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  1. #1
    Community Member glmfw1's Avatar
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    Default What spells would you add to DDO?

    In the PnP game there are countless spells and countless variants of those spells (and that's without including custom spells created by players or DMs).
    DDO has a much smaller spell list and no way for people to create their own. Epic spells are almost entirely missing from the game.
    Some spell effects have presumably been left out because they would be difficult to code effectively or would be difficult to implement visually or would have gamebreaking effects (Transmute Rock to Mud comes to mind). Others seem to have been omitted purely to limit the number of spells in the game.

    Given the choice of any published spells (or variants of existing spells already in the game), what spells would you add to DDO, and how would you make them work in game?
    Bettayne Brah'dukcc, Cleric of Lathander
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  2. #2
    Community Member Nonesuch2008's Avatar
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    Torch Light

    Just disable it for Rainbow in the Dark & any other trouble spots that come to mind.
    "When asked if the developers hate the players, as they make so many challenging jumping puzzles, their response was that they have what they consider a “… normal amount of contempt for the players.” This is good. A dungeon master should always nurse a healthy contempt for his or her players."

  3. #3
    Community Member glmfw1's Avatar
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    In 2e, the faith of Lathander had the spell Rosetouch, which repaired broken objects. I think 3e had a generic version of this spell (books not to hand to check) that was available to more casters.
    Given the equipment damage that certain creatures can do, I figure it would be a handy spell to have around. Add in a reasonable plat cost for casting (or require a specific component), so that you have to think before using it. It's not game breaking, when a number of classes have ways to avoid item wear anyway, but it improved Quality of Life.
    Bettayne Brah'dukcc, Cleric of Lathander
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  4. #4
    Cosmetic Guru Aelonwy's Avatar
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    Weird. Essentially a ninth level, mass version of Phantasmal Killer. Illusion school needs more spells and has no spell over level 7. I wouldn't say no to Improved Invisibility with a very limited duration for an Illusion focused Archmage either. But it would never happen, even though they've handed out see invis to so many champs.
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  5. #5
    Community Member krimsonrane's Avatar
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    tempus fugit.
    Sometimes I pull one out just to watch it die over and over. That's how much I hate hires.

  6. #6
    Staggering LightBear's Avatar
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    Fly
    Improved Invisibility
    Time Stop

  7. #7

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    Quote Originally Posted by Aelonwy View Post
    Weird. Essentially a ninth level, mass version of Phantasmal Killer. Illusion school needs more spells and has no spell over level 7. I wouldn't say no to Improved Invisibility with a very limited duration for an Illusion focused Archmage either. But it would never happen, even though they've handed out see invis to so many champs.
    Weird big time needs to be added. This would be such an easy add too, since it's already in the game in the form of Visage of Terror.

    I'd also like to see Whirlwind added. Also an easy add because it's basically in the game already in the form of Bottled Tornado.

  8. #8
    Community Member brian14's Avatar
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    Quote Originally Posted by Nonesuch2008 View Post
    Torch Light

    Just disable it for Rainbow in the Dark & any other trouble spots that come to mind.
    What for? Except for Rainbow and these "trouble spots", everything in DDO is brightly lit.
    "Beauty is in the eye of the beholder."

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  9. #9
    Community Member brian14's Avatar
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    Quote Originally Posted by LightBear View Post
    Fly
    Improved Invisibility
    Time Stop
    Fly would absolutely wreck many existing quests.

    Improved Invisibility already exists -- it is a Tier 4 Shadowdancer ability, Tier 2 Draconic Incarnation, plus several others.

    Time Stop would be basically short duration irresistible Hold Monster. If it were ever implemented, red-named would be exempt.
    "Beauty is in the eye of the beholder."

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  10. #10
    Community Member Proton's Avatar
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    Quote Originally Posted by LightBear View Post
    Fly
    Improved Invisibility
    Time Stop
    Ditto, Signed, I was about to say it then I read you wrote it first :P


    The sooner they add FLY, the sooner we get closer to the original game where it was a 3rd level spell.

    It would not wreck the game, simply give monsters fly. A lot of dungeons you could not fly through, like Tear. And for the ones that it would work on, add barriers, winged guardians, anti-magic fields, deadly archers, and other such things to make sure those quests stay challenging.


    I've seen Fly work in other games very easily without ruin them, not adding so much like superstitious people typically claim. I would prefer to see courage and risk taking in our devs on some things, like FLY spell, then I would see them listening to scared superstitious claims that fly spell would ruin the game because the human ingenuity to make it work so that it does not ruin the game simply does not exist.

    Well I think that human ingenuity does exist and I am bored of hearing otherwise!


