<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Necromancer… remember that mage subclass?]]></title><description><![CDATA[<p dir="auto">This may appear to be a complaint post, but I'm just getting a bit peeved that my mage subclass is seemingly getting undercutted left and right. I'll try to make some ideas as far as fixing them, so as not to be a complete complaint.</p>
<ol>
<li>The kill spell. Most of us know that it is canceled by the sanctuary spell or by having a kill immunity/resistance. Additionally, even if those weren't an issue, it only works on weaker mobs, mobs that could be dealt with by simply attacking them for less mana drain. Not only that, even if the kill spell were successful, there's no experience to be had with it. You just waste your mana. So what's the point in having the spell? None with all these factors in.</li>
</ol>
<p dir="auto">Some view this spell as well as the slit-throat as insta-kills that takes the effort out of killing. I disagree. For the kill spell, I still have to cast the spell to do it, just as I would with casting any other combat spell that could kill the victim in a snap. Yet, the latter spells would give me experience. Casting kill does not, same as the assassin slit throat. Lukus suggested giving half the normal experience gained when doing either method, seems fair to me. After all, you DID manage to kill the mob with one attack.</p>
<p dir="auto">Now onto the business of effectiveness. For one thing, I will concede to the fact that mobs with a kill immunity are not possible to 'kill' outright. But, mobs without it, should have a possibility, regardless of level for the 'kill' spell to work. A necromancer that tries to kill a mob that's too big for them and fails to do so, deserves what's coming to them. Another things has to do with sanctuary canceling the kill spell, yet suffering no ill-effects from such an action. Personally, I think that if the kill spell is stronger level wise and percentage wise, it should weaken the sanctuary safeguard by a few notches, all the way down to zero. "Permanent" sanctuary spells should probably be down graded to a <em><strong>really</strong></em> long time. They can be dispelled or canceled. They should also be able to be weakened.</p>
<ol start="2">
<li>
<p dir="auto">Possess spell. Those that were around when it was still usable know that it was abused. Well, I agree with a temporary banning of its use until it was fixed. Well, why not give possess the same restrictions as charm person does. They are basically the same spell; however, I think charm should only work on the living while possess should only work on the dead/undead. Give the victim, regardless as to whether it's a mob or player, the ability to BREAK the hold on them. Perhaps a 'resist' command. Perhaps have some mental spell affect that can ward off intrusions, that can be weakened with sufficient bombardment.</p>
</li>
<li>
<p dir="auto">Animate Dead spell. They make cute, cuddly zombies that you can't kill once you release them. :P Please fix that. I do believe that it's due to the "pet" flag being set on them and not being turned off.</p>
</li>
<li>
<p dir="auto">Raise Dead spell. Ok, this has got to be the most expensive useless spell in existance. Originally, it worked on players, which is a reason I think it was given the 1000 cost of mana. Yet, when I finally get to use it, I find out it doesn't work on players. Why? Because remorts have resurrect, which makes raise dead a moot spell. It only works on mobs and what's the point in that? So it can be killed again?</p>
</li>
</ol>
<p dir="auto">What <em>I</em> suggest is the following, collaborated with Lukus on:</p>
<p dir="auto">Allow players within a certain level range of the caster to be raised from the dead with the spell, since it only depletes mana. Resurrect can be left to restore completely with the massive drain on vitals; whereas, raise dead could merely revive the corpses to a weak set of vitals, say based on the skill rating. And have the level range skill dependant as well.</p>
<p dir="auto">Another bit, if the necromancer isn't good enough, yet succeeds at reviving a PLAYER, is to leave their remaining death timer on them to represent the lingering effects of the spell. The affects would not restrict the person from doing anything as if they were dead. No, not that. Rather, prevent them from naturally regenerating, even if they sleep or are in a high regen room. That would not stop external healing spells though from being cast upon them; however, given they still have linger effects from being dead as well as all that mana coursing through them, that healing spells should have a high chance of backfiring, hurting them. :) Raising the dead should be a tricky venture for a mortal and the death timer bit should be used to deter people from ignoring death. Also, the longer someone has been dead, the harder it is for raise dead to work. Could make the death timer vary to make this more interesting, say from 5 to 15 minutes?</p>
<p dir="auto">The only restriction I think that should be put on resurrect is make it limited to ones alignment, with no limit to the level. Good with Good, Neutral with Neutral, Evil with Evil. However, with raise dead being limited by level, it should work on any alignment.</p>
<p dir="auto">A way to compare resurrect and raise dead is to think of resurrect as done via one's deity, sacrificing your lifeforce into that of the victim. Raise dead is pure mana depletion, and alot of it.</p>
