by kyloth » Thu Mar 09, 2017 10:15 am
in reply to myself i would like to make some additions and addendum to what i have said in the aforementioned article of brain spew.
other ideas for stat balancing are
STR/DEX/INT +++
45%/10%/45% scrap the alive/dead thing, just scrap all that spunk.
30%/20%/50% keep the part about hexblades chance on hit spell-casting except make the spells cast when critical only and which spell is cast is based on what peices of bone armour you have equpped (each bonecraftable armor has a hexblade possible effect attached). also this balance opens doors for rogue, monk, fighter, and priest cross classing.
15%/15%/70% make hexblades able to dual wield. Allow melee damage and critical with hexblades only to scale with INT instead of STR or DEX. maybe lycanthropy can be a castable necromancer spell which lasts for 15 minutes.
More hexblade spell ideas.
Infliction, inflicts disease and poison .
Butchers Cleave, causes bleed damage and slow.
Blacken Heart, changes enemies target to closest target that is not you, if no other enemies within 2 squares targets self, for the next 6 seconds.
Weaken, lower melee attack damage/defense/MR -15% for one minute.
Nether Strike, deal bonus shadow damage based on INT
Unholy Fire, deal damage over time based on int.
GraspofDeath, Instant Kill (very rare)
DeadEye, next 4 attacks have +20% chance to critical. effect ends after 2 successful hexblade casts. (note, hexblade spells should be random and cast every time the character crits.)
another bonecrafting/hexblade idea
HexWands work like bows but with hexblade crit ability, damage scales off int. dual wield capable but both fire at same time and having a second wand slows time between shots, offhand deals less damage and lower chance to crit... bone crafting/dark ritual to create from rod or staff ect. ect.
Before i get into a list of ideas of what the spells are or what they do, i think once you reach 100% necromancy you should be able to cast two divine spells OR two sorcery spells of the necromancers choosing.
some simple spell ideas for necromancer book V
Single Monster Summon: summons one monster who's base stats are based on your str+dex+int/3 average. divided as 33%/33%/33% and necromancy % give bonuses at your discretion.
Void: 2 square line from caster effected for 30 seconds dealing damage scaled on 50%INT every 5 seconds until 90%necromancy then every 3 seconds. cannot be cast on doors or bridges. if wall only 1 square is created, if no space, spell casts on two spaces opposite of caster at random instead of failing. 29 second cool down.
Ray of Death: deals a 6 square line of damage to first target it hits for shadow damage based on INT. has a 35% chance to slow 50% for 6 seconds or a 5% instantly deal 666 bonus damage
Recomosition: single target. whenever an enemy hits you with a physical attack, regain 15% of the damage as mana. lasts 1 minute.
Consume Self: sacrifice 30% of your total mana to regain 20% of your total hp.
Battle-Casting Stance: ALL damage taken and given is reduced by 35%. every time you cast a necromancy spell or get a critical hit with a Hex or Bone weapon, heal for 2% of your current HP.
Vile-Stance: Increase All damage given and received by 20%. casting necromancy spells or a critical hit with a Hex or Bone weapon will heal your for 4% of your current HP.
Command Stance: gain 35%of your pets total health added to your total health while your pet is alive and this stance is active. all damaged received by your pet is increased by 10%. every time your pet gets a critical hit or casts a spell, regenerate 1% of your total HP
Reset Stance
WHABALADUBDUB! My people have another saying. "Gubba nub nub do ra ka." It means, "Whatever lets you sleep at night."