    Fly is first choice, comes to my mind instantly upon asking this question. I support adding fly spell to the game and figuring out how to make it work in all cases and all quests.
    Last edited by Proton; 08-25-2018 at 02:25 PM.
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  11. #11
    Community Member Ralmeth's Avatar
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    Quote Originally Posted by brian14 View Post
    What for? Except for Rainbow and these "trouble spots", everything in DDO is brightly lit.
    I have my computer currently set-up with a window directly behind it so I can keep an eye on my kids if they are outside and I happen to be at my computer. During the day, the sunlight decreases the contrast ratio on my monitor and can make it difficult to see details in darker quests (ex. Necro quests, Deleras, etc). As such, it would be helpful for me to have the Light spell to brighten things up a bit. Back in PnP we used to cast them on rocks or other objects so we could walk around with the light, so I would want to be able to cast it on myself and it moves around with me. However, I realize this would probably be a non-trivial thing to code, but it would be nice.
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  12. #12
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    Mage hand would be the one that I would love to see. Activate levers and buttons from a distance and if combined with pick lock or disable trap (with a -4 or similar penalty).

  13. #13
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    Quote Originally Posted by Ralmeth View Post
    I have my computer currently set-up with a window directly behind it so I can keep an eye on my kids if they are outside and I happen to be at my computer. During the day, the sunlight decreases the contrast ratio on my monitor and can make it difficult to see details in darker quests (ex. Necro quests, Deleras, etc). As such, it would be helpful for me to have the Light spell to brighten things up a bit. Back in PnP we used to cast them on rocks or other objects so we could walk around with the light, so I would want to be able to cast it on myself and it moves around with me. However, I realize this would probably be a non-trivial thing to code, but it would be nice.
    Crank up your gamma. It'll help with the low light areas. I had the same trouble and upping the gamma makes the whole game look better-lit

  14. #14
    Community Member azrael4h's Avatar
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    Mirror Image (http://www.d20srd.org/srd/spells/mirrorImage.htm) Adds 1d4 +1/3 levels (max 8) illusionary images of the caster, drawing attacks away from them. A staple of D&D arcane casters since AD&D (possibly before, a quick search of the OD&D supplement Swords and Spells didn't have Mirror Image listed).

    Vampiric Touch (http://www.d20srd.org/srd/spells/vampiricTouch.htm) Does 1d6/2 levels (max 10d6) damage, touch range, and grants the caster temporary hitpoints equal to the damage done.

    Wall of Ice/Stone/Iron/Force/Thorns (http://www.d20srd.org/srd/spells/wallOfIce.htm, http://www.d20srd.org/srd/spells/wallOfStone.htm, http://www.d20srd.org/srd/spells/wallOfIron.htm, http://www.d20srd.org/srd/spells/wallOfForce.htm, http://www.d20srd.org/srd/spells/wallOfThorns.htm) Basically, a summoned wall of the appropriate type. This would give players a new tactic to employ; notably cutting the field of battle in half or blocking chokepoints with walls, giving them time to heal and breathe. We already have walls as 'monsters' in one of the Wheloon quests, so adding some or all of these as summons would be neat.

    Disrupting Weapon (http://www.d20srd.org/srd/spells/disruptingWeapon.htm Makes a weapon a disrupting weapon temporarily. It would be a nice weapon buff in some quests. You could make similar spells for Banishing and Smiting, which don't exist in stock 3.5e AFAIK.

    Keen Edge (http://www.d20srd.org/srd/spells/keenEdge.htm Adds Keen effect to weapon. Good choice for a low level arty buff. Doesn't stack with IC:x.

    Blasphemy (http://www.d20srd.org/srd/spells/blasphemy.htm) Because.

    Create Undead/Create Greater Undead (http://www.d20srd.org/srd/spells/createUndead.htm, http://www.d20srd.org/srd/spells/cre...aterUndead.htm) We already have the lesser version in Animate Dead. These offer more powerful undead variants, and could be a multi-selector. We need a summons pass (buffing them in general, having them scale in some fashion, hireling bars for greater control) as well, but this would be a nice addition.

    Shadow Conjuration/Greater Shadow Conjuration/Shades (http://www.d20srd.org/srd/spells/shadowConjuration.htm, http://www.d20srd.org/srd/spells/sha...ionGreater.htm, [urlhttp://www.d20srd.org/srd/spells/shades.htm[/url]Illusionary summons (like the critters in Party Crashers) could also be added in a similar fashion.

