Ideal for a trader, the ability to disguise what he is teaching to avoid justice.
Could impact whatever class he is in, listening or teaching, and also protect anyone else in the class.
Optional: Could protect an entire area without being in a class, and learn a small amount of each class being taught on successful pulses. (Sum total of all experience gained from multiple classes should be equivalent to a single teaching pulse plus a bonus based on charisma)
Primarily impacting thieving, and subsequently sorcery.
Flavor text:
As the guard walks by, Jefferie begins to talk louder about commodities and complex financial statistics, drowning out the real lecture and boring the guard, as he walks away.
Seeing the guard approach, Jefferie begins to mask his words and use obvious code, allowing him to convey his meaning without raising an alarm.
Charisma and Scholarship to baffle a guard, if he fails, justice as normal.
If not in a class and protecting an area, and fails, get charged with aiding and abetting for each class protected.
Thoughts?
teaching legerdermain on 11/30/2013 10:36 AM CST
Re: teaching legerdermain on 11/30/2013 11:00 AM CST
Why traders?
I mean I could see a host of other guilds be able to have various manners to disguise what they were talking teaching about, and your description is cool.
But why would traders only have this 'ability'?
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
I mean I could see a host of other guilds be able to have various manners to disguise what they were talking teaching about, and your description is cool.
But why would traders only have this 'ability'?
---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS
---
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
Re: teaching legerdermain on 11/30/2013 11:09 AM CST
Re: teaching legerdermain on 11/30/2013 11:12 AM CST
>disguised teaching
That does seem like a pretty awesome idea for an ability. Though it would be neat to have it be accessible to everyone through some sort of "feats" system like we have for magic.
X intel + X wisdom + X scholarship + X stealth = disguised teaching feat
X intel + x wisdom + X scholarship = other feat
And so forth.
You must be wearing the dried fishskin in order to eat it.
That does seem like a pretty awesome idea for an ability. Though it would be neat to have it be accessible to everyone through some sort of "feats" system like we have for magic.
X intel + X wisdom + X scholarship + X stealth = disguised teaching feat
X intel + x wisdom + X scholarship = other feat
And so forth.
You must be wearing the dried fishskin in order to eat it.
Trader Spell Suggestions on 12/05/2013 10:53 AM CST
I may be jumping the gun a bit but here are some suggestions for when trader magic is developed.
Name: Celestial Loupe
Book: Profitable Prestidigitation
Effect: Buff: Appraisal and Perception
Name: Overwhelming Personality
Book: Profitable Prestidigitation
Effect: Charisma Buff
Just an aside:
- I find inherent humor in the idea of a spell abreviated 'OP' being a Charisma boost.
Name: Merchant's Boon
Book: Profitable Prestidigitation
Effect: Trading Buff
Name: Miser's Eye / Glitter / Shiny Distraction / Penny-Pincher's Illusion
Book: Profitable Prestidigitation
Effect: Creates an illusion of coins or food on the ground that lure a target, causing them to retreat once and suffer an RT.
Name: Enrich
Book: Profitable Prestidigitation
Effect: Increases the target's burden. If the target is a hostile mob that carries coins, gems or boxes, increase the loot value and likelyhood of a box dropping.
Name: Thiefbane Decoy
Book: Profitable Prestidigitation
Effect: Self-Cast. Add cursed, fake coins and gems to your pool of items that can be stolen. Anyone but the trader acquiring these items recieves a debuff to Stealth, Theivery, and an obvious identifier (like the illusory word 'thief' floating over their head), similar to transcendental necromancy. Entering a justice zone with the identifier gives the victim a thievery warrant.
Name: Rolling Deterent
Book: Caravan Defense
Effect: TM Attack. Conjure a caravan wheel and project it at the target.
Name: Caravan Charge
Book: Caravan Defense
Effect: TM Attack. Requires Caravan to be present. Caravan rushes the target, knocking it to missile range and doing damage.
