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New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 09:20
by tazoz
Necromancy/summoning level 3

Create a totem on a corpse of a creature and imbune the totem with the creatures essence.

You choose a corpse and cast the spell on it, an immovable totem pole appears and the corpse disappears:

The totem pole has 1 hp 0ac 0ev and if the player tries to move into it the totem pole is destroyed.

It has magic immunity negative energy and poison immunity and is affected by dispel undead.

The totem pole casts spells depending on the element of the corpse sacrificed, non elemental creatures fire missiles, poison creatures fire poison bolts, fire creatures fire, etc.

Enemy shamans can also use the spell.

The totems last until their ammo runs out.

Ammo: 8 for normal/small, 12 for large, 5 for Large rock throwers

The missiles are created from magic and always mulch.

All spells should deal damage similar to the Spells of the same name.
Weapons should fire and deal damage based on the weapons used. (Power of creature firing it depending on spell power)

Kobold: Poisonous needles
Orc: throwing axe
Human:Arrow
Dwarf/Yakatour: bolt
Hobgoblin: Dart
Gnoll:Throwing spear
Large non magic using humanoid:Large rock
Stone giant: Stone arrow
Merfolk: Javelins
Non Poisonous animal: Magic dart
Poisonous animals: sting
Fire using: Throw flame
Aquatic non eel: Throw frost
Lightning using: Shock
Undead: Pain
Mutant: Random elemental spell

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 09:29
by pratamawirya
Interesting :)

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 09:39
by bobross419
Would be neat to set up a gauntlet with corpses. Summon Totem + Corpse Rot would allow for a veritable realm of awesomeness. Just equip the Singing Sword and gong shield and wait :D Too bad the corpse manipulation doesn't synergize with Fedhas for even more fun, but Kiku would be the shiznit.

I'd propose Kobold, Centaur, Yaktaur corpses shoot darts(needles?), arrows, bolts, respectively since these are fairly pretty much the expected range attacks for these creatures.

I really like this idea as I've been wanting more "Traps" type spells like Corpse Rot for a sneaky KoAs that molds the battlefield.

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 09:47
by pratamawirya
But how would corpses shoot arrows or bolts, when they aren't supposed to carry ammo?

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 11:45
by tazoz
I created an excel document with the totem spells each corpse generates but I can't attach it. (a nice waste of time)

Here's the list:

Small/Normal plain corpse: Magic dart
Large plain corpse: Mystic blast
Small/Normal poisonous creature:Sting
Large Poisonous creature: Venom bolt
Strong poison user: Poison arrow
Mutant corpse: Bolt of randomness(as wand)
Dragon: Breath weapon
Draconian: Breath weapon
Aquatic creature: Throw frost/ice bolt
Fire creature: Throw flame/Fire bolt
Lightning using cretature(including eel): shock/Lightning bolt
Undead corpse: Bolt of draining
Saint roca: smite
Titan: air strike
Nikola:Chain lightning
Strong Normal Unique human:Mystic blast
Rock Worm: Stone arrow
Iron dragon: Iron bolt
Stone giant:Iron bolt
Margery: Fire bolt
Catobelpas: Breath weapon

The second easier option is just give all corpses: magic dart, sting, throw flame, throw frost, shock or pain, which is probably better balance wise.

Theoretically humanoid totems could use darts/arrows/bolts and even giant rocks, the missile weapons could magically appear and always mulch.

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 11:46
by Roderic
But how would corpses shoot arrows or bolts, when they aren't supposed to carry ammo?


How is it supposed to create a totem from a corpse, after all? It's magic.

Perhaps any corpse from a vertebrate being should fire bone shards acting as arrows or darts.

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 11:48
by Roderic
Shouldn't the totems ammo to be limited as a mechanical trap ? Or limiting the existence of the summoned totem for a number of turns (skill-dependent) ?

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 11:55
by tazoz
Edit: On second thought this post isn't really a good idea.

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 11:57
by bobross419
Roderic wrote:Shouldn't the totems ammo to be limited as a mechanical trap ? Or limiting the existence of the summoned totem for a number of turns (skill-dependent) ?


I don't like either idea personally, there are already too few methods available for a traps playstyle but I'd rather have ammo limits than time limits - Corpse Rot already suffers too much to be a real traps spell due to corpse rot.

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Friday, 7th October 2011, 12:02
by tazoz
I guess limited ammo could work. :)

Personally I saw the spell more as a supplement to summons than as a sort of trap, raising corpses as your sumons tank for them, on the other hand this shows how verstile the spell is as it fits multiple styles of play.

Some sort of missile using summons is sorely needed.

It would also give priests and shamans, something else to do except endless smiting. ;)

Nothing like multiple undead poles raining death upon you as you try to decide what to do.

Re: New spell idea: summon Totem(Jungseung)(revised)

PostPosted: Friday, 7th October 2011, 12:49
by tazoz
I revised the original post adding in totem immunities, ammo limitations and spells cast.

Re: New spell idea: summon Totem(Jungseung)

PostPosted: Saturday, 8th October 2011, 14:30
by AtT
Someone's been playing too much WoW ;)