    Shadow Evocation/Greater Shadow Evocation (http://www.d20srd.org/srd/spells/shadowEvocation.htm, http://www.d20srd.org/srd/spells/sha...ionGreater.htm) Illusion versions of popular Evocation spells, using Illusion DC and Will Saves instead of Evocation and Reflex. Given the focus on illusionists in recent years, this is almost a given, and since you already have the duplicated evocation spells, you don't even need to do much if any graphics for it. At most, change the colors.

    Iron Body (http://www.d20srd.org/srd/spells/ironBody.htm) Probably a bit broken with all the immunities, but a stripped down version with a scaling DR x%/Adamatine would be valuable. Adjust x% for best effect.

    Darkvision (http://www.d20srd.org/srd/spells/darkvision.htm) Once added long ago, but removed due to poor coding. Fix the racial versions as well, but add the spell.

    Telekinesis (http://www.d20srd.org/srd/spells/telekinesis.htm) Pull levers from afar! Steal the last donut from across the room! Erase your boss' hard drive!

    Enlarge Person/Mass Enlarge Person (http://www.d20srd.org/srd/spells/enlargePerson.htm, http://www.d20srd.org/srd/spells/enlargePersonMass.htm) Essentially an arcane version of Ram's Might. Technically exists with many of the Duergar out in Ataraxia and other old content. Minor buff, but not one most have elsewhere.
    Anyone who disagrees is a Terrorist...

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  15. #15
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    Tiltowait. Whoops! Wrong game.

  16. #16
    Community Member AbyssalMage's Avatar
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    Level 0 (i.e. Cantrip) spells - Make these 0 SP spells (i.e. SLA's) so that Casters can always cast. Unbalancing in the early levels, trivial by 30.

    Level 1 -
    • True Strike - Profane (?) bonus for next 30 seconds? Useful to cast on "weapon" DPS classes especially in later game.
    • Ventriloquism - Bluff/Diplomacy effect on NPC; DC 10 + Mod + Caster level
    • Animate Rope - "Trip"; DC 10 + Mod + Caster level
    • Magic Weapon - As Artificer spell


    Level 2 -
    • Protection from Arrows (Self) - Deflect Arrow for casters
    • Mirror Image (self only) - The Vampire in Necro II already has this. With the reduced HP's of the mirror and the insane DPS NPC's do, it basically saves you a few hits. ***Raid Disabled***


    Level 3 -
    • Explosive Runes - In DDO, a "Trap" for casters; DC 10 + Mod + Caster level or 1/2 damage
    • Blink - 6 second in/out like Phase Spiders, Scorpions, and some Undead. While "Phased out" can pass through creatures.
    • Keen Edge - Increase Threat Range of one weapon +1; Item can only have one enchantment.
    .

    Level 4 -
    • Black Tentacles - Per Warlock Spell
    • Arcane Eye - Allows your "eye" to move through dungeon and "scout." Useful for finding which passage the stupid random objective is in.
    • Confusion - Per Warlock spell
    • Hallucinatory Terrain - In DDO, DC 10 + Mod + Caster level vs. Will; otherwise 25% movement speed
    • Invisibility Greater - Already in game. Needs to be spell
    • Polymorph - Turn NPC into non-hostile animal for 1 minute; 10 + DC + Caster level


    Level 5 -
    • Telekinesis - In DDO, NPC is pushed back 10 ft, takes damage, stunned. Standard DC to resist.


    Level 6 -
    • Forceful Hand - In DDO, creature striking you has chance to be moved away, up to 10ft.
    • Mislead (self only) - In DDO, NPC(s) targets your mirror image instead of you (i.e. AoE +100 Taunt) while you have Improved Invisibility cast on you.


    Level 7 -
    • Mage's Sword - Summon a sword (i.e. Archon, Falcon) which attacks targets that have already been damaged. Damage Scales with Spell Power. Sword "always" hits (except on Dodge, concealment checks)


    Level 8 -
    • Iron Body - In DDO, PRR/MRR of Heavy Armour w/AC boost


    Level 9 -
    • Foresight - In DDO, bonus to Dodge, AC, and Reflex (that stacks with everything)


    Many of the spells "upgrades" would be nice too* and I didn't include. I didn't add many of the Illusion spells because they are basically Illusions of an already existing school/spell. This would simple be a copy/paste of the existing spell, changed to school "Illusion" and DC would be vs. Will (sorry Ranger/Rogue/Monk's, you are going down ). Illusionary Fireball FTW!

    Someone else can do Divines.

    * - This is important to include the "higher" level spell too because of the SP drain on using Heighten.
    Quote Originally Posted by hp1055cm View Post
    They have been tweaking the game since I started and often I disagree with them. They focus on wrong stuff, over or under compensate and abandon too much stuff. Every once in awhile they get something right, if only temporarily.

