New spell or beseech on 05/22/2015 11:28 AM CDT
Beseech the wood to hinder or energize forest. Cyclic or pulsing.
Only usable in a wooded area. The speeds up the cycle of life and death, transfers energy from some plants to others in an effort to restore the natural balance of an untamed land. While the spell is active, the area will periodically shift and change.
Two uses:
1. Each pulse greatly reduces the cool down on awaken forest.
2. With enough mana, anything (cast creatures) or anyone (cast area) trying to leave must navigate the trails and pass a scouting/perception/outdoorsmanship check. This has a bonus of keeping creatures from running off with your arrows if they can't escape the maze.
Re: New spell or beseech on 05/22/2015 02:30 PM CDT
>> 1. Each pulse greatly reduces the cool down on awaken forest.
Not being a Ranger, I don't actually know much about what this means, but it does sound like something that might work better for a meta-spell? Maybe make it a cyclic and while the spell is active there's a flat cool-down reduction in effect.
>> 2. With enough mana, anything (cast creatures) or anyone (cast area) trying to leave must navigate the trails and pass a scouting/perception/outdoorsmanship check. This has a bonus of keeping creatures from running off with your arrows if they can't escape the maze.
This feels a bit overpowered, like an area-cast Halt or something. How about just a strong penalty to retreat attempts? That'd keep critters engaged to you from running away with your ammo, but not creatures (or players) who are just passing through your room.
I
"Could be worse, I could agree with Pureblade." ~ Samsaren
Not being a Ranger, I don't actually know much about what this means, but it does sound like something that might work better for a meta-spell? Maybe make it a cyclic and while the spell is active there's a flat cool-down reduction in effect.
>> 2. With enough mana, anything (cast creatures) or anyone (cast area) trying to leave must navigate the trails and pass a scouting/perception/outdoorsmanship check. This has a bonus of keeping creatures from running off with your arrows if they can't escape the maze.
This feels a bit overpowered, like an area-cast Halt or something. How about just a strong penalty to retreat attempts? That'd keep critters engaged to you from running away with your ammo, but not creatures (or players) who are just passing through your room.
I
"Could be worse, I could agree with Pureblade." ~ Samsaren
Beseech rework on 05/22/2015 04:18 PM CDT
Suggestion is removing effects from beseeches, in place adding spell enhancements to the room when beseech is active.
Would add dynamic aspects to spell casting + beseeching
Beseeches would last X seconds depending on spirit fed
Power and possibility of activating the beseech would depend on weather + amt of spirit invoked
Only one beseech can be active in a room at a time
Beseech wind: increases wind in area
Beseech sun: increases sun radiation in area
beseech earth: plant life becomes more robust
Beseech life: wildlife drawn to your area
beseech dark: darkerest darkness
etc
spells cast would then be effected by active beseeches with messaging reflecting the enhancement
some possible examples
beseech sun + carrion call: added disease/rot damage to areas hit by carrion call
beseech life + harawep's bonds = Increased variety in spiders can cause random roundtimes from irritation, or just increases debalancing effect
beseech dark + SKS: increased armor + hindrance
beseech earth + compost: increases life magic in area proportional to objects decayed
beseech water + athletics: increased ability to maneuver/swim through water - including leading your group
beseech earth + foraging rock: forages markable personal trail markers
Would add dynamic aspects to spell casting + beseeching
Beseeches would last X seconds depending on spirit fed
Power and possibility of activating the beseech would depend on weather + amt of spirit invoked
Only one beseech can be active in a room at a time
Beseech wind: increases wind in area
Beseech sun: increases sun radiation in area
beseech earth: plant life becomes more robust
Beseech life: wildlife drawn to your area
beseech dark: darkerest darkness
etc
spells cast would then be effected by active beseeches with messaging reflecting the enhancement
some possible examples
beseech sun + carrion call: added disease/rot damage to areas hit by carrion call
beseech life + harawep's bonds = Increased variety in spiders can cause random roundtimes from irritation, or just increases debalancing effect
beseech dark + SKS: increased armor + hindrance
beseech earth + compost: increases life magic in area proportional to objects decayed
beseech water + athletics: increased ability to maneuver/swim through water - including leading your group
beseech earth + foraging rock: forages markable personal trail markers
Re: New spell or beseech on 05/22/2015 04:34 PM CDT
> Not being a Ranger, I don't actually know much about what this means, but it does sound like something that might work better for a meta-spell? Maybe make it a cyclic and while the spell is active there's a flat cool-down reduction in effect.
I love meta spells, but I think there's something to be said for spell synergy. Having one interact with another in interesting ways is always fun.
> This feels a bit overpowered, like an area-cast Halt or something. How about just a strong penalty to retreat attempts? That'd keep critters engaged to you from running away with your ammo, but not creatures (or players) who are just passing through your room.
I'm talking solely about moving between rooms. This has no effect on engagements. It's like a reverse compel, and it's far weaker than actual immobilizers.
> How about just a strong penalty to retreat attempts?
That's one way to do it.
Re: New spell or beseech on 05/22/2015 06:09 PM CDT
>> I'm talking solely about moving between rooms. This has no effect on engagements. It's like a reverse compel, and it's far weaker than actual immobilizers.
Yeah, I understand that, but that's actually the problem with the suggestion for <cast creatures> and <cast area>. In the case of critters not being able to leave the room, you're going to just start accumulating a mass of creatures that spawn in your room or wander in and can't leave, which will not only be confusing and wasteful, but with how spawn trackers work in hunting areas it would also cause other people to not get stuff to fight. Regarding it affecting players, if it's just touching everyone in the room making it hard to leave, and I (for example) walk into your room while you have the spell active (or it pulses just after I enter) and I get stuck there, I'm not going to bother trying to get through the skill check to leave, I'm just going to kill you and move on.
That's why I suggested just making it affect creatures engaged to you. This way you're only going to accumulate four creatures (the max that can engage to you), and they'll stick around until you kill them or they break through the skill check, which ought to (assuming your magic skills and Ranger Bonus are doing well) keep things from leaving even when you're hiding/poaching/sniping, which I'm guessing is how you're losing your arrows.
I
"Could be worse, I could agree with Pureblade." ~ Samsaren
Yeah, I understand that, but that's actually the problem with the suggestion for <cast creatures> and <cast area>. In the case of critters not being able to leave the room, you're going to just start accumulating a mass of creatures that spawn in your room or wander in and can't leave, which will not only be confusing and wasteful, but with how spawn trackers work in hunting areas it would also cause other people to not get stuff to fight. Regarding it affecting players, if it's just touching everyone in the room making it hard to leave, and I (for example) walk into your room while you have the spell active (or it pulses just after I enter) and I get stuck there, I'm not going to bother trying to get through the skill check to leave, I'm just going to kill you and move on.
That's why I suggested just making it affect creatures engaged to you. This way you're only going to accumulate four creatures (the max that can engage to you), and they'll stick around until you kill them or they break through the skill check, which ought to (assuming your magic skills and Ranger Bonus are doing well) keep things from leaving even when you're hiding/poaching/sniping, which I'm guessing is how you're losing your arrows.
I
"Could be worse, I could agree with Pureblade." ~ Samsaren