LOL…man I am a wizard lover!!!
I already feared that …
LOL…man I am a wizard lover!!!
I already feared that …
According to AD&D the Limited Wish and Wish spells age the wizard who casts it.
Thus the penalty…I like a permanent loss because one would have to think hard on using these spells as they are the most powerful spells.
As for a cleric version spell …the “Miracle” spell comes to mind…yes I could make this version for the cleric with changes…would you like that?..but I’m putting in the penalties still!!!..miracles come with a price of your faith…bah…clerics
bah…clerics
are the most powerful spells.
They are not. You plan a level 7 spell, right? Any of the spells from my example are quite harmless, considering a caster Level 7. Except the two level nine spells, but they are one time.
I agree a 7th level Lmited Wish is not…I will scale it to do stuff like:
Heal entire party (who needs a cleric)!!
Restore all spells up to level 4
teleport
gain +10 to hit
etc
A Wish Spell (9th Level)
Some examples:
Heal all party + Greater Restoration
teleport party to a certain location
reduce creatures Hp down to 25% of it Hps (if i can manage to figure out how to make it work during combat for the conversation to work)
Wish for 100,000 g.p.
etc
Why I ask people for suggestions…please give input everyone
I think you already got a lot of ideas. Please forget the thing with the tank …
Other thoughts
Wish:
Grant an ability +1 permanent (Str, Dex, Int, etc)…but keeping in mind the wizard loses +2 Constitution on casting
Gain 5000 xps
Imbue your weapon with a +10 Enchantment permanently
Gain immunity to death, or poison, or …
Resurrect entire party
Limited Wish:
Gain 500 xp
Enchant weapon with +5 permanently
Enchant weapon with 1d6 elemental damage permanently
LOL…just said that from thinking out loud on the spot…lol
Heck…summon wife with a rolling pin…would be humorous…
Would be nice too that the Wish or Limited wish could do a reversal of one of the requested effects (wishes) to account for mis-wording the spell:
i.e. you wish for +10 to your weapon but instead you gain only a +1
or…
i.e. you wish to heal entire party but you heal only your party and not yourself
As the wish spells state one can mess up the wish by not wishing with exactness…so to simulate the wish…one would put a 35% chance it does something like above…due to limitations on this venue
My list so far…so please give input what you all agree or disagree with or what else you think should be added to the list:
Wish:
Grant an ability +1 permanent (Str, Dex, Int, etc)…but keeping in mind the wizard loses +2 Constitution on casting
Gain 5000 xps
Imbue your weapon with a +10 Enchantment permanently
Gain immunity to death, or poison, critical hits, or …
Resurrect entire party
Drain 50% of enemy hit points and transfer them to player party
Summon a powerful being to aid you (Level 30 character/creature)?? to fight one turn
Kill your enemy if it has <300 hp, and if over 300 hp reduce it to 75% of its hp no save
Enemy has strength reduced to 3 for 1 turn
Grant True Seeing to entire party for 4 turns
Enchant weapon with 2d6 elemental damage permanently
Restore all spells up to level 5
Gain 100,000 G.P.
Party gains +10 to hit for 1 turn
Teleport Party to specific location
.
.
.
Limited Wish:
Gain 500 xp
Enchant weapon with +5 permanently
Enchant weapon with 1d6 elemental damage permanently
Raise Dead entire party
Summon creature of Level 15 to fight for you for 1 turn
Kill any creature with <150 hp - no save
Enemy has strength reduced to 10 for 1 turn
Grant True Seeing to entire party for 2 turns
Time Stop
Restore all spells up to level 3
Gain 50,000 G.P.
I wish for all my enemies to die: casts Wail of the Banshee
Party gains +5 to hit for 1 turn
Teleport yourself to specific location
.
.
.
.
Keeping in mind the penalties for Limited Wish (caster loses 1 point of constitution) and Wish (caster loses 2 points of constitution)
Keep in mind this spell could be cast from Rings or genie bottle when you interact with a genie
I’ll keep adding to this list and adjusting as I gain input from the community
Anyone else have ideas?
Also, anyone know how to start a spell with pointing to a conversation? I think I can do most of the other stuff once it is in a conversation.
And is it possible to script it where one can bring up the conversation in battle?
If not…perhaps putting a time stop effect first so one can bring up the conversation. But once the choice is made to make the time stop stop. To prevent cheats…if the caster chooses to use the time stop effect to make another attack rather than draw from the list of wishes the effect can wear off.
Now, that is an interesting question. Worth a separate threat. You can try to start the convo after issuing “ClearAllActions(TRUE)” to both counterparts, but I think this is unrelieable.
As it seams, conversing with an placeable is much better. Maybe you remember those Vampires of HotU? You will be forced to impale a vampire in his sarcophagus within a conversation while having a horde of other bloodthirsty goons at your heels.
The convo with the sarcophagus is simply launched by:
void main()
{
AssignCommand(GetLastUsedBy(), ClearAllActions(TRUE));
ActionStartConversation(GetLastUsedBy());
}
Play Bloodfeud and you will see that it works within battle.
HI Mmat,
It would not work using a placeable in this case since I need it to work as casting a spell. I thought about this lots. I know that conversations don’t work in combat…so that is why I asked if it was possible. I thought maybe the best way to approach this would be to do a “time stop” scripted into the begining of the spell that would stop combat then allow the caster to bring up the conversation to make one of the choices above. Is it possible to script that way?
Create an invisible OBJECT with the spell, and then start conversation with the plc
Hi Baireswolf,
Thanks again for the help with the Illusionary Wall and for your input here. So you don’t think my idea of a time stop built into the spell (it fires off first) then leading into casting the spell through a conversation would work?
How would I write this placeable? Basically the same as my original spell for creating an object (wall as I did for the other spell)…but invisible. If it is invisible…how can I see it to communicate with it?
And in combat spells could be hurled at the caster…wouldn’t that effect the conversation off of the placeable?
Also, is it possible to strip a permanent Constitution point from a PC?
You don’t have to interact with the placeable…
You create the placeable and in the the same script you start the conversation with a delay (0.03 seconds for example)
I wouldn’t use the time stop… if you are in SP you can pause the game, if you’re in MP deal with it.
I’m confused as how that would work then. I have made placeables (Magic Mouth for example) where you touch it and it starts a conversation. how would just casting a placeable without interacting with it to start a conversation work then?
Read the Lexicon
When an object executes ActionStartConversation, it attempts to use the dialogue file specified as sDialogResRef to start conversing with the target, oObjectToConverseWith. If the target is not a PC, the target’s OnConversation event fires.
Ugh…lol…good grief everything has to be so complicated.
That is all confusing. How does the start of this script start then?