Mana Disruption Improvements
One problem with sorcery is that our core attack spells are not modified by lore or anything else, so that by higher levels they lag behind other casting professions severely in the damage department.
However, as seen with recent changes to empath attack spells, apparently it is now an accepted practice to use mana controls, rather than lores, as spell damage modifiers, and mana controls fit our spells very very well.
So I would suggest that a sorcerer’s total many control ranks (not averaged out) be used to modify the damage of 702 like lore modifies the damage of so many other attack spells (such as 1106 or 302) I would also be very willing to accept an optional additional mana cost in the form of an infusion (like 302) to justify increased power. I would like this to be optional and controllable so that lower level sorcerers are not forced into higher mana casts if they do not want to be.
Now, I am not sure how creatures work, but if creatures are branded with spheres in that a GM could say “This creature has elemental mana, that creature has spiritual mana” etc, then perhaps the mana control used in the formula could be based on the mana possessed by the target. I’m not sure if it is possible to do that with the backend, only a GM could say for sure, but it would add more depth to the spell if it were possible.
The degree to which the mana controls should increase damage would be fully up for discussion and ultimately end up at point which the GMs think is fair and balanced, the important thing is that the spell gets updated to use something to use some mangler skill to modify possible damage, like more or less every other attack spell in the game.
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[…] spell would be a souped up version of 702 with multiple damage rolls on each cast. Also, like with my 702 proposal this spell would be modified by mana controls to increase damage […]
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[…] 702 - Add Damage Modifiers. […]
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