<p dir="auto">Ok, that is all. :)</p>
]]></description><link>https://forum.v2.sentiencemud.net/topic/42/necromancer-remember-that-mage-subclass</link><generator>RSS for Node</generator><lastBuildDate>Wed, 15 Apr 2026 19:54:29 GMT</lastBuildDate><atom:link href="https://forum.v2.sentiencemud.net/topic/42.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 20 Mar 2004 18:50:47 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Wed, 27 Oct 2004 18:32:22 GMT]]></title><description><![CDATA[<p dir="auto">lots of those ideas a great. the necro doesn't have that many spells to start with and i think it needs some more.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2648</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2648</guid><dc:creator><![CDATA[shodei]]></dc:creator><pubDate>Wed, 27 Oct 2004 18:32:22 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Wed, 20 Oct 2004 20:43:58 GMT]]></title><description><![CDATA[<p dir="auto">&lt;quote author="RedRaven"&gt;<s><a class="plugin-mentions-user plugin-mentions-a" href="/user/redraven" aria-label="Profile: RedRaven">@<bdi>RedRaven</bdi></a>:</s></p>
<blockquote>
<p dir="auto">Just a FYI, Jaz and all. It is not pmounts, it is any mount. Dont lay so much on pmounts the only bonus they give really is owner only and always being able to find a mount&lt;/quote&gt;</p>
</blockquote>
<p dir="auto">And if on the second continent, pmounts mean nothing as of the moment. There are level 100-140 mounts out there that can be used. Pmounts are at the very most equal to these once spelled up properly. I'd rather use the other mounts with their 23k hp of tanking damage available.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2643</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2643</guid><dc:creator><![CDATA[Ithilidin]]></dc:creator><pubDate>Wed, 20 Oct 2004 20:43:58 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Wed, 20 Oct 2004 00:11:23 GMT]]></title><description><![CDATA[<p dir="auto">Ok you got 9 slots and basically your own standing army and for Crusaders one slot is a mount.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2638</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2638</guid><dc:creator><![CDATA[Jazelle]]></dc:creator><pubDate>Wed, 20 Oct 2004 00:11:23 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Wed, 13 Oct 2004 17:20:10 GMT]]></title><description><![CDATA[<p dir="auto">Just a FYI, Jaz and all. It is not pmounts, it is any mount. Dont lay so much on pmounts the only bonus they give really is owner only and always being able to find a mount</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2630</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2630</guid><dc:creator><![CDATA[RedRaven]]></dc:creator><pubDate>Wed, 13 Oct 2004 17:20:10 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Thu, 05 Aug 2004 22:48:24 GMT]]></title><description><![CDATA[<p dir="auto">I'd say only allow the player to take one of their companions at a time, or only allow one to fight as a time to balance this. I think it'd be an extremly fun part of the game, trying to build different homunculi.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2541</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2541</guid><dc:creator><![CDATA[Pravus]]></dc:creator><pubDate>Thu, 05 Aug 2004 22:48:24 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Tue, 03 Aug 2004 06:01:38 GMT]]></title><description><![CDATA[<p dir="auto">Ok even I can see this one really getting bitched at for pking. Reason. Picture this one.</p>
<p dir="auto">I am a necro I have a familure that can fight players, I have a bunch of animated corpses and I have my pmount. To top it off I'm a Crusader too so I have have 2 powerful creatures. I already heard bitching about pmounts and the damage they do in a pk fight. This one would really put them over the edge.</p>
<p dir="auto">Still I do like it to a point. But I would rather see the number of spells more equal in both style, power and number.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2530</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2530</guid><dc:creator><![CDATA[Jazelle]]></dc:creator><pubDate>Tue, 03 Aug 2004 06:01:38 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Mon, 02 Aug 2004 12:33:18 GMT]]></title><description><![CDATA[<p dir="auto">Rather than adding a bunch of pointless spells I was thinking of adding something a little more in-depth. Granted I'm not sure how it would be coded into the game but in theory I think it might make necromancers happy.</p>
<p dir="auto">What I was thinking of was giving necromancers a skill or spell that works with creating a Homunculus, or some other kind of magical creature similiar to a familiar.</p>
<p dir="auto">This wouldn't be just walking around raising every corpse you can find skill. This could involve collecting ingredients scattered around the world to create a magical being you intend to be your companion or in the evil necromancer's case. Your little servant bitch. Making the skill in-depth as to produce different results based on the ingredients used and the level of the spell caster the creature would function similiar to a pmount. Allowing it only to be in groups the necromancer leads, if it dies repoping at the said necromancers house (laboratory) or if they don't have one, the creature would be slain permanently. If you did have a place for it to go it would be injured when it comes to there and you would have to go out and find more ingredients to repair it creating hybrids etc. Or something along those lines.</p>
