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Here's an idea for a geomancer spell.
"create golem" (or some more creative title)
The geomancer, being so adept with earthly materials, could take the things around him such as earth and clay, sticks, leaves, stones, etc, and create a golem to fight by his side and do his bidding. These golems' power would be determined by both the level of the player, and his proficiency in the skill. The golem would not be too terribly strong, and its defenses wouldn't be that great either. It would just be a temporary battle-buddy. Maybe just that tiny little bit more needed to beat that one mob that killed you last time. I'm thinking a time limit would be set here too. That the magic that holds the golem together and gives him life would only last so long. Again, determined by level and proficiency.
This would maybe be a lot like necromancer's animate dead. But I like it nonetheless.
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Oh no….. not another spell that makes mindless automatons that are impossible to attack... ;)
Perhaps just call the spell "golem" and have different types of golems that the geomancer can try summoning, since I've always thought of them as being adept at all the elements, not just earth. Fire, water, air, etc... all kinds of golems, each with their own properties and weaknesses.
Earth golems - brute strength, yet somewhat slow
Fire golems - rampant destructiveness
Water golems - slippery and evasive
Wind golems - deceptive, hidden and FAST
etc...
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It would definitely be possible to attack them. They'd pretty much be like the golem mobs that are already in the game. Nothing too horribly special, but a help. I like the thing about having different elemental golems though. Again, don't want to make it too tough. Maybe the fire one would be hard to control. It would attack what it wanted, occasionally including it's master! Of course you would easily be able to kill it if it attacked you.
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I like the idea and I'll bring it up with Syn. If he feels like coding it as a new spell or skill I'll make the mobs for it. I feel though that the golems should only be half the level of the creator and enjoy the ideas for the random traits of the four different elements. So post ideas on what you'd like to see the different elementals do incase Syn does like it as well.
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Well… I'm thinking earth or clay, fire, water, wind, ice, leaf, rock.
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What about lightning? :D
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And on the note of summoning creatures to help(?? :lurk:)…
How about a "summon demon" for necro's :D Or maybe the witch/warlock. Some evil spell class. The dangers with summoning any demon should be put in to counterbalance the success of bringing forth such a force.
If the summon succeeds to bring the demon but the caster isn't able to control it, the demon will instantly devour the caster and make death twice as long (to represent torment in Hell or something). An idea is to make the act of summoning dependant on having inferno blazing in the room. Should the ring of fire die out before the summoning is complete, the caster is killed instantly as well. :twisted:
But, have the demon that's summoned some supernatural bad ass that can literally lay waste to a great deal. With each movement and tick, the caster loses mana to maintain control over the demon. When the mana runs out, their control slips with the demon turning on them. :) Also, this should be VERY expensive to do.
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I personally like the idea. If so though, again kinda cross referencing threads. I personally think these "golems" should have a limited ability to be ordered to cast spells. Again it would be a benefit of the class. Anyways my 2 cents worth
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I'd rather script them to randomly cast certain spells/do certain things rather than giving control over to a player where there is more potential for abuse.
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Maybe limit the KINDS of spells they can cast to their element. An earth golem being able to do earthquake; whereas a fire golem could launch a fireball or cast inferno.
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It would be much simpler to have it done by setting up a system where the mob randomly casts from a chosen set of spells than trying to limit the spells it accepts commands to cast.
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Or maybe limit target choice to itself and or its master.
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i think in general, geo's need more element based spells…honestly, we dont have a huge selection of element based spells...
another idea...what about having fire/elec/frost barriers having armor attached to them as well..not alot, but at least something to show the extra defense..maybe like an additional 10 or 20 armor
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Hmm.. Xevira, that sounds suspiciously like Lord of the Pit.. play Magic: The Gathering much? (or at least read Arena?)
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Sorry to address the earlier list of elementals. Clay, leaf, and rock are all part of earth. If we had one elemental each for earth, fire, wind, and water that covers just about any compound you can think of. Possibly add a fifth one of spirit but I'm not too sure as Geomancers specialize in the elemental energies. Keep the ideas flowing even though other things have occurred. I like seeing the ideas you all have for the different classes.
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I don't agree with it being a flat half your level. I would agree with a golem that comes up a random 50-90% of your level, perhaps. One that is constantly half your level is just good enough to not really want to bother with it. Limit it to one golem and allow it to rescue so it can be a meat shield for the caster. And allow a specific breath weapon for each type.
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I was already going to include the different breaths for things they would do. I just didn't want to make this too much like the call familiar spell that Rangers get which does the 50%-90% thing. However if the current rangers didn't mind it being like the call familiar spell then it wouldn't bother me. Making it limited to one golem at a time wouldn't be bad, with a command to dismiss the golem rather than ungrouping it and killing it if you wanted to be rid of it before it's duration ran out.
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Personally, I think any summoned/called creature should be a random 50-90% of the casters level. It is the creatures summoned and their abilities that make the spells different.
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While 50-90 sounds good in general.. it's just kind of bland for 2 remort classes to have something with even that level of similarity; maybe make it a more constant spell by being always halfway between those – 70%? Or maybe 75% just for a nice, even (in a sense) number?