EvilDragon
Well-known member
what about being extremely chaotic?
- for every spell...
- all spells you cast are based on your character level, but...
- all spells randomly become divine-primal-arcane randomly. This is determined at the first time casting a spell for each week. (Sorry to devs for extra DB saving... if they're willing lol)
- rolls 1d12
- 1-2: Your spell becomes all Arcane-Primal-Divine at the same time... Check below.
- 3-6: Arcane - now checks arcane failure on non-robe
- 7-10: Primal - now checks Druidic oath, even if you are not a druid
- 11-14: Divine - intervention blocks casting
- 15-20: Doesn't change
- determined type resets on weekly server maintenance reset. You have a trouble cleric spells being arcane while you're wearing armor? well, another luck on next week.
- rolls 1d12
- spell schools are also chosen randomly, but considerably.
- but maybe not. spell schools are something hard to control, and not really interesting with this random chaos imo.
- for every offensive spell cast...
- all saving throw spells check different type: if a spell checks Will+Fortitude (Phantasmal killer), it has a chance to be Reflex+Reflex.
- damaging spells do different damage type: fireball do negative damage, blade barrier do fire damage, harm do light damage
- Being that positive/negative and repair/rust for livings/constructs are chosen smartly by the game would be nice, but well, maybe excluded or having low chance might be better...? or omnitype of 'healing' for positive+repair type? I know devs are not a fan of this sort of hardcoding lol. not sure about this smart thing.
- maybe... what about that these become determined on first casting for each week...? as how I described above.
- for non-harmful spells (buff, heal)
- also heals nearby enemies (for chance? always?)
- maybe only happens for every 10s??
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