Shattered Kingdoms

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PostPosted: Wed Jun 06, 2007 2:49 pm 
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Joined: Sun Dec 07, 2003 1:51 am
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Location: Denmark!
A set percentage is no go. Make it a set number, that makes it weaker against warriors and better against priests.


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PostPosted: Wed Jun 06, 2007 3:34 pm 
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Joined: Mon Jun 17, 2002 4:18 pm
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Location: In the palm of the left hand black
Someone wrote:
Since half want to buff it and half want to nerf it... Why don't we just keep it the same?



oh look, it's the wisest thing anyone has said!


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PostPosted: Wed Jun 06, 2007 9:39 pm 
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Joined: Wed May 16, 2007 9:29 pm
Posts: 57
Geez, leave it alone already.


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PostPosted: Wed Jun 06, 2007 9:51 pm 
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Joined: Sat Feb 28, 2004 5:14 pm
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The point is players need to remember not to use it every battle they can. E drain is a powerful spell but the users need to remember both sides of it. If it effects players gaming negatively too much it will get a nerf bat up side its head.


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PostPosted: Wed Jun 06, 2007 11:31 pm 
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Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1086
Location: Hugging a tree
SK Character: Imolth
I would like to point out that I was never the victim of this spell(and I am not proposing this out of spite) I play one who would practically shrug the spell off (considering how easy it is for a char such as mine to re-obtain the xp)

What I would like to see is the spell turning into something useful for the necromancer, something powerful in PVP that would not oocly harm others.

I do not wish to see the Necromancer class abandoned and I proposed this in hopes of getting their numbers higher.


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PostPosted: Wed Jun 06, 2007 11:36 pm 
The best way to improve a class is to let it completely die out.


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PostPosted: Wed Jun 06, 2007 11:47 pm 
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Joined: Mon Apr 18, 2005 11:29 am
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I never understood how "energy" drain can drain experience, or memories, from a character. I also know that this subject has been brought up time and time again and it still hasn't changed from its fundamental existence. Since it is unlikely that this will ever be changed, let's throw out another idea for it anyway.

Remove the experience removal from the spell, up the damage slightly. HP taken from the target goes to the necromancer. Rather than healing the necromancer, it is distributed to the undead in the form equally, healing them, and only to undead.


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PostPosted: Thu Jun 07, 2007 12:05 am 
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Joined: Sun Jul 18, 2004 3:09 am
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Energy drain steals not life force like vamp-touch but the targets SOUL.

Leave the XP drain.

It used to be a full level.

I agree, up the damage though.

Stop wimping stuff.


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PostPosted: Thu Jun 07, 2007 12:18 am 
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Joined: Sat Apr 19, 2003 11:19 pm
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Quote:
Energy Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Saving Throw: Fortitude partial; see text for enervation
This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer.
There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.
An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.


Quote:
Restoration
Conjuration (Healing)
Level: Clr 4, Pal 4
Components: V, S, M
This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Restoration does not restore levels or Constitution points lost due to death.
Material Component: Diamond dust worth 100 gp that is sprinkled over the target.


That is how energy drain is balanced in the DnD world. We need a priest-only spell like restoration, so when you get drained a level, you need to rush to one to get them restored before the time wears out. Maybe there is some way to put a material component cost on it as well. With a spell like restoration, energy drain can be made wicked.


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PostPosted: Thu Jun 07, 2007 12:19 am 
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Joined: Fri Jan 17, 2003 5:21 pm
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Location: Dänimarka
*frown* Okay okay, don't wimp the spell... A half-decent suit will save against it anyhow.

I just felt sorry for all the new players who've been getting hit with Edrains... :rant:


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