<p dir="auto">Now of course this being would be able to be ordered around and hopefully level up and gain strength as it battles with it's master. I was thinking it could have a limited number of spells/skills it can used based upon the ingredients etc. I don't have it all thought out yet and I'm not even sure if something like this was brought up before and I'm too tired and sick to check right now. Anyway give your thoughts on this I'm not sure if necromancers would like something like this or if they would deem it worthless.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2529</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2529</guid><dc:creator><![CDATA[Rythen]]></dc:creator><pubDate>Mon, 02 Aug 2004 12:33:18 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Sat, 31 Jul 2004 18:35:00 GMT]]></title><description><![CDATA[<p dir="auto">I also see this as a way to remove people's equipped spells without actually casting dispel. Horrid idea imo. And uh..im gonna say about 80-85% of worn armor isnt even metal to begin with, so there you go.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2525</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2525</guid><dc:creator><![CDATA[Spunky]]></dc:creator><pubDate>Sat, 31 Jul 2004 18:35:00 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Fri, 30 Jul 2004 20:52:10 GMT]]></title><description><![CDATA[<p dir="auto">It seems that Heat Metals might be more of a universal spell, I can see each mage class being able to do this seemingly simple feat. (But who couldn't use another nifty spell, especially one that deals damage over time.)</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2520</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2520</guid><dc:creator><![CDATA[Pravus]]></dc:creator><pubDate>Fri, 30 Jul 2004 20:52:10 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Fri, 30 Jul 2004 20:05:04 GMT]]></title><description><![CDATA[<p dir="auto">I like your idea tommi! But it should be a gradual thing, not something instant</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2518</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2518</guid><dc:creator><![CDATA[Xavis]]></dc:creator><pubDate>Fri, 30 Jul 2004 20:05:04 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Thu, 29 Jul 2004 06:20:39 GMT]]></title><description><![CDATA[<p dir="auto">&lt;quote&gt;&gt; Life tap - lasts 2-3 ticks. It is the vampiric affect of swords in hyperdrive. Every successful hit brings hp back to the caster. Nothing dramatic. 1-2 a hit at lower levels to around 3-10 at around level 120.&lt;/quote&gt;</p>
<p dir="auto">Sounds interesting to me… I would set the spell up to imbed sparks of magical energy into the victim, and each spark would deal(and heal the caster) a varying range of damage based on the skill of the spell and the level of the caster. Perhaps the spell could even be cast multiple times, maybe even up to 3 magic taps damaging the target at once. :twisted:</p>
<p dir="auto">Necros should be able to create undead and enhance their bodies with magic. It would be cool if a necro could skull a humanoid mob and use that skull to turn them into a zombie or ghoul, or pull out some of the skeleton of other monsters, to turn them into an undead version of the creature type.</p>
<p dir="auto">Perhaps a Fortify Flesh spell to strengthen the undead, or a spell to enhance the attack/damage capabilities of the frail undead servants.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2503</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2503</guid><dc:creator><![CDATA[Pravus]]></dc:creator><pubDate>Thu, 29 Jul 2004 06:20:39 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Thu, 29 Apr 2004 12:20:15 GMT]]></title><description><![CDATA[<p dir="auto">Can the kill spell be made more effective/strong? I was going around Olaria and casting it on random NPCs roaming the streets and they regularly resisted the spell. I'm level 102 and I'm sure most of those mobs are less than half that level.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2186</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2186</guid><dc:creator><![CDATA[Upir]]></dc:creator><pubDate>Thu, 29 Apr 2004 12:20:15 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Thu, 29 Apr 2004 12:20:24 GMT]]></title><description><![CDATA[<p dir="auto">How about a spell Heat Metals, some sort of energy attack that causes metal items to rapidly heat up to the point that they you take damage and have to remove them or better yet make it targetable so you can say cast 'heat metals' 'infiniate armor' and it falls off into your inventory, like disarm</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2185</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2185</guid><dc:creator><![CDATA[tommi]]></dc:creator><pubDate>Thu, 29 Apr 2004 12:20:24 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Wed, 28 Apr 2004 02:02:42 GMT]]></title><description><![CDATA[<p dir="auto">Energy drain can take you over, but it is a poor substitute for heal. With the life tap, it would stop at your maximum hp, like heal would, not take you over.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2146</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2146</guid><dc:creator><![CDATA[Ithilidin]]></dc:creator><pubDate>Wed, 28 Apr 2004 02:02:42 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Wed, 28 Apr 2004 01:49:54 GMT]]></title><description><![CDATA[<p dir="auto">Hrm, energy drain isn't enough? I can push my hp to 3-5x my max hp if I cast it enough.</p>
