Divinity: Original Sin 2

Divinity: Original Sin 2

Overlord - Necromancy
 This topic has been pinned, so it's probably important
Desgun  [developer] 3 Oct, 2017 @ 9:31pm
Content-Submissions
Got ideas for 1, 2 or a thousand spells?
Got some cool mechanical ideas which might be great to have in the game?

- Suggestions don't have to be part of the "Overlord" series.

Submit them right here!
Last edited by Desgun; 4 Oct, 2017 @ 3:10am
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Showing 1-15 of 137 comments
EskimoTruffle 4 Oct, 2017 @ 5:56am 
How about an area of effect version of bone armour? Meaning it affects multiple summons and/or you.
Desgun  [developer] 4 Oct, 2017 @ 5:59am 
Sounds nice, will write it down!
StardenJenkins 4 Oct, 2017 @ 9:38am 
I'd say for a complicated spell, why not make one that gives you a buff to give you equal Warfare levels based on your Necromancy levels. (Kinda how he was that Warrior for most of the show, and he was strong. I think you know what I mean.)
Desgun  [developer] 4 Oct, 2017 @ 9:53am 
Interesting, but the warfare stats would be rather low(Would make it too strong).

Momonga(The "Overlord") has never been a good Warrior(He was actually horrible), so even if you use this skill you shouldn't get good at it but rather acceptable.

The possibility to change from "Squishy backline necromancer" to "Medium frontile warrior" is quite appealing but balancing will probably get an issue.


I might add something like this at a later time when there are more documents about scripting using DE2(I want skills like these to be more than good) and most/all of the basic spells to prevent a too broken balancing.

I will write this one down, thanks. :)
And AOE spell that kills all enemies below 40% health.
Desgun  [developer] 4 Oct, 2017 @ 9:56am 
Well that seems broken. :P

There are some ways to make it fit but I would rather think about it for some more time :P
ZincKobold 4 Oct, 2017 @ 2:54pm 
How about...
Corpse Party!
Works like any corpse selecting summon, but creates 2-4 smaller, weaker skeletons? Variable in cost and duration, can serve as just distractions or good swarm fighters.

Or...

Bone Carapace!
Targets a living target, dealing pierce damage but adds equivilant physical armor! Longer duration, small cost due to sacrifice?

Or...

Shrill of the Grave!
Living targets in an area become afraid for a turn, while undead become encouraged.

I have more ideas, but I know that modders have a limit to their abilities so eh. Won't throw too many ideas at once. :AlmaLove:
Semifiend 4 Oct, 2017 @ 6:45pm 
-how about Bone Wall based on the living wall geomancer spell?

-a spell that's the opposite of bone cage. It does scaling physical damage to a target based on how many corpses are nearby

-Wail of the Banshee, I don't know what you'd make the damage type but it's range and power should be similar to geomancers earthquake with the terror affliction instead of instant death for balance

-The Goal of All Life is Death super spell (buff)? In the light novel it's described as a spell buff that makes the next instant death spell to be unresistable after 12 seconds. Maybe this could be a sort of delayed buff that takes 2 rounds to warm up after it's been cast and then the user gets a super damage buff? This already sounds complicated to implement lol.

-tornado that does damage

-super tier magic Fallen Down, just a massive magic nuke with knocked down status? If you could make the knock down unresistable that'd be great
Desgun  [developer] 4 Oct, 2017 @ 8:59pm 
Woooh, some spells!

@ZincGoblin

"Shrill of the grave" - sounds interesting, I will note this one!
"Corpse Party" - possible, I am not sure about this one but I will still note it and mark a fat "Maaaaybe" below it. :D
"Bone Carapace" - Do you mean like a piercing-damage dot which actually regenrates physical armor each turn it does damage? That would be... interesting, I guess. But I have to be carefull when it comes to piercing damage. Adding too much might lead to instakilling everything before even nullifying their armor x)

@Sir Skeletal

- A bone wall would certainly be interesting, but for this I would also need the model of a bone wall. A friend of mine which is used to creating 3D-Stuff(Who would also make the armor) might try it out. :)
Noted!