Name: Traveler's Trap
Book: Caravan Defense
Effect: Ground becomes muddy under the target's feet, causing it to become immobile.
Name: Steadfast Sentinel
Book: Caravan Defense
Effect: Buff to highest worn armor and Stamina
Name: Deadline Incentive
Book: Caravan Defense
Effect: Allows a caravan to move 2-6 rooms at a time.
Name: Artisan's Dexterity
Book: Mercantile Manifestations
Effect: Cast for a selectable skill - Buff the caster's chosen skill
Name: Rush Order
Book: Mercantile Manifestations
Effect: Reduce Crafting RTs
Name: Sellaport
Book: Mercantile Manifestations
Effect: Finds a target and sends them an opportunity to buy the item in the caster's right hand. If the target accepts, the item goes to the buyer and the coins go to the caster.
Syntax: Cast (name) for (price)
--Wryhk
"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
Name: Celestial Loupe
Book: Profitable Prestidigitation
Effect: Buff: Appraisal and Perception
Name: Overwhelming Personality
Book: Profitable Prestidigitation
Effect: Charisma Buff
Just an aside:
- I find inherent humor in the idea of a spell abreviated 'OP' being a Charisma boost.
Name: Merchant's Boon
Book: Profitable Prestidigitation
Effect: Trading Buff
Name: Miser's Eye / Glitter / Shiny Distraction / Penny-Pincher's Illusion
Book: Profitable Prestidigitation
Effect: Creates an illusion of coins or food on the ground that lure a target, causing them to retreat once and suffer an RT.
Name: Enrich
Book: Profitable Prestidigitation
Effect: Increases the target's burden. If the target is a hostile mob that carries coins, gems or boxes, increase the loot value and likelyhood of a box dropping.
Name: Thiefbane Decoy
Book: Profitable Prestidigitation
Effect: Self-Cast. Add cursed, fake coins and gems to your pool of items that can be stolen. Anyone but the trader acquiring these items recieves a debuff to Stealth, Theivery, and an obvious identifier (like the illusory word 'thief' floating over their head), similar to transcendental necromancy. Entering a justice zone with the identifier gives the victim a thievery warrant.
Name: Rolling Deterent
Book: Caravan Defense
Effect: TM Attack. Conjure a caravan wheel and project it at the target.
Name: Caravan Charge
Book: Caravan Defense
Effect: TM Attack. Requires Caravan to be present. Caravan rushes the target, knocking it to missile range and doing damage.
Name: Traveler's Trap
Book: Caravan Defense
Effect: Ground becomes muddy under the target's feet, causing it to become immobile.
Name: Steadfast Sentinel
Book: Caravan Defense
Effect: Buff to highest worn armor and Stamina
Name: Deadline Incentive
Book: Caravan Defense
Effect: Allows a caravan to move 2-6 rooms at a time.
Name: Artisan's Dexterity
Book: Mercantile Manifestations
Effect: Cast for a selectable skill - Buff the caster's chosen skill
Name: Rush Order
Book: Mercantile Manifestations
Effect: Reduce Crafting RTs
Name: Sellaport
Book: Mercantile Manifestations
Effect: Finds a target and sends them an opportunity to buy the item in the caster's right hand. If the target accepts, the item goes to the buyer and the coins go to the caster.
Syntax: Cast (name) for (price)
--Wryhk
"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
Re: Trader Spell Suggestions on 12/05/2013 10:58 AM CST
Name: Floatation
Book: Caravan Defense
Effect: Swimming Buff; allows caravan to cross rivers like the Faldesu provided the trader is leading it.
--Wryhk
"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
Book: Caravan Defense
Effect: Swimming Buff; allows caravan to cross rivers like the Faldesu provided the trader is leading it.
