not their primary function. These Incidental Disablers both could stand to have Lore-based improvements to make them more effective in their primary roll.

The application of lores in regards to DoT spells is fairly standard. Benefits include reduction in formation time, reduction of time in between damage cycles, and increased damage or overall effectiveness. Rangers are the exception to the rule, as they have a spell on their lists devoted to increasing the potency and variability of nature based spells in their circle.

Practical Applications:

By reviewing the nature of Killing and Disabling over time spells one can gain a better understanding of their intended function, most common means of activation upon their target, design parameters, and lore-based benefits. This information is useful when attempting to invent new spells of this like, or when looking to improve upon existing spells. Below is a list of DoT spells in the sorcerer circle which can benefit from restructuring and increased function with added lore benefits.

Nightmare (713)

Restructuring - The phantom damage to this spell should be removed in order to better justify its status as a Disable over Time spell as opposed to one designed to kill. The method which the spell delivers its effect should be altered so that a target that is already stunned will not be unstunned. The spell in its current form acts to benefit the target at times by breaking it of a previously acquired prolonged status effect. The spell also requires substantial messaging updates to better reflect the diversity and level structure of Elanthia's creatures.

Lore-based Benefit - Demonology - By means of the sorcerer's spell of Eye Spy, sorcerers are able to target multiple creatures in the room with the fear based spell. The number of creatures targeted is determined by (insert seed chart number here). Remote casting of Nightmare through use of Eye Spy is achieved at one hundred ranks of Demonology.

Lore-based Benefit - Necromancy - Sorcerers well trained in Necromancy can fashion a nightmare which strikes fear into the undead by implanting imagery of holy spirits which assail their targets. A minimum of half the level of necromancy ranks of the target undead is required for the spell to have a chance of success. If the amount of Necromancy ranks exceeds that of the targeted undead's level, successful warding results in automatic activation of status effect.

Tertiary benefits - A demon archetype is released which provides the spell with one additional target, as well as an amplifying effect of the Nightmare effect itself.

Curse (715)

Restructuring - The stance based effects of curse would be restructured as followed

Offensive - Clumsy - Target falls down (no change)
Advanced - Unlucky - Target faces increased chance to fumble spells, attacks, and CMANs.
Forward - Weakness - Target suffers from loss of AS and CMAN strength.
Neutral - Itchy - Target is given bouts of RT and drops items as well as general DS loss. (no change)
Guarded - Daunted - Target suffers TD penalty (no change)
Defensive - Susceptibility - Target becomes increasingly vulnerable to damage types (Elemental and Physical)

Lore-based Benefit - Demonology - Allows sorcerers to modify their curses so that a creature can be afflicted with multiple forms of the spell at one time. The amount of curses a sorcerer can summon is based upon (seed chart).

Lore-based Benefit - Necromancy - Necromancy training increases the effects of each status ailment depending on which stance is used.

Maelstrom (710)

Lore-based Benefit - Blessings Lore - Increases difficulty of outside attempts to dispel the Maelstrom.

Lore-based Benefit - Summoning Lore - Creates a chance that target will be unable to flee due to the intensity of the storm around it. Chance of movement hindrance is based off (seed chart)

Skill-based benefit - Spiritual Mana Control - Spiritual mana control will shorten formation of Maelstrom based upon Spiritual mana control bonus divided by X. (Likely a high number, maximizing in results similar to Call Lightning when near 202 ranks of SMC)

Skill-based benefit - Elemental Mana Control - Increases damage done by elemental forces.

Implosion (720)

Restructuring - Cost reduction for focused version of implosion removed.

Skill-based benefit - Spiritual/Elemental Mana Control - Increases the speed between damage cycles of Open Form implosion.

Lore-based Benefit - Air Lore - Gives a percent chance that a portion of the corpse will remain to be searched upon vaporization.

Lore-based benefit - Blessings lore - Increases difficulty of outside attempts to dispel Open Implosion.

Tertiary benefit - Casting of open implosion disperses any cloud based spell with every damage cycle.