<p dir="auto">Unless you want to make it something of a WEAPON affect. :) Then that would be cool. How about make the hp return based upon the level of the spell, the level weapon and the damage given?</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2144</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2144</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Wed, 28 Apr 2004 01:49:54 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Wed, 28 Apr 2004 00:46:50 GMT]]></title><description><![CDATA[<p dir="auto">Not sure if this has been suggested yet, I don't remember but:</p>
<p dir="auto">Life tap - lasts 2-3 ticks. It is the vampiric affect of swords in hyperdrive. Every successful hit brings hp back to the caster. Nothing dramatic. 1-2 a hit at lower levels to around 3-10 at around level 120.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2138</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2138</guid><dc:creator><![CDATA[Ithilidin]]></dc:creator><pubDate>Wed, 28 Apr 2004 00:46:50 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Wed, 28 Apr 2004 00:27:22 GMT]]></title><description><![CDATA[<p dir="auto">Undead Cloak of Guile? Love it</p>
<p dir="auto">Although i have my doubts about the Ghost idea. I mean really why would i want to wander around at a minus to my vitals for a few mintues when i can spend those few mintues chillin with Gorgoth only to come back with my full vitals? I believe yes that Necros should have some more commands available to them if they choose to wander around dead, but as for attacking and such? i'd leave it alone really the only way i could see that working is to either only be able to attack other "Incorprials" or still having the ability to raise and control the dead. Leaving the Necro virtually harmless but his little contingent of Zombies and such still under his command. Although with this ability Paladins and the like should be given a "banish" ability to counter it.</p>
<p dir="auto">But really people, where talking about those who straddle the line between life and death. People who have control over the very essence of life or the lack there off. People who deal with Ghosts, Ghouls and Other foul creatures of undeath as equals. in short compair wizards to Necros and you come up short in the Dark Magic Area. A few spells i would suggest.</p>
<p dir="auto">Negative Energy Ray - Simple attack spell, not much different but hey adds flavour</p>
<p dir="auto">Negative Energy Blast - Another attack spell but if you kill the desired mob with this spell you have a chance of automatically raising the target as undead under your control</p>
<p dir="auto">Negativve Energy Burst - a Room Wide attack spell with the same chance of raising those killed as above. Also any Undead under control of the Necro are healed the same amount of HP as Damage Dealt to others in the room.</p>
<p dir="auto">Vampiric Touch - yes yes i know. A touch attack spell that allows the Necro to drain HP from a target infliciting damage and healing them. How much HP i think should be level fo necro vs level of victum.</p>
<p dir="auto">Chill Touch - Small little attack spell that allows the necro to "chill" his opponent like some frost weapons out there along with some damage.</p>
<p dir="auto">Soul Suck - Powerful spell that allows you to capture the very soul Essence of the victum, gaining a percentage of Hp/Mana/Move from them.</p>
<p dir="auto">Curse Weapon/Armour - the Unholy version of Bless.</p>
<p dir="auto">Mass Raise - Raise all corpses in the room for bigger mana cost</p>
<p dir="auto">Bone Armour - Can transmute one corpse into a collection of bone like plates that cover the body. Can cast this spell on up to three seperate corpses for a bigger increase to AC.</p>
<p dir="auto">Storm of Souls - Summons the Souls of the dead to assail the opponent causing spell failure, a small wither effect and loss of mana.</p>
<p dir="auto">Bone Storm - Cause a series of small bone shards to fly into an opponent, chance of posioning them.</p>
<p dir="auto">well theres more but i'll leave it here. Necros have one of the biggest possibilities to become a really useful class instead of the Quasi-Joke they are now.</p>
<p dir="auto">Sa Out 8)</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/2136</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/2136</guid><dc:creator><![CDATA[Samakain]]></dc:creator><pubDate>Wed, 28 Apr 2004 00:27:22 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Wed, 31 Mar 2004 04:02:41 GMT]]></title><description><![CDATA[<p dir="auto">Yes, Bards do need more… but that's for a different post :) I think the undead COG would be nice... but maybe instead of just undead, it could be for evil mobs, or certain raced mobs (determined by the immortals to what is appropriate). About the "ghost" or whatever idea. I don't think we have to do anything with the death timer. I think the five minutes is plenty enough time for the Necromancer to go around as a ghost, and after that time runs out, he'll be normally dead and have to wait his allotted time. I don't think we need to change much else.