Epic Spell Enhancements
Posted: Fri Jul 28, 2006 8:48 am
What about enhancing the epic spells compared to how many xp one has? or special quest tokens where the caster has to solo the quest in order to get the token?
Examples for the level/token enhancements could be:
Greater Ruin
When a character has more then 1-1,5 mill xp, or a special greater ruin token, the amount of damage greater ruin does is enhanced 20-25 %
And more xp/other tokens will further enhance the damage.
Hellball
When a character reaches 1,5-2 mill xp, or aquires some kind of unharming hellball token, they should have sufficient experience not to be harmed by their own hellball.
And more xp/tokens could further enhance the damage, 10-15%
Epic Mage Armor
Every time the caster has over a special amount of xp he gets a higher AC bonus.
Something like:
xp > 1 mill
the AC amount for all four ac-types is increased to +6
xp > 2 mill
the AC amount for all four ac-types is increased to +7
and so on and so forth.
Epic Warding
When the caster gets a special harm token or 2+ mill xp the Epic warding starts doing damage to the hitting enemy or last for 25-50% longer. The damage could be something like
d10(10) magic damage.
And more xp/tokens could further enhance the damage, 5-10%
Epic summoning spells
I think you get the idea, (simply make the creatures strong the more the caster has or summon more creatures).
In addition maybe give the warrior/non-caster toons have some type of ab/ac/dmg-reduction/feats/additional attacks pr. round, when certain amounts of xp or special tokens have been aquired, to further enhance their power.
Examples for the level/token enhancements could be:
Greater Ruin
When a character has more then 1-1,5 mill xp, or a special greater ruin token, the amount of damage greater ruin does is enhanced 20-25 %
And more xp/other tokens will further enhance the damage.
Hellball
When a character reaches 1,5-2 mill xp, or aquires some kind of unharming hellball token, they should have sufficient experience not to be harmed by their own hellball.
And more xp/tokens could further enhance the damage, 10-15%
Epic Mage Armor
Every time the caster has over a special amount of xp he gets a higher AC bonus.
Something like:
xp > 1 mill
the AC amount for all four ac-types is increased to +6
xp > 2 mill
the AC amount for all four ac-types is increased to +7
and so on and so forth.
Epic Warding
When the caster gets a special harm token or 2+ mill xp the Epic warding starts doing damage to the hitting enemy or last for 25-50% longer. The damage could be something like
d10(10) magic damage.
And more xp/tokens could further enhance the damage, 5-10%
Epic summoning spells
I think you get the idea, (simply make the creatures strong the more the caster has or summon more creatures).
In addition maybe give the warrior/non-caster toons have some type of ab/ac/dmg-reduction/feats/additional attacks pr. round, when certain amounts of xp or special tokens have been aquired, to further enhance their power.