--Wryhk
"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
Re: Trader Spell Suggestions on 12/05/2013 11:07 AM CST
Hoping that team Magic can figure out how to give Traders limited lunar teleportation abilities just so sellaport can become a thing, because it's hilarious by name but awesome by function
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Trader Spell Suggestions on 12/05/2013 06:08 PM CST
>Rolling Deterent
The wheel should also be on fire.
>Sellaport
Doesn't one of the hireling already do this? Or is it purely delivery with no payment involved?
>Flotation
I thought caravans could already do this, just like they used to be able to climb city walls. Have I been training Athletics for nothing?
The wheel should also be on fire.
>Sellaport
Doesn't one of the hireling already do this? Or is it purely delivery with no payment involved?
>Flotation
I thought caravans could already do this, just like they used to be able to climb city walls. Have I been training Athletics for nothing?
Re: Trader Spell Suggestions on 12/05/2013 06:18 PM CST
I too think Sellaport is hilarious and intriguing.
As for the rest... I am wary of focusing too much on caravans. With crafting released, there are going to be plenty of Traders out there who don't need/want to run routes. Of course, a few spells could exist to help those who do, but I wouldn't want a whole book.
Also, if it were me, I'd really focus on making the spells look seriously cool and appeal to a wide range of players. Throwing coins and caravan wheels is gimmicky and will only appeal to a certain kind of person. Throwing massive crystal spikes would be more up my alley personally. I like the idea of crystal manipulation as something related to Traders -- but still generic enough that a lot of different people can imagine it working for them.
Finally, I know Traders are slated for Illusion-type stuff and also some deception-type stuff. I'd just again be careful to allow a wide range of people to benefit from these. One or two super deceptive spells is fine, but most spells should be interpretable by both Honest and Dishonest Traders as fitting with their ethos.
-- Player of Eyuve
As for the rest... I am wary of focusing too much on caravans. With crafting released, there are going to be plenty of Traders out there who don't need/want to run routes. Of course, a few spells could exist to help those who do, but I wouldn't want a whole book.
Also, if it were me, I'd really focus on making the spells look seriously cool and appeal to a wide range of players. Throwing coins and caravan wheels is gimmicky and will only appeal to a certain kind of person. Throwing massive crystal spikes would be more up my alley personally. I like the idea of crystal manipulation as something related to Traders -- but still generic enough that a lot of different people can imagine it working for them.
Finally, I know Traders are slated for Illusion-type stuff and also some deception-type stuff. I'd just again be careful to allow a wide range of people to benefit from these. One or two super deceptive spells is fine, but most spells should be interpretable by both Honest and Dishonest Traders as fitting with their ethos.
-- Player of Eyuve
Re: Trader Spell Suggestions on 12/06/2013 10:30 AM CST
Re: Trader Spell Suggestions on 12/06/2013 10:57 AM CST
Re: Trader Spell Suggestions on 12/06/2013 02:39 PM CST
Re: Trader Spell Suggestions on 12/06/2013 05:43 PM CST
Re: Trader Spell Suggestions on 12/06/2013 10:00 PM CST
>>As for the rest... I am wary of focusing too much on caravans. With crafting released, there are going to be plenty of Traders out there who don't need/want to run routes. Of course, a few spells could exist to help those who do, but I wouldn't want a whole book.
It is, of course, just a suggestion. Many of those suggestions don't require a caravan to use, the name of the book was merely to imply that is how they were intended to be used. I had figured that your main combat spells should come from something that would naturally lead a trader into combat. Beyond this, caravans have always been fairly central to the trader's guild. Per the lore, IIRC traders really exist for the purpose of getting goods from point a to point b... and used their wealth, influence, knowledge of contracts and charm to monopolize the roles of lawyers, notaries and wholesalers as well. That said, the shop-keeping, the crafting, the gem-selling, they are all secondary to the trade routes. Not every bard spends all day playing he lute and many puffs do decide to stick an arrow in a construct from time to time. That doesn't mean empaths shouldn't have healing spells, even if some particular empath never decides to heal someone else and hunts constructs all day long.
