Some spell ideas(Mark of xyz) on 12/27/2012 10:19 PM CST
Links-arrows 1
Reply Reply
Some new ideas, one re-hashed old one that is fitted into something more 3.0 friendly.

Mark of the Judicator
Role: This spell is intended to serve as combat utility spell, with a primary emphasis on enhancing group play.
Skill: Utility (or Debilitation)
Slots Cost: 2
Level: Battle/Advanced
Effect: When cast the Paladins energy swirls around his primary weapons(held in right hand), causing brilliant blue sigils to erupt and shine across the weapon. When the weapon next successful strike within a short period of time will cause the spell the brand the target, causing the sigils to transfer to the target at the location struck. For a period of time, any strikes to the target area will also cause an additional amount of fire damage (blue flames that erupt at the target body location, with more minor fire damage in the surrounding locations). This effect is moderate if triggered by the Paladin, and more significant if triggered by party members.
Notes: The spell has a short duration while on the weapon. Striking a target refreshes this duration on the target. A Paladin can only have one Mark active at a time, and a location (arm, leg, etc) on a Target can only be suffering one Mark at a time (new marks overwrite old marks).

Mark of the Inquisitor
Role: This spell is intended to serve as combat utility/dispell spell.
Skill: Utility (or Debilitation)
Slots Cost: 2
Level: Battle/Advanced(potentially higher)
Effect: When cast the Paladins energy swirls around his primary weapons(held in right hand), causing brilliant red sigils to erupt and shine across the weapon. When the weapon next successful strike within a short period of time will cause the spell the brand the target, causing the sigils to transfer to the target at the location struck. For a period of time, any strikes to the target area will cause the target to be bathed in a red phantasmal flame, which will burn away at the integrity of any active spells on the target. Succesfully dispelled spells will cause the duration of the Mark to be extended on the target, although this is subject to diminishing returns as well as a cap to the maximum time (based off the initial cast).

Mark of the Savior
Role: This spell is intended to serve as combat utility spell, with a primary emphasis on enhancing group play. (This would be a great anti 'Boss' tool, especially to help less skilled members in a party survive against area of effect attacks)
Skill: Warding
Slots Cost: 2
Level: Battle/Advanced
Effect: When cast the Paladins energy swirls around his primary weapons(held in right hand), causing brilliant green sigils to erupt and shine across the weapon. When the weapon next successful strike within a short period of time will cause the spell the brand the target, causing the sigils to transfer to the target at the location struck. For a period of time, any strikes to the target area will also cause create a swirling mist of green energy to surround the attacker, providing a short term shield against attacks from the target(but not from others). This effect is modest for the Paladin and more pronounced for other members in his party. This spell is least effective against direct attacks and most effective against area of effect attacks. The duration of the effective is increased every time the Paladin is struck by the target, up to a cap.
Reply Reply
Re: Some spell ideas(Mark of xyz) on 12/28/2012 03:16 PM CST
Links-arrows 2
Reply Reply
I really like this "Mark" idea, particularly the Mark of the Judicator. The other two seem a little redundant to me, but overall, good idea with neat flavor.


-- Player of Eyuve
Reply Reply