Lord Estraven wrote:
Making various school spells useful
I propose that magic be re-written from scratch.
In particular, let's not invoke
Contractual Boss Immunity to create
Artificial Difficulty.
There's no point in having spells that are only effective on creatures that you'd never have any reason to use them on. If you're going to have slow/paralyze/mind control/etc. effects, there's no need to have uniques all magically immune to them. If you're going to include these effects, simply design things in such a way that they do work, but they're not game breaking.
As I recall, T2 magic was loosely based on the old DOS "Magic" turn-based strategy game. Which was generally pretty good for its time. But it did have a lot of absolutely useful spells. Let's not do that.
Lord Estraven wrote:
there should be the possibility of backlash from high-level undead and demons
Agreed on demons, but I would say undead should generally be immune to mind magic. What mind do you intent to affect on a skeleton?
bigfoot wrote:
mind school is pretty useless I think, it never works at higher levels.
So change that. Make it actually work. Or eliminate the school completely. Just because it existed in T2 doesn't mean it needs to exist in T3.
Quote:
why not just manathrust for greater damage?
I
highly encourage that manathrust be thoroughly nerfed. It's very poor design for the very first spell you get to be the most damaging and most versitile spell you ever get. Manathrust does huge damage and is irresistable, whereas many higher level spells aren't as damaging and many monsters are immune to them. So as you say, why bother with anything else? Poor design.