  17. #17
    Community Member azrael4h's Avatar
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    Quote Originally Posted by drwho1985 View Post
    Tiltowait. Whoops! Wrong game.
    If we're going there, I also want Nuclear Blast (from Wizardry 6-8), MAMA (from Bard's Tale 2 and 3) and Earth Maw and Gotterdamurung (from BT3).
    Anyone who disagrees is a Terrorist...

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  18. #18
    Community Member AbyssalMage's Avatar
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    Quote Originally Posted by azrael4h View Post
    Create Undead/Create Greater Undead (http://www.d20srd.org/srd/spells/createUndead.htm, http://www.d20srd.org/srd/spells/cre...aterUndead.htm) We already have the lesser version in Animate Dead. These offer more powerful undead variants, and could be a multi-selector. We need a summons pass (buffing them in general, having them scale in some fashion, hireling bars for greater control) as well, but this would be a nice addition.
    Make the scaling tied to Conjuration DC of some sort. That way they scale for players who dedicate themselves to making "The Army." Maybe the developers will open an "Official Thread" discussing such possibilities with the "General Public" and not just the "PC crew."

    But yes, I think this would be a worthy endeavor.
    SF: Conjuration - You can now control up to two summons.
    GSF: Conjuration - You can now control up to three summons.
    ESF: Conjuration - You can now control up to four summons.

    Summons - Summoned Creatures and Hirelings now scale to your Conjuration DC (everyone has a default of 10 + highest Mod). The exact formula to calculate HP's, AC, SP/MP, Spell Points, Skills, or damage would be where the discussion would be focused.
    Quote Originally Posted by hp1055cm View Post
    They have been tweaking the game since I started and often I disagree with them. They focus on wrong stuff, over or under compensate and abandon too much stuff. Every once in awhile they get something right, if only temporarily.

  19. #19
    Community Member FuryFlash's Avatar
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    Quote Originally Posted by AbyssalMage View Post
    Make the scaling tied to Conjuration DC of some sort. That way they scale for players who dedicate themselves to making "The Army." Maybe the developers will open an "Official Thread" discussing such possibilities with the "General Public" and not just the "PC crew."

    But yes, I think this would be a worthy endeavor.
    SF: Conjuration - You can now control up to two summons.
    GSF: Conjuration - You can now control up to three summons.
    ESF: Conjuration - You can now control up to four summons.

    Summons - Summoned Creatures and Hirelings now scale to your Conjuration DC (everyone has a default of 10 + highest Mod). The exact formula to calculate HP's, AC, SP/MP, Spell Points, Skills, or damage would be where the discussion would be focused.
    Could be something like CR = conjuration DC. That would probably be a bit high, but I would like to see something like Legendary Ooze from LGS, where they kinda scale with the content, combined with the way charms work in reaper where they get the reaper scaling of NPCs. Okay, maybe I'm asking way too much But summons should actually be just as strong as a charmed enemy, especially because you can only have one at a time and it takes time to resummon.

  20. #20
    Community Member Nonesuch2008's Avatar
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    Quote Originally Posted by brian14 View Post
    What for? Except for Rainbow and these "trouble spots", everything in DDO is brightly lit.
    When sitting indoors in conditions that are directly under your control, this is somewhat true.

    Quote Originally Posted by Ralmeth View Post
    I have my computer currently set-up with a window directly behind it so I can keep an eye on my kids if they are outside and I happen to be at my computer. During the day, the sunlight decreases the contrast ratio on my monitor and can make it difficult to see details in darker quests (ex. Necro quests, Deleras, etc). As such, it would be helpful for me to have the Light spell to brighten things up a bit. Back in PnP we used to cast them on rocks or other objects so we could walk around with the light, so I would want to be able to cast it on myself and it moves around with me. However, I realize this would probably be a non-trivial thing to code, but it would be nice.
    ^This. Or in some instances where I am sitting with a direct sun on my laptop screen. I often have to spend time waiting in a vehicle, and sometimes the only place where the wifi signal can be found is in the direct sunlight. In these conditions, my DDO screen turns into a glossy sheet of black glass. Overgrowth looks more like Silhouette-growth, for instance.

    Quote Originally Posted by droid327 View Post
    Crank up your gamma. It'll help with the low light areas. I had the same trouble and upping the gamma makes the whole game look better-lit
    Solid advice, I will experiment with it. Thanks!
    "When asked if the developers hate the players, as they make so many challenging jumping puzzles, their response was that they have what they consider a “… normal amount of contempt for the players.” This is good. A dungeon master should always nurse a healthy contempt for his or her players."

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