>>Throwing coins and caravan wheels is gimmicky and will only appeal to a certain kind of person.
I agree entirely... I just couldn't come up with a stand-alone trader-ish tm spell that wasn't comic relief. The caravan wheel is as close as I came-yeah, it's a bit hokey but it screams trader and I think it could be done in a reasonable way (not that it couldn't be done atrociously). Other ideas included exploding gem pouches, a spray of coppers from the palm, a loupe focusing light (think gimmicky burn), dropping a display table out of the sky onto the target, projecting a stream of molten gold, convincing the target to attack itself-selling it as a good idea, tossing a few coins up in the air to hire "a mercenary" to hit the target for you.. then run off into the wilderness with his earnings... If you didn't like the wheel, I don't even want to know what you'd think about some of those.
--Wryhk
"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
It is, of course, just a suggestion. Many of those suggestions don't require a caravan to use, the name of the book was merely to imply that is how they were intended to be used. I had figured that your main combat spells should come from something that would naturally lead a trader into combat. Beyond this, caravans have always been fairly central to the trader's guild. Per the lore, IIRC traders really exist for the purpose of getting goods from point a to point b... and used their wealth, influence, knowledge of contracts and charm to monopolize the roles of lawyers, notaries and wholesalers as well. That said, the shop-keeping, the crafting, the gem-selling, they are all secondary to the trade routes. Not every bard spends all day playing he lute and many puffs do decide to stick an arrow in a construct from time to time. That doesn't mean empaths shouldn't have healing spells, even if some particular empath never decides to heal someone else and hunts constructs all day long.
>>Throwing coins and caravan wheels is gimmicky and will only appeal to a certain kind of person.
I agree entirely... I just couldn't come up with a stand-alone trader-ish tm spell that wasn't comic relief. The caravan wheel is as close as I came-yeah, it's a bit hokey but it screams trader and I think it could be done in a reasonable way (not that it couldn't be done atrociously). Other ideas included exploding gem pouches, a spray of coppers from the palm, a loupe focusing light (think gimmicky burn), dropping a display table out of the sky onto the target, projecting a stream of molten gold, convincing the target to attack itself-selling it as a good idea, tossing a few coins up in the air to hire "a mercenary" to hit the target for you.. then run off into the wilderness with his earnings... If you didn't like the wheel, I don't even want to know what you'd think about some of those.
--Wryhk
"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
Re: Trader Spell Suggestions on 12/06/2013 10:02 PM CST
And I happen to be among those who hate routes, for the record. Wryhk has run about 4 contract... all the rest of his trading is the result of work orders, bundles, and pouches.
--Wryhk
"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
--Wryhk
"If you want total security, go to prison. There you're fed, clothed, given medical care and so on. The only thing lacking... is freedom." ~Dwight D. Eisenhower
Re: Trader Spell Suggestions on 12/07/2013 01:42 AM CST
Re: Trader Spell Suggestions on 12/07/2013 09:07 AM CST
>>You never caulk you wagon. Not only will you always tip over, but saying the word leaves a rather dirty taste in my mouth. It's awkward.
Nick, I don't want to know why caulk and your mouth are being used together to form any analogy.
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
Nick, I don't want to know why caulk and your mouth are being used together to form any analogy.
"Brace yourselves, Squanto is going to bleh blah fart fart bleh.." -the player of the character formerly known as Pureblade
Re: Trader Spell Suggestions on 12/07/2013 05:18 PM CST
>>If you didn't like the wheel, I don't even want to know what you'd think about some of those.
Haha. You're right. They aren't for me. More importantly, I would shy away from them as a designer because I think most people want something more substantial. People tend to like their characters to feel dynamic, interesting, and powerful. There are lots of opportunities to create gimmicks for themselves outside of spells/abilities. Tons of options exist for items to buy and various verbs.
>>I agree entirely... I just couldn't come up with a stand-alone trader-ish tm spell that wasn't comic relief.
