Mega/Uber Spell Concepts! 06/09/2017 02:56 PM CDT

Mega or Uber Spells are those accessible with the training path of the post-cap adventurer using isolating skillsets to focus to one advantage or the other. In my opinion this should fall into a physical vs. pure lever so that Uber Cmans will become available to the Square and that the locked Cmans for other classes might be able to be used (Rangers can get new options for Squares and Pures get new ones for Semis). So a focused Sorcerer for the Uber spell path might be able to have all 5 or 10 or however many would be implemented by 3x post-cap (or maybe even 4-5x if the designers want to push even longer term rewards for the game expansion). Imagining there are 5, it seems more appropriate to me actually then a larger number.

I already posted SUMMON HORDE in this folder which to me is pretty decent and would work well.


UBER SORC 7701

Dark Disruption : A version of 701, 702, 706, 710, 719 are cast all at once with a push-down that is based on the inversion of their stance, so that an Offensive Sorcerer will see a huge push down in the TD of the target. If the ward is successful, then the amount of the damage from the first cast will determine the percentage that a second cast at 1 mana will occur, so the spell will build on itself and torture the enemy to death with a series of rapid fire Sorcerer power. The damage will fuse all those spells together with a saving throw on each turn of the new round of CS warding triggered to stop it (and other racial/level/stat factors). In addition to this, the Sorcerer will writhe with power from the passionate use of their forces and for 5 seconds have a 50/50 chance to activate a weapon flare on any who manage to cause physical damage on them (at a mana cost and attuned to sorcerer style flaring such as DISINTEGRATION).

7702

Horde Sanctuary : The Horde you control arranges themselves with demonic rocks and after a significant bit of RT will make a shelter for the Sorcerer in the area, no matter how hostile. The Sorcerer may evaporate into the mist and appear within the sanctuary for an increase in mana refreshment, reduction in healing times with access to an array of tonics which well assist them when they return to the battlefield. It will be a Sorcerer version of a node and demons can be commanded to do things in the area such as carry loot, drag a corpse, etc. The Sorcerer can invite priests and clerics in. Critters can make a play to get into the sanctuary but once they breach the demon rocks, no matter how powerful they are (unless they are GM power), the sanctuary is not penetrable because it is only an illusion and the Sorcerer never left. A waterfall and I would foresee a custom designable little area for the Sorcerer, this is coming with a huge amount of experience so a little nod from a GM might not be so expensive, I mean come on. The *boost to Ensorcelment/Infusion* for Sorcish trades would be in order, a portable workshop to the Sorcerer. Well earned in a 2-3x post cap or more situation. Maybe give them a few small rocks that are imbeddable with sorc spells.


7703

Gelatinous Swarm : The Sorcerer manifests a blacky greenish gooey gelatinous structure outside their body that churns and flickers with the amount of mana infused into it. The Sorcerer may release mana in or whenever mana passes through it (especially when a critter casts offensively through), the field will absorb power. Enemy attacks pass through the gelatinous barrier and may cause a problem for those who manage to do this as the stuff will affix to themselves with a sorcerish result of one kind or another possible! A flare, a curse, a possession/nightmare, bloodburst, mana disruoption, etc. or a slow but steady necrosis of the foe. This will endow the Sorcerer with having the effects of being in an offensive stance but having the advantages of a reduced on, an offensive one but the AS/DS etc. of a forward/advanced based on the skills of the Sorc. The Swarm can be commanded to behave in ways advantageous for the Sorcerer such as LURCH BURST FOAM WAVE MIMIC DEVOUR BOWL PETRIFY to various defensive/offensive states. If the sorcerer dies then the gelatinous mass will form a covering shell disallowing any damage to the corpse and increasing any LK applications, grabbing and sticking to treasure directed to get/items dropped, the swarm may be offensive with the critters in the room *and even search/loot corpses*. The swarm may also behave defensively with any rescue team that becomes involved such as being a decoy for hostiles in the room.

7704

Summon Ancient : The Sorcerer becomes a time vessel to tap the unparalleled power of the most ancient times when the Gods ruled and their form grows to 20+ foot, much more menacing versions of themselves. This is an illusion but through real power and harnessable only by the most advanced who are able to live while controlling such energies. The advantages will be an immediate FEAR effect on any foe who will be tested in their abilities to withstand the vision. A low level adversary such as an Ogre Warrior might actually die outside the gates just by noticing them. The constable will arrest them for attempting to appear in this form within the town limits. There is a 'mist' effect to the body such that the armor increase with AvD is a boost and there is a possibility to miss completely based on the Perception of the enemy (who may feel themselves swinging farther than they perceive themselves). When the Ancient form casts a spell, the dramatic illusionary effect will create a show that will be so frightening to some that the mere spell preparation will cause the foe to 'lose it' and shiver into the ground. If the foe is more like level however then the spell prep will cause a large push-down and always be *cast twice* at no additional mana/rt cost! Some fun action verbs attainable with LORE or other skillsets could be: INTIMIDATE HOWL PUSH BOND (psychically), etc. Character driven illusions which will have a dramatic consequence on the battle!


7705

Evade Death : The chance to be reformed into an alternate version of yourself becomes a running saving throw that is at least 50/50. If you are wounded with several high loss bleeders/crit ranks, unconscious and low on spirit, are surrounded by enemies and just received a fatal blow then your odds are going to be at LEAST half that you will survive! And if you do, that next blow will run the same odds. But if you do successfully evade death then you rebound with a lowered stance and a 5 second +50 DS / +25 TD. Alternately when the spell is active but you are not facing immediate death, then the chance to trigger a death effect on any foe who strikes you is at least 5%. Considering the numbers and usefulness of this, it may sound unimpressive or not too interesting but it is so powerful that I feel 7750 would be the right place for it! Odds boosted a bit in 7704 form.
Reply