Spell Suggestion on 03/30/2007 10:01 AM CDT
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Meraud's focus
Divine inspiration
Requires POM.

Since clerics are truly the harness masters this spell/devotion would completely eliminate the damage done to our nerves by holding mana.

At higher levels, it would increase the potency of the mana we hold. (harness 2 would be the same as harness 4; but only with the cost of 2 -- self only --)

This spell could help others in one/all of the following cases:
1. Seeps over to others through a vigil
2. Can be cast directly on them to not give full immunity but to give a large resistance
3. affects everyone in our group similair to MaPP
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Re: Spell Suggestion on 03/30/2007 11:05 AM CDT
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>Since clerics are truly the harness masters this spell/devotion would completely eliminate the damage done to our nerves by holding mana.

>At higher levels, it would increase the potency of the mana we hold. (harness 2 would be the same as harness 4; but only with the cost of 2 -- self only --)

The first part is completely useless, as by the time a cleric could choose this spell, he would have had OM for 10-20 circles, and by 40 or 50 or 60th circle you can hold a ton of mana for quite a while, with no nerve damage.

The second part, I don't think would ever happen, and honestly, isn't really all that great; with PoM, devotion-based PP bonus, I personally never have mana problems unless I'm trying to rejuve. And again, due to OM, no one really 'holds' mana unless it's for SoL, and that's a quick and dirty cast and lock.
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Spell Suggestion: Eidolic Onslaught on 10/22/2007 03:15 PM CDT
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Eidolic Onslaught

Requires FF, SB. Spirit Manipulation.
This spell influences a local spiritual entity and directs it at a victim through a targeting matrix. These spirits, like the ghosts and wraiths that plague the lands, can solidify their teeth and claws at will.

Note: This is not a spirit combat or summoning spell. It's a regular, fourth tier TM spell that deals physical damage (probably slice/puncture). Different cast messaging (but not damage) based on alignment.

Neutral:
You gesture at a goblin.
Listening to the dull chatter of lost spirits nearby, you compel one of them to assail a goblin.
An opaque grey silhouette flits around you erratically before flying toward a goblin with a screech!

Light:
You gesture at a goblin.
Opening up your mind to the placid spirits nearby, you plead one of them to subdue a goblin.
A shining humanoid shape coalesces before you, then explodes into a nebulous mass toward a goblin!

Dark:
You gesture at a goblin.
Lashing out with venomous authority, you sic one of the malevolent spirits nearby on a goblin.
A great shadow rises behind you, collecting overhead like black smoke before lashing out at a goblin!

Damage Examples:
Disembodied hands reach out of the ether, clawing the goblin's neck badly in an attempt to strangle it.

A ghostly skull emerges from the ether, clamps on the goblin's right arm and rips it away in a spray of blood.

A translucent, spined tail whips from within the ether, rending open a series of jagged wounds on the goblin's back.

Elongated talons stretch from the ether and plunge deeply into the goblin's chest.

Rows upon rows of translucent teeth materialize, biting the goblin's neck and shaking it wildly with a sickening crunch.

A taloned hand thrusts swiftly from within the ether, grasping and ravaging the hapless goblin's face.

Shield Block:
Feeble misty claws scratch on the goblin's shield with a low, wraithlike hiss.

Evaded:
The ether dissipates before reaching the goblin with a keening wail. (Neutral)
The ether dissipates before reaching the goblin with a mournful sigh. (Light)
The ether dissipates before reaching the goblin with a spiteful laughter. (Dark)

~Aeth
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Re: Spell Suggestion: Eidolic Onslaught on 10/22/2007 04:43 PM CDT
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Aeth, I love the messaging- how do you see the niche as far as actual usage? The slice/puncture damage I like- I believe that is different from our other damage- but it might be interesting for them to do cold damage also


"militantly enforcing the overly rigid standards of you and your small collection of friends"
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Re: Spell Suggestion: Eidolic Onslaught on 10/22/2007 07:48 PM CDT
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I second that! I also loved the messaging, made me grin.

-Entyy
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Spell Suggestion: Baying of the Hounds on 05/28/2008 11:44 AM CDT
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Divine Intervention

Invokes the will of Rutilor to summon one or more metaphysical hunting hounds to join the caster in righteous battle for a short duration.

Although they will assail their foe with ferocity, the combat prowess of mere dogs is not likely to match well against that of armored warriors, greater beasts, and the like. Rather, the bulk of their utility lies in their ability to help distract and overwhelm a target (multi penalty), as well as in drawing the aggression of attackers onto themselves. (i.e. Though it has an offensive element, it's more geared toward a combat utility function.)

Keeping true to the protective nature of the deity whose favor empowers the spell pattern, a summoned hound may also be commanded by a skilled caster to guard an ally (or perhaps the caster himself as well) from engagement.

And of course, the Clerical clause:
One should be warned that though the hounds can be directed at a target of the caster's choosing, they may not hesitate to turn on their own accord against any person or creature in the area that they deem less pure of deed, faith, or honor, including the caster.
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Re: Spell Suggestion: Baying of the Hounds on 05/28/2008 09:58 PM CDT
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I like the concept, but I don't see it being superbly useful. Let me suggest a few changes.