Since this is a suggestion thread, let me throw out a few ideas based on the original books announced by Socharis. Those books are Fabrication, Illusion, and Negotiation. For anyone wanting a reminder, the post is here: http://elanthipedia.org/w/index.php/Post:New_Trader_Guild_Direction_-_04/01/2012_-_14:11
First, I'd replace the Speculates with spells. Some of them seem like candidates for straight spell ports (e.g., Paranoia = Clear Vision), but since GMs don't seem to like that I've tried my hand at making something slightly different for each.
Absence
Replaces: Speculate Paranoia
Book: Negotiation
The mage employs her enhanced psychic abilities to heighten her own awareness, directing the focus of her alertness to her own person. The psychic field around her also subtly suggests to potential thieves that she makes for a poor target, or even quietly removes her from their strategizing. +Perception, and a contested (Mind vs. Will) chance for stealing attempts to simply fail, with large round time and/or significant cooldown before the thief can try again. Also makes Thief Mark ability fail to work on the mage.
"These are not the gems you are looking for."
Presence
Replaces: Speculate Finesse
Book: Negotiation
The mage gently monitors the psychic trails of thought and emotion around him, deftly weaving his conversation into them. +Cha, +Trading.
Banjir Widanoi'a (Gerenshuge for "Flood of Sight")
Replaces: Speculate Coin
Book: Illusion
Magic vs. Will. The target is overwhelmed with a sudden burst of phantom images. Stuns.
Blur
Replaces: Speculate Defense
Book: Illusion
The mage creates duplicate images of himself that blur his own body as he moves, creating trailing images and making him difficult to hit. +Evasion, and/or Magic vs. Reflex check on creatures' ability to hit the mage.
And for a few other ideas:
Shard
Book: Fabrication
Basic TM spell. Creates massive crystal spike that spears the target. May lodge and split after a period of time, dealing extra damage before melting away.
Illusory Visit
Book: Illusion/Minor Teleport
The mage visits a shop and commits it to memory. Later, she may call up an illusory version of this shop, creating an illusion of herself at its actual location, which she may use to negotiate with the shopkeeper. The item she purchases, however, is teleported to her (moons willing). She may bond with up to 20 shops, depending on Utility skill.
[[This seemed like a nice way to get one of the major things Traders want out of teleportation magic -- buying from distant locations -- without actually giving them full-on Teleport.]]
Brittle Cage
Book: Fabrication
Creates a crystalline cage around the target(s), preventing them from interacting with those around them until the spell's duration is up or the cage is physically broken. May be used to keep unwanted creatures at bay, or may be cast at a lower difficulty around the mage himself (useful for regenerating and tending, or for keeping creatures from reaching melee while on a route).
Clarify
Book: Negotiation
The mage enhances her senses and additionally probes her target psychically. +Appraisal. May also be used in conjunction with a moonbeam to discover and remove impurities from gems/gem pouches.
Filkesha (Gorbesh for "Judgment")
Book: Negotiation
The mage assesses his enemy, employing both cold calculation and a psychic observance of her mental and emotional state to determine how he should counter her. +Int, +Tactics.
Hnogsarn Frath (Haakish for "Thought that inspires greed")
Book: Negotiation
Strangely, the mage is drawn to creatures who happen to be carrying more wealth. Or perhaps she draws them to her? When the mage is under the effect of this spell, creatures she kills generate more loot and are more likely to draw from the better loot tables (i.e. more likely to draw scrolls, treasure maps, rare items). This spell falls under the "good luck" effect mentioned by Socharis in his post.
Diamond Shield
Book: Fabrication
Creates a large but lightweight crystalline shield, or enhances the mage's current shield with an extensive layer of clear crystal. Protects better thanks to its large size, and due to its transparency and light weight it is not as much of a hindrance as other shields of its size. The mage may choose to add crystal spikes to the outer side.
