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PostPosted: Mon Dec 11, 2006 5:38 pm 
Speaking of which:

Why do hellions not get slow?


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PostPosted: Mon Dec 11, 2006 9:08 pm 
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Goldlantern wrote:
Tell doesn't require the ability to speak. That one more requires the ability to SEE. If silence goes in, of course, a respectave curative spell would be needed - I'd also like to see a massive cure spell that works on EVERY ailment, of course, for 4x the cost of a normal curative spell. An esuna, if you will.


You mean cancellation?

As it were: I think silence would be pretty good for necromancers and sorcerors. That way necromancers don't get destroyed by one paladin.


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PostPosted: Mon Dec 11, 2006 9:33 pm 
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c silence ardith

Seriously though, nice original idea.....................................


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PostPosted: Mon Dec 11, 2006 11:46 pm 
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There already is a song like this in the game, play a bard. Bards suck solo enough as it is with out giving any spell caster/scroll recite way to completely shut them down. Spell sleep > silence anyway. On that note why Do you need another way to shut down a spell caster. This spell goes against what sorcerors are, powerful spell casters that often have to forgo the loot of their target for the kill.


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PostPosted: Tue Dec 12, 2006 1:51 am 
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Malediction = Necro/shaman/hellion.

Cured by cancellation, similar to chill touch effect, or feeblemind.

Similar to feeblemind, but more focused, Oath Of Silence™ is purely a mind altering effect, this does not physically render the victim to be unable to speak, it's purely mentally induced (read: will save). This also renders the individual incapable of telepathic speech, as the speech processing centers of the brain are clouded.

Orders to pets/followers are impossible, as are any arcane or divine invocations that require verbal components.

The invocation is targetted to an individual, and a strong concentration is required to continue to fog the individuals mind. (Same concentration requirement as charm person)


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PostPosted: Tue Dec 12, 2006 6:58 am 
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ill take slow, feeblemind, silence, and anything else you wanna give to a hellion.

:D


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PostPosted: Tue Dec 12, 2006 8:26 am 
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It could work, but not for sorcs - as Forsooth said, they already have more than enough to fiddle with, and we have more than enough people playing them.

Necromancer is a good idea, and I wouldn't object to hellions having it either - it seems to fit their nature. As for slow, it fits theme-wise for hellions too in my mind, but I'm not sure if both wouldn't make them a tad too strong.


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PostPosted: Tue Dec 12, 2006 8:48 am 
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I still think its fine as a cabal spell...if you make it into a class ability someone has to go and come up with a new spell for said cabal.


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PostPosted: Tue Dec 12, 2006 11:09 am 
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I wouldn't give hellions slow. That's madly overpowering.


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PostPosted: Tue Dec 12, 2006 11:30 am 
Goldlantern wrote:
I wouldn't give hellions slow. That's madly overpowering.


Actually, I disagree. Call armor is madly overpowering.

Hellions should have slow. They have lower art than a shaman or a necromancer, so it is actually not likely they'd work any better than weaken, curse, plague, or poison do (which, by the way, is what the other classes get).

Edit: this is tongue in cheek.


Last edited by Grakus on Tue Dec 12, 2006 12:18 pm, edited 1 time in total.

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