Open JohN100x1 opened 1 year ago
Perfect Resurrection - Resurrects any Party member with Full HP no negatives, even if their body was destroyed, no component cost.
Real Distant Magic - Basically Brings back tabletop spell ranges: Close The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full [caster levels]. Medium The spell reaches as far as 100 feet + 10 feet per [caster level]. Long The spell reaches as far as 400 feet + 40 feet per [caster level].
Negate Magic - A 30ft. Sphere that Continuously dispels any spells within its radius, it also negates any spells cast on creatures within it (probably could be achieved by raising their spell resistance to something ridiculous like 100.)
Dominate: Dominate any target (Makes it fight for you)
Super Regeneration: Heal 50hp every turn
Overgeared: Gives you endgame equipment at 1st level
Endless Magic: Use your action to refill your spell slots (up to 1/4 of character level (min 1)).
Infinity Magic: Removes max dmg die restrictions from magic and casts magic as if you were a caster 5 levels higher, so for example fireball deals 1d6 per caster level to a maximum of 10d6. With this there is no maximum.
PS: I think you should change "Grasp Heart" name to "Instant Death" since Overlord's Grasp Heart is just renamed and slightly reflavoured Death Clutch spell.
but i want to roleplay ainz with grasp heart :tired_face: jokes aside i think most of these are great ideas. some of them will be hard to implement (if possible at all). i'll see if i can make some space to implement these in a 2.x.0 update
Well, you could always add it as a separate 9th level spell, like in overlord and add other spells from overlord to spell list. and instead of grasp heart you could add some of the Super Tier Magic as overpowered abilities instead. PS: Grasp Heart doesn't work on targets that are undead or do not have a heart, so current version is certainly better.
Echo Mage: Consecutive casts of the same spell require no spell slot Reflective Armor: Deal same amount of damage to people who hit you. Elemental Bond: Pick one element, this element heals you instead of damaging you. Arcane Armor: Works like Mage Armor but it gives 12 AC and 10 Resistance in every element. Embrace Negativity: You and your companions count as undead when targeted by negative energy (positive energy still works on you as on living)
Additionally, I think Dupe Gold should be one time use ability since it clearly causes inflation and lowers the overall value of gold. 😉 Though you'd be a real mad lad if you actually implemented inflation caused by duping gold to the game.
If inventory/infinite storage seems too weak you could bundle it with the ability to switch armor and other parts of eq during combat
A few ideas, maybe as overpowered ability or special power
Rebound/Reflect - Enemies around you take 1D6 damage per character level for each attack made against you. Radiant Visage - Enemies within 30 feet of you must make a 99 Will Save or be blinded by your radiance. Nah Nah Nah Nan, Can't Touch This - Add 5 times your character's level to your Dodge AC. I Don't Believe In Magic - Enemy units within 30 feet of you must make a DC 99 Will save in order to successfully cast magic. If they fail they will be stunned for 1D4 turns. You Call That A Knife? - Enemy units within 30 feet of you suffer -10 to all attacks. Allies within 30 feet of you receive +10 to all attacks. (You have something very similar to this but I remembered the meme and wanted to include it)
Fallen Dawn: Deals massive Holy damage in 60ft. Radius for a few turns. (capable of friendly fire) The Goal of all life is death: make the next spell ignore death effect immunity I'd also move grasp heart op ability to spells but make it weaker or just rename death clutch to grasp heart and instead make an instakill ability to be that of shield hero(Iron Maiden) to keep the variety higher.
Since there is instant kill already, why not this: I Am Atomic: Obliterates everything within 120ft radius, is a full round action and provokes attacks of opportunity.
Everything I've done so far used existing assets. I'm not skilled enough to add animations. I'm wondering if there's anything similar to purple explosion...
For now You could use supernova animation and cover entire screen with a white flash for the moment when explosion goes off.
In time of need: once during combat when you reach half health two celestials, azatas, demons, or elementals (depending on your alignment) will be summoned to your side relative to your level. I imagined this working something like the inheritor does during your time in the abyss. idk if this is feasible though and doesn't seem overpowered but could add some flavor.
Maybe they could also be buffed up with haste and other spells to make them stronger they could also interact with whichever mythic path you chose, like the lich minions will drain levels or affect ability scores, Demon minions will be enraged, angel minions will deal divine damage...etc.
all this is just ideas and id be happy however u decide to implement it. (if it is even possible)
In time of need: once during combat when you reach half health two celestials, azatas, demons, or elementals (depending on your alignment) will be summoned to your side relative to your level. I imagined this working something like the inheritor does during your time in the abyss. idk if this is feasible though and doesn't seem overpowered but could add some flavor.
This is possible but it's going to be so annoying to implement finding all the blueprints for each unit per alignment. This could become a Special Power
if it's not that powerful. Also remind me exactly when did the inheritor come to resue at half health? If you have an exact location/fight then it would help speed up development.
In time of need: once during combat when you reach half health two celestials, azatas, demons, or elementals (depending on your alignment) will be summoned to your side relative to your level. I imagined this working something like the inheritor does during your time in the abyss. idk if this is feasible though and doesn't seem overpowered but could add some flavor.
This is possible but it's going to be so annoying to implement finding all the blueprints for each unit per alignment. This could become a
Special Power
if it's not that powerful. Also remind me exactly when did the inheritor come to resue at half health? If you have an exact location/fight then it would help speed up development.
it starts at act 4 and as soon as you enter alushinyrra you will be given a permanent buff by the hand of the inheritor that will summon him and heal you to full life should your hitpoints hit 0. (got the names mixed up my bad)
perhaps the last two ideas should be combined, you get to pick between several alignment restricted options on what can happen, summon an angel/dragon/elemental that helps fight, gain a passive aura, break down into a swarm, custom rage,...
For a more Ainz like OP ability, what about one that increase the duration and/or min summon count IE level summon wolves going from 1d3+ 1 to 1d3+1+5 or something
Would it be possible to create some defensively oriented OP abilities? The current OP abilities are mostly of an offensive or utility nature.
My suggestions would be
I am a little late to the party with those suggestions, though. 5.0.0 already brings both of these to the table, just not as OP abilities. Number 1 as one of the new “Hax” Features of the base Isekai Protagonist class “Faster than Light”. Number 2 as the new Background “Rationalist” or “Godhood” from the God Emperor, if I understand both of these correctly. Or is there a difference between the two? Barring the obvious drawback of Rationalist and the fact that Godhood also makes you immune to all kinds of damage.
Would it be too redundant to also add these as overpowered abilities, in your opinion?
Feels abit redundant to be honest. I might consider this for 6.0.0 when I rework the class again, some people actually want the class to be less overpowered so moving the features to the OP ability selection might make more sense.
It's not a very strong ability, but it's a nice one.
Special Power: Master of Weapons Damage from weapon are now maximized.
This ability is based on the angel's "Grand Blessing" skill.
"Grand Blessing: Additional damage and healing from Sword of Heaven are now maximized."
a underpowered/less powerful version of Super Buff that scales with level. as for how to potentiel scale: buffs from level 1 spells, at lvl 1 buffs from level 2 spells, at lvl 3 buffs from level 3 spells, at lvl 5 buffs from level 4 spells, at lvl 7 and so on, basically following you spell progression, so its only buffs you could have potentiel cast yourself. still keep them all 24 hours thou.
Some ideas:
Summon Calamity
instead)