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/1547</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/1547</guid><dc:creator><![CDATA[Belexus]]></dc:creator><pubDate>Wed, 31 Mar 2004 04:02:41 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Tue, 30 Mar 2004 16:35:23 GMT]]></title><description><![CDATA[<p dir="auto">The "undead cloak of guile" is a good idea… but are there that many aggro undead mobs? And giving bard a song that allows them to calm aggros in adjacent rooms would be great.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/1517</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/1517</guid><dc:creator><![CDATA[Darigaaz]]></dc:creator><pubDate>Tue, 30 Mar 2004 16:35:23 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Tue, 30 Mar 2004 09:40:59 GMT]]></title><description><![CDATA[<p dir="auto">&lt;quote author="Ithilidin"&gt;<s><a class="plugin-mentions-user plugin-mentions-a" href="/user/ithilidin" aria-label="Profile: Ithilidin">@<bdi>Ithilidin</bdi></a>:</s></p>
<blockquote>
<p dir="auto">How about giving necros a skill to walk into a room with an agro undead and it would work as if it were a cloak of guile, but would only work on undead.&lt;/quote&gt;</p>
</blockquote>
<p dir="auto">I like that one.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/1505</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/1505</guid><dc:creator><![CDATA[Jazelle]]></dc:creator><pubDate>Tue, 30 Mar 2004 09:40:59 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Tue, 30 Mar 2004 03:34:24 GMT]]></title><description><![CDATA[<p dir="auto">Yeah… that's a great idea. :D</p>
<p dir="auto">Another idea could be to have a counterpart SPELL "spirit rage" that could turn ordinarily non-aggressive undead mobs into aggressives :D</p>
<p dir="auto">And for a counter spell for aggressives altogether, allow some anyone with the spell that can get into the same room with an aggresso to quell the savageness enraging the mob (removing the aggressive flag, perhaps for a limited time). This may not have too much use, since the probably that you could do it would be slim if you weren't up with its level. Another idea could be to make it a bard song that can affect adjacent rooms. That would have some use for lower level bards trying to get through dangerous areas. :)</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/1502</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/1502</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Tue, 30 Mar 2004 03:34:24 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Tue, 30 Mar 2004 02:34:41 GMT]]></title><description><![CDATA[<p dir="auto">How about giving necros a skill to walk into a room with an agro undead and it would work as if it were a cloak of guile, but would only work on undead.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/1499</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/1499</guid><dc:creator><![CDATA[Ithilidin]]></dc:creator><pubDate>Tue, 30 Mar 2004 02:34:41 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Mon, 29 Mar 2004 09:42:40 GMT]]></title><description><![CDATA[<p dir="auto">Ok, I'm not reading all of this since I don't have time right now. If I hit something that as already been talked about oh well.</p>
<p dir="auto">Since Necros can animate the dead adn charm them they should also be able to "Banish" or "Turn" the dead too. I have noticed that even thought charmed animated dead are suppost to vanish after time they don't and tend to over run an area if too many Necros are activly using the spell.</p>
<p dir="auto">It would be nice if you could simply banish the dead once they have served their useage as a Neco would do in any case.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/1482</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/1482</guid><dc:creator><![CDATA[Jazelle]]></dc:creator><pubDate>Mon, 29 Mar 2004 09:42:40 GMT</pubDate></item><item><title><![CDATA[Reply to Necromancer… remember that mage subclass? on Sun, 28 Mar 2004 07:19:01 GMT]]></title><description><![CDATA[<p dir="auto">Ok, I guess to appease those that don't like perm-death (or quasi-perm-death)…</p>
<p dir="auto">Why not make the death timer the time you have before being restored has some side effects on you, signifying prolonged death. For instance, perhaps you could end up being constantly hungry for the duration of the affect, where NOTHING would satisfy you, no matter what you ate. Other side effects can be randomly imposed upon you at the restore, like a slight duration of weaken, even if you are immune to it, since your body isn't quite upto snuff yet.</p>
<p dir="auto">Now, being restored by someone with raise dead or resurrect while your death timer is still active will leave you with no side effects whatsoever, well aside from the extra Death count. ;)</p>
<p dir="auto">Immortal restores and newb deaths do not count... and will bypass this idea. :) This will be for anyone above mort first class. :)</p>
<p dir="auto">As far as necromancer spells that would affect this...perhaps allow the necromancer to cast a spell that would help hinder the side effects from cropping up when they are restored. :)</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/1477</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/1477</guid><dc:creator><![CDATA[Nibelung]]></dc:creator><pubDate>Sun, 28 Mar 2004 07:19:01 GMT</pubDate></item></channel></rss>