Consecration, Weather and Call Lightning

Started by KillerB, February 02, 2012, 03:08:40 AM

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KillerB

Two proposals. The first is I imagine relatively much easier and the second will involve scripting which could take some time, and/or be so difficult its not likely to happen at all. Which IMO, makes the first option the best.

1) Call Lightning gets reverted to its original state, in which it does not require a random and currently-unmodifiable weather effect to cast. This is magic we are talking about; if you can cast Lightning Bolt or Fireball (spells of the same level) without stormclouds or a nearby fire as the source of magical genesis, then why not Call Lightning? Picture if you will a druid sparking a dark cloud and bolt of thunder out of the warm tropical air.

2) If this is not agreed upon, I propose instead that clerics who worship certain gods and druids whom thematically embrace certain elements of nature should be able to craft, through consecration and possibly a ritual (that does not need DM assistance), a device enabling them to affect the weather in a local area.

For example-

A druid of Talos/cleric of Aril can call down a localized storm/call in a blizzard, and potentially destroy their enemies with Call Lightning.

--

As it is, Call Lightning remains extremely unpredictable to the point where it 8/10 times useless, which I think is a great shame - even a cursory glance at old forum threads reveals its an opinion many current DMs agree with!

Random_White_Guy

The biggest issue I can see with Call Lightning is the shape and scope of it. A Firebal is a large blast radius for good damage but must be aimed. Similarly Lightning Bolt will go on a long line in a row vs. NPCs or PCs

Call Lightning hits all PC's in a fairly large radius without need of aiming or otherwise.

Given the nature of the suggestion though I think it'd actually be cool to do Call Lightning as per NWN regularly

Then during a Storm it gets cranked up to auto-Empowered.
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KillerB

Pretty sure they share the same AoE, with CL possibly being even smaller. You obviously -do- need to aim it!

Regardless, it is the current unpredictability of whether you can cast it or not, and the reliance many concepts have on this spell, that are the basis of these suggestions.

Pigadig

You don't have to aim it because it only hits hostiles. Your party will get angry if you misclick a fireball. They won't care if you misclick a default call lightning.

Maybe if it was changed to be like fireball and hitting all within the radius then it'd be fine.

Gigantism

Call lightning will actually target friendly targets in nwn1. It's in nwn2 that it is a radius around the caster that only targets enemies.

KillerB

Quote from: Pigadig;273144You don't have to aim it because it only hits hostiles. Your party will get angry if you misclick a fireball. They won't care if you misclick a default call lightning.

Maybe if it was changed to be like fireball and hitting all within the radius then it'd be fine.

...that's how it works!

Relinquish

The range at which this spell can be cast is akin to the wild orcs fireball range, beyond what you can see.

KillerB

Well that's obviously untrue, given you need to target the ground with it which you can't do if you can't see it. The range is the same as Fireball.

Relinquish

Quote from: KillerB;273153Well that's obviously untrue, given you need to target the ground with it which you can't do if you can't see it. The range is the same as Fireball.

Just like with ranged weapons you can adjust the angle of your camera to see further. And you don't have to target ground.

VanillaPudding

Yes, and thus it has the same effectiveness as Fireball does (if adjusted according to the suggestion). What point are you trying to make exactly? Also, it's radius is smaller than fireball in the default form.

Legacy

It's the only decent druid offensive spell there is and on EFU it's pretty much useless unless under special annoying circumstances.  Druids should be able to have a fine balance of offensive and defensive magics; but as I see it on EFU only defensive melee druids really ever prevail in combat.

Winston Martin

Current implementation is flavorful but rarely useful. If I have to chose between the two I prefer useful.

Brimstone Sermon

In the default, it's equivalent to Fireball etc on two classes that also have good melee power and decent hit points. That seems to be a fantastic boost to classes that already are very strong in EfU by letting a Cleric play at being an Evoker without the drawbacks of low AC, HP and AB. I think RwG has the right idea, but it should be at a lower scale. Storm Domain is already ridiculous with having a mass KD spell at one level lower than mages get it, so you don't have to choose between Gust of Wind or "Fireball Style Spell".

Call Lightning
Indoors: 1d3 damage per 2 levels, for flavour purposes.
Outdoors: 1d6 damage per 2 levels.
Outdoors and raining: 1d6*1.5 damage per 2 levels.

That way it's close to Fireball effectiveness in the Rain but a real Evoker's still better. Without rain it's useful but not brilliant, much like how Hammer of the Gods and Flame Strike stack up against arcane offensive spells.

Lightning Bolt and Fireball work anywhere because offensive magic is the only method of attack that a Wizard or Sorcerer is good at.  On the other hand, Druids and Clerics have melee combat buffs and good HP.

putrid_plum

I agree that it is MAGIC and a druid should be able to conjure a small cloud, or since this is a tropical island and clouds are all around, call lightning from them!  Now, if it's raining a boost could be implimented sure.  It's just the spell is very useless, 90% of the time.  Sure that 10% of the time it is wonderful!  On a side not, I think it was changed to hit all NPCs/PCs not just hostile targets on EFU.

Spiffy Has

Currently, Call Lightning strikes everyone in the vicinity of the area effect for 1d10 per level.

Originally, it did 1d6 to all hostile units, ignoring friendly targets.

Adding a feature where druids or clerics with the STORM domain may summon a rainstorm for 1 minute per level, in where it takes 3 minutes to perform the ritual, would be a compromise to make the spell both useful and applicable.