One: Drop the multi penalty. Make it an evasion penalty.

Two: Draw inspiration from Chorus of Madmen (Elaboration below.)

Three: The defensive version shouldn't guard from engagement. It should increase MO skill.

Four: Drop the damage aspect. If there was one. I couldn't tell.

Five: Drop the summoned creature part. Make it a pulsing spell instead.

===

Elaborations:

Make it fourth tier. Prereq: Malediction.

Self-cast:

Group buff. Room messaging per pulse of ghostly hounds standing guard. If there are critters in the room, they're pacing and growling. If members of the group are engaged, then they're "attacking".

Overall effect is a very high MO boost, dependent on mana pumped in.

Casting on a single target:

Offensive debuff. Messaging about being harassed by ghostly hounds, who are crowding the target in a particular direction.

Every pulse, they knock the target off balance and, on a critical success, apply a moderate stun. An evasion penalty exists. Possible power offset: mild Offensive Factor bonus.


---
"Close your eyes -
For your eyes will only tell the truth..
And the truth isn't what you want to see.
In the dark, it is easy to pretend
That the truth is what it ought to be." - Erik Claudin
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Two Spell Suggestions on 07/28/2008 11:48 PM CDT
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Here's two suggestions for spells:

1) Holy Aura
Low level spell that creates a brilliant holy aura around the cleric. So long as the spell's short duration is active, critters would not engage you or may even run, and critters that are engaged will retreat. Effects only the undead. Prerequisite: Divine Radiance.

2) Holy Light
Same as Holy Aura but much stronger, longer. Effects all critters, not just the undead. The more power you put in it, the more effective it is. Prerequisites: Holy Aura and maybe Halo

As far as duration goes, I think it really shouldn't be all that long, few minutes tops. These would not be purely defensive spells, merely spell that with a quick burst might help you to get through certain areas without having to watch your back.
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Re: Two Spell Suggestions on 07/29/2008 03:05 PM CDT
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>>Kappa's spell idea(s)<<

I would argue that those two spells should be combined into 1 spell + infusion for more powerful effect.
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Re: Two Spell Suggestions on 07/29/2008 06:17 PM CDT
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>I would argue that those two spells should be combined into 1 spell + infusion for more powerful effect.

Can't Halo be invoked to do the same thing (blast critters off you)? And it has the bonus of dealing damage.

Otherwise, this seems like a crippled version of Pally Banner. One person, only undead, and only effects 'engagement'? This wouldn't save you in an invasion featuring anything except undead melee (any ranged, any living melee bypass it)

If the engagement system ever gets fixed, hangback would do the same thing (without requiring spell slot, and work on more than undead).

I could see it as a cantrip requiring DR, with DR + Halo required for the secondary.

But could you explain why this would be useful? The only situation I could see would be trying to farm TM on things way over your head. Which is a no-no anyway.

I did this as a younger cleric (snicker, I'm 40th, I'm old!) by just making a \xretreat\r\xretreat\r macro, and mashing it when anything got to pole with me, while full targetting HE in a decent mana room.
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Re: Two Spell Suggestions on 07/29/2008 07:44 PM CDT
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Hiss vs Caution
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Re: Two Spell Suggestions on 07/29/2008 08:03 PM CDT
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>Hiss vs Caution

That's very helpful. And explanatory.

Could you also post other arbitrary things with no apparent reason?

Perhaps Apples vs. Oranges for your next discourse?

I don't play a barbarian. This is not the barbarian folders. Could you please explain what you mean? I'm not familiar with the mechanics, function, etc. behind the two.
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Re: Two Spell Suggestions on 07/29/2008 08:52 PM CDT
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Hiss of the Snake causes critters to flee the room entirely.

Caution of the Spider causes critters to disengage but stay in the room.

It seems like halo works more like Caution, while Kappa's spell would cause enemies to disengage/flee.

My idea was, instead of two spells, just infuse the first so it would affect all critters, not just undead.

That said, I am unsure at this point, can halo throw things out of a room if it is strong enough?
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Re: Two Spell Suggestions on 07/29/2008 09:03 PM CDT
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>>It seems like halo works more like Caution

Halo is quite capable of flinging critters, players, and undead out of the room at high-end success.


---
"Close your eyes -
For your eyes will only tell the truth..
And the truth isn't what you want to see.
In the dark, it is easy to pretend
That the truth is what it ought to be." - Erik Claudin
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Re: Two Spell Suggestions on 07/29/2008 09:10 PM CDT
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Thanks for the explanation.

>It seems like halo works more like Caution

>Halo is quite capable of flinging critters, players, and undead out of the room at high-end success.

Like Devan said, Halo can do anything from shove things melee-pole, all the way to throwing them multiple rooms away, so it sort of uses both.

While using halo in this manner requires more skills and is mana intensive, clerics can already produce the effect.

I'm not trying to slam it, I'd just like to see why it's useful.

Heck, we can already stop gen in a room with a commune.
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Re: Two Spell Suggestions on 07/29/2008 09:16 PM CDT
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>>Halo is quite capable of flinging critters, players, and undead out of the room at high-end success.<<

That explains it, I was only seeing low-end success then.

Will it fling stuff that isn't engaged with you though?
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