- This sounds like a spell I would create for some summonings, I don't think an overlord would stand there and "Wail" like a banshee. :D
I might add this to a special summing(Elder Lich) which is planned to create in the future.
Noted! - Tho, for summonings

- This doesn't just sound complicated to implement, this probably is(Well, I got some ideas which would make it not that complicated buuuut...).
I will check it out... and won't add it as broken as it is in the show. x)

- I think this is rather elemental magic. Will probably add something like this when I am done with the overlord class(Oh boi, that will still take lots of time)

- Will note this one! Sounds gewd. :D


Thanks for your submissions!

For everyone else - Please let me know your thoughts about submitted spells, the more voices I have, the better decisions I can make.

May the force be with you!

- Desgun, my "race" is "bird"
VendettaChef 4 Oct, 2017 @ 9:23pm 
I don't know anything about modding - so I may suggest things you can't do X-D

Since Necro passively grants lifesteal, I think damage spells would need to include a health cost or inflict self conditions. (this is probably why we have so few already)

Personally, I would recommend making Necro damage Magic, since current necro skills do physical (meaning they are buffed by Warfare).

I would also recommend just making one Raise Skeleton skill instead of periodic upgrades (just make it scale better off your level). This prevents you from learning redundant skills - all the base skills in divinity 2 are always useful.

That being said, summoning 3 at a time is a good alternative (so long as they scale poorly so that Summoning does not make them far superior).

Could you make a Summon Skeleton that applies a buff to your team while it is alive? Such as +3 to Necro (giving your team lifesteal while its out). Doing stuff like that would allow you to create multiple summons that always have a use.

Bone Rejection 3ap- Fire out a projectile that bounces between 3 enemies, making their bodies reject their own skeletons. Deals Piercing Dmg and creates pools of blood on struck enemies.

Bone Lance (2ap) - Strike out at a nearby enemy (6m) for magic damage and apply Suffocating. (cd - 5 )

Puppett Master (2) - Apply nockdown to self for 1 turn and charm on opponent for 2 (ignores all checks). (cd - 5 )

Crawling Infestation (2)- Deal Magic Dmg over 3 turns. If the enemy dies while under this effect, they leave behind a spider web.(cd - 4 )

Stitching Zombie (2)- Convert a corpse into an Undead unit Stitching Zombie has two custom skills, a copy of First Aid that does Poison Damage instead of healing, and a copy of Clense Wounds that does Poison instead of healing. (cd - 4 )

Plague Bearer (2) - Convert a corpse into an Undead unit with low Hp but a poison and decaying aura. (cd - 4 )

Crawling Corpse (1)- Convert a corpse into a very weak Undead Unit (does not count as a summon) that leaves behind a corpse when it dies (cd - 1 )

Embracing Totem (2) - Summon a totem for 3 turns that gives all nearby allies 100% poison resistence - totem has no attacks. (cd - 4 )

Penance Flail (2) - Deal physical damage to self and magical damage to all nearby enemies (6m). Inflict burning on all hit who do not have magic armor. (cd - 5 )

Shocking Death (2) - Deal Lightening Damage to all enemies near target corpse (7m radius). (cd - 5 )

Retribution (2 - 2sp) consume ally corpse to give all remaining allies Retribution 10 for 3 turns

Dead Tunnel (1) - Teleport to target corpsel. Create a puddle of blood on arrival and inflict one enemy with fear for 1 turn.(cd - 2 )

Arming Endeavir (4) Consume all corpses in a large area. Allies inside the aream restore armor and magic armor according to how many corpses where consumed. (cd - 6 )

Bloody Cloak (2) Inflict self with Invisible for 1 turn amd Smelly for 4 ( (cd - 4 )

A Deal With Death (3 - 1sp) Inflict self with NecroFire. Switch health with arget enemy and inflict them with Challenged for 2 turns (cd - 5 )

Dead Lover (2) Summon an Undead who knows Opportunitist but has 0ap for 2 turns - does not count as a summon. (cd - 2 )

Dead Man's Dance (1) You are Infected but gain 8m of free movement this turn. (cd - 4 )

From Dust to Dust (3) Enemies in AoE gain Fortified for one turn. When this wares off, they are petrified for 1 turn. (cd - 5 )

Spectral Swipe (2) Magic damage in a cone (cd - 2 )

Corpse Comet (4 - 3sp) - Deal magic and physical damage in AoE - leaves behind 5 corpses.