Refraction
Book: Negotiation
The caster creates psychic pathways that confuse and divide a hostile intellect, turning it back on itself. Reflects mind spells back on their caster.
Deflection
Book: Fabrication
The mage reflexively creates panes of crystal to deflect incoming damage. Cyclic damage reduction.
Mirror Image
Book: Illusion
Creates numerous duplicate images of the caster, making it very likely that enemies will engage and attack the wrong one. Magic vs. Will, Cyclic AOE that severely reduces chance of creatures to hit the mage. Each duplicate that is hit will fade, but new ones can be generated. The spell's effect is broken temporarily if the mage attacks.
Illusion of Grandeur
Book: Illusion
The mage creates the illusion that she is both larger and more deadly than she first appears. Charm vs. Will, AOE immobilization (or other fear effect?).
Structural Integrity
Book: Fabrication
Creating delicate shifts in the structure of an object and reinforcing it with careful application of minuscule crystal shards, the mage enhances the speed and durability of his tools.
Malleate
Book: Fabrication
The mage uses [physics unknown] to increase the workability of crafting materials.
Okay, I guess I made a few more than I anticipated... Thanks to Seldaren (ILLIENA) for brainstorming and help with the languages.
-- Player of Eyuve
Haha. You're right. They aren't for me. More importantly, I would shy away from them as a designer because I think most people want something more substantial. People tend to like their characters to feel dynamic, interesting, and powerful. There are lots of opportunities to create gimmicks for themselves outside of spells/abilities. Tons of options exist for items to buy and various verbs.
>>I agree entirely... I just couldn't come up with a stand-alone trader-ish tm spell that wasn't comic relief.
Since this is a suggestion thread, let me throw out a few ideas based on the original books announced by Socharis. Those books are Fabrication, Illusion, and Negotiation. For anyone wanting a reminder, the post is here: http://elanthipedia.org/w/index.php/Post:New_Trader_Guild_Direction_-_04/01/2012_-_14:11
First, I'd replace the Speculates with spells. Some of them seem like candidates for straight spell ports (e.g., Paranoia = Clear Vision), but since GMs don't seem to like that I've tried my hand at making something slightly different for each.
Absence
Replaces: Speculate Paranoia
Book: Negotiation
The mage employs her enhanced psychic abilities to heighten her own awareness, directing the focus of her alertness to her own person. The psychic field around her also subtly suggests to potential thieves that she makes for a poor target, or even quietly removes her from their strategizing. +Perception, and a contested (Mind vs. Will) chance for stealing attempts to simply fail, with large round time and/or significant cooldown before the thief can try again. Also makes Thief Mark ability fail to work on the mage.
"These are not the gems you are looking for."
Presence
Replaces: Speculate Finesse
Book: Negotiation
The mage gently monitors the psychic trails of thought and emotion around him, deftly weaving his conversation into them. +Cha, +Trading.
Banjir Widanoi'a (Gerenshuge for "Flood of Sight")
Replaces: Speculate Coin
Book: Illusion
Magic vs. Will. The target is overwhelmed with a sudden burst of phantom images. Stuns.
Blur
Replaces: Speculate Defense
Book: Illusion
The mage creates duplicate images of himself that blur his own body as he moves, creating trailing images and making him difficult to hit. +Evasion, and/or Magic vs. Reflex check on creatures' ability to hit the mage.
And for a few other ideas:
Shard
Book: Fabrication
Basic TM spell. Creates massive crystal spike that spears the target. May lodge and split after a period of time, dealing extra damage before melting away.
Illusory Visit
Book: Illusion/Minor Teleport
The mage visits a shop and commits it to memory. Later, she may call up an illusory version of this shop, creating an illusion of herself at its actual location, which she may use to negotiate with the shopkeeper. The item she purchases, however, is teleported to her (moons willing). She may bond with up to 20 shops, depending on Utility skill.
[[This seemed like a nice way to get one of the major things Traders want out of teleportation magic -- buying from distant locations -- without actually giving them full-on Teleport.]]
