[Weapon MOD] Magic Staff (W.I.P.)
Mike
Member Posts: 65
Renny Bingles' Last Resort:
This staff was created by an eccentric gnome by the name of Renny Bingles. After many a year traveling with various adventuring groups and honing his magical skills as an illusionist Renny discovered the importance of a good staff. It was magically crafted with one specific purpose in mind - a last resort to stay alive.
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STATISTICS:
Staff pulses blue with red quillons as a result of being imbued with magic.
Combat Abilities:
When wielders health < 25% there is a 50% chance that the last attacker will be petrified.
THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
5 Strength
Weight: 3
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Looking for thoughts on this. Should I give it certain amount of charges per day or is it ok the way it is?
My original goal was to make it so when the wielders health was < 10% to teleport out of the area of danger leaving behind an explosion, but as it turns out when I used the OP code [232] - (cast on condition) if your health stays at <10% then you cast the spell in an indefinite loop until healed. Anyway, I ended up with this. Thanks for feedback.
This staff was created by an eccentric gnome by the name of Renny Bingles. After many a year traveling with various adventuring groups and honing his magical skills as an illusionist Renny discovered the importance of a good staff. It was magically crafted with one specific purpose in mind - a last resort to stay alive.
______________________________________________________________________________________
STATISTICS:
Staff pulses blue with red quillons as a result of being imbued with magic.
Combat Abilities:
When wielders health < 25% there is a 50% chance that the last attacker will be petrified.
THAC0: +3
Damage: 1d6+3 (crushing)
Speed Factor: 2
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
5 Strength
Weight: 3
_______________________________________________________________________________________
Looking for thoughts on this. Should I give it certain amount of charges per day or is it ok the way it is?
My original goal was to make it so when the wielders health was < 10% to teleport out of the area of danger leaving behind an explosion, but as it turns out when I used the OP code [232] - (cast on condition) if your health stays at <10% then you cast the spell in an indefinite loop until healed. Anyway, I ended up with this. Thanks for feedback.
Post edited by Mike on
0
Comments
Here is what I have so far that is yet to be tested.
While equiped cast dimension door on caster if health is less than 25%
Immunity to dimension door for a delayed duration of 60
I wish I knew if the delay was in real seconds or rounds or game time or what? Also what does the [Trigger] timing do?
Ok the problem with dimension door is that normally it casts/teleports you to wear you point the spell. Problem with casting it on condition is that I only have a few options of where to actually put my charname - self (which is pointless), nearest enemy(which is just as pointless), Anyone around(could be pointless).
Edit: after looking at this I have changed the condition spell reference to teleport field and the target to caster at < 25% health left and duration at 60. This should work?
Another problem with teleport field effect is that target is teleported randomly *within* the range of the spell, which may cause that he will not teleport very far from the original location. But anyway I think that this is as close as you can get with the original idea.
I will keep messing with this though.