Chilling Reminder (3ap) - Applies an Aura to corpse that deals Frost Damage and inflicts chilling for 3 turns. (cd - 6 ).

Corrupting Wail (2ap - 1sp) Inflict self with NecroPoison and take damage. Enemies in a cone are inflicted with madness for 1 turn.

I'm tired now, hope these help :-D
Desgun  [developer] 4 Oct, 2017 @ 10:28pm 
- That may be possible! :D

- Well, I personally like that they inflict physical damage, it actually makes sense most of the time since you dont damage them using any sort of element but by using objects or living beings.
"Grasp heart" as an example might work through magic, but the damage it does is pure physical since it's nothing but the teleportation of the heart to crush it with your own hands(Tho, I will probably implement it different).

- The periodic upgrades aren't supposed to work like "Upgrades", altough you learned to raise a strong skeleton, you will still see that weak skeletons are very usefull sometimes.
Tho the main reason was that the image of Overlord is a necromancer with an army of different beings behind him. He actually once talked about the skeletons he can summon, which grade they have and how many he can do in one day. I took that aspect of "Different skeletons with different stats and skills" and added it to the mod since it seemed to be quite important.

- I most likely can, but I think that it would be quite broken at the current state.

Bone Rejection - Will most likely add something like this in the near future, thanks. :)

Bone-Lance - Hm, I would rather add some damage to it and a diseas status to it instead of suffocating, but doing this will need a bone-lance as effect, would take some time.
Noted!

Puppet Master - I first thought "Why knockdown?", but I guess this should simmulate some sort of stun, like swapping minds with your pray and controlling their body over the duration.
The idea is good, noted. :)

Crawling Infestation - I thought about something similar too, but instead of having a web placed where it died, I thought of a couple of small spiders(Spiders, not bonecrawlers) to be summoned from the body.
I will note it. :)

Stitching-Zombie - I will note the idea of summoning a zombie, will probably be added in the future. Everything else might change. :)

Crawling Corpse - I will take this one literal and might add the creation of a crawling corpse aka. Zombie without lowerbody in the future. :)

... I also noted some of the ones after that but I don't have any time left so I will leave it like that x)

Thanks for the submissions, keep it going!

- Desgun, Rice main

Soul 5 Oct, 2017 @ 1:48am 
Would it be possible to create a Blood Golem that scales in strength based on the amount of blood on the ground?
Desgun  [developer] 5 Oct, 2017 @ 2:45am 
Originally posted by Soul:
Would it be possible to create a Blood Golem that scales in strength based on the amount of blood on the ground?
Theoretically... yes.
Practically... maybe. Would have to test it out. :)
VendettaChef 5 Oct, 2017 @ 9:41am 
Oh I won't argue that physical damage makes more sense thematically - it just creates problems in play. Necromacy scales off Int but deals physical damage, which means it does both poorly. In Divinity you need to burst armor to inflict damage status's and CC - but your Int characters focus enemies with low magic armor (and usually high phys armor) so the skills don't get much use. Since the invested cap is 10 you can't focus on just necromancy - Int means you're not good with physical weapons but picking up magic skills means you're not a hybrid who's damage is split and is less effective. As the game gets harder, it becomes more difficult to justify Necromancy as an offensive option. That's why I'd like more magic damage skills - but that's just personal preferance :-D

The idea behind Stitching Zombie is to help the biggest weakness of Undead partys (something the Necro should like) - and that is curing status's. There are currently no poison skills that cure debuffs, and outside of Fortify (which removes your yummy poison) and Armor of Frost there are no good ways of removing normal status's without getting hurt. If your necromancer could include some poison damage skills that cure status's, then that would be super lovely :-D

I should have named it Bone Lance To The Throat so the suffocation made more sense :-p If you want to keep Necro as physical damage then I'd suggest changing Suffocate with Acid to help get rid of the armor and inflict your CC (or have all CC ignore armor checks - webs do that automatically which is why Infestation had them).

Knock Down is harder to cure than Stun, which is why I choose that one X-D
Realhollow 5 Oct, 2017 @ 3:47pm 
shame you cant add party members and add shaltear etc full overlord party :)
Last edited by Realhollow; 5 Oct, 2017 @ 3:49pm
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