Brittle Cage
Book: Fabrication
Creates a crystalline cage around the target(s), preventing them from interacting with those around them until the spell's duration is up or the cage is physically broken. May be used to keep unwanted creatures at bay, or may be cast at a lower difficulty around the mage himself (useful for regenerating and tending, or for keeping creatures from reaching melee while on a route).
Clarify
Book: Negotiation
The mage enhances her senses and additionally probes her target psychically. +Appraisal. May also be used in conjunction with a moonbeam to discover and remove impurities from gems/gem pouches.
Filkesha (Gorbesh for "Judgment")
Book: Negotiation
The mage assesses his enemy, employing both cold calculation and a psychic observance of her mental and emotional state to determine how he should counter her. +Int, +Tactics.
Hnogsarn Frath (Haakish for "Thought that inspires greed")
Book: Negotiation
Strangely, the mage is drawn to creatures who happen to be carrying more wealth. Or perhaps she draws them to her? When the mage is under the effect of this spell, creatures she kills generate more loot and are more likely to draw from the better loot tables (i.e. more likely to draw scrolls, treasure maps, rare items). This spell falls under the "good luck" effect mentioned by Socharis in his post.
Diamond Shield
Book: Fabrication
Creates a large but lightweight crystalline shield, or enhances the mage's current shield with an extensive layer of clear crystal. Protects better thanks to its large size, and due to its transparency and light weight it is not as much of a hindrance as other shields of its size. The mage may choose to add crystal spikes to the outer side.
Refraction
Book: Negotiation
The caster creates psychic pathways that confuse and divide a hostile intellect, turning it back on itself. Reflects mind spells back on their caster.
Deflection
Book: Fabrication
The mage reflexively creates panes of crystal to deflect incoming damage. Cyclic damage reduction.
Mirror Image
Book: Illusion
Creates numerous duplicate images of the caster, making it very likely that enemies will engage and attack the wrong one. Magic vs. Will, Cyclic AOE that severely reduces chance of creatures to hit the mage. Each duplicate that is hit will fade, but new ones can be generated. The spell's effect is broken temporarily if the mage attacks.
Illusion of Grandeur
Book: Illusion
The mage creates the illusion that she is both larger and more deadly than she first appears. Charm vs. Will, AOE immobilization (or other fear effect?).
Structural Integrity
Book: Fabrication
Creating delicate shifts in the structure of an object and reinforcing it with careful application of minuscule crystal shards, the mage enhances the speed and durability of his tools.
Malleate
Book: Fabrication
The mage uses [physics unknown] to increase the workability of crafting materials.
Okay, I guess I made a few more than I anticipated... Thanks to Seldaren (ILLIENA) for brainstorming and help with the languages.
-- Player of Eyuve
Re: Trader Spell Suggestions on 12/08/2013 12:56 AM CST
Re: Trader Spell Suggestions on 12/08/2013 06:46 PM CST
Re: Trader Spell Suggestions on 12/08/2013 06:48 PM CST
So I suppose this is a terrible time for more suggestions, with GMs all busy with 3.1. But I had some more thoughts. Apparently I really like designing Trader spells -- who knew?
Imprison
Book: Fabrication
The mage attempts to completely encase her enemy in a thin layer of crystal. Full success is immobilization. When the foe breaks out, he is still covered with sheets of crystal that hinder his movement for a time, increasing his armor/stealth hindrance.
Splinter
Book: Fabrication
Meta-spell. When cast, this spell causes other Fabrication spells to become more prone to fracturing, giving them the potential to splinter into shards that lodge into the enemy. Causes a chance of shards when 1) the mage blocks using a Diamond Shield, 2) an enemy attacks a Brittle Cage, 3) an enemy hits a Deflection shield, 4) the mage shield slams using a Diamond Shield, 5) an enemy attempts to tend out shards (this can be mitigated with higher First Aid skill), 