A great buddy in the Beer Hall days. Those really felt like some sort of bizarre EfU Lad Sitcom, like Red Dwarf in D&D. :)
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Show posts MenuQuote from: 'True Seeing'
Provides See Invisibility, Ultravision and immmunity to Illusion spells. Grants +2 Spot and Search.
SF: Divination: Adds +2 Spot and Search
GSF: Divination: Applies to caster as well as target, Adds the Blind-Fight fight if the character does not already have it.
Quote from: Negative direct damage changesThese were great changes and meant my yippy little boneboi held a couple of rays in reserve for topping up his skeletons.
Negative Energy Ray
The following two changes only come in to play the spell is not cast from an item.Inflict Spells now reduce healing received from Cure Spells by 10% per level of the Inflict Spell.
- If a wizard has Spell School Necromancy or a Sorcerer has Spell Focus Necromancy, casting the spell deals an additional 1d6 negative energy damage to the target.
- Greater Spell Focus Necromancy also gives a targeted undead creature +2 regeneration for 1 round per caster level.
Quote from: Player-cast Cures
All of these only occur if not cast from an item:In line with the Negative Ray changes, they could also get an additional +1d6 from player casts.
- Cure Light Wounds: Applies +2 Regeneration for one round per level on a living target. Applies 10% physical damage vulnerability to an undead for 1 round per level (Will negates, does not stack)
- Cure Moderate Wounds: Applies +3 Regeneration for one round per level on a living target. Applies 15% physical damage vulnerability to an undead for 1 round per level (Will negates, does not stack)
- Cure Serious Wounds: Applies +3 Regeneration for one round per level on a living target. Applies 20% physical damage vulnerability to an undead for 1 round per level (Will negates, does not stack)
- Cure Critical Wounds: Applies +4 Regeneration for one round per level on a living target. Applies 25% physical damage vulnerability to an undead for 1 round per level ((Will negates, does not stack)
- Healing Circle Available as a L3 Spell (it's the inverse of Negative burst, why is it L5 by default?). Deals an extra +1d8 healing/damage with SF Abjuration. Applies +2 Regeneration for one round per level on all living allies. Applies 10% physical damage vulnerability to all target undead for 1 round per level (Will negates).
Quote from: Doc"Yeah, well. Never wore colours for anyone before. But Ordyn's got one big benefit over any other boss in the 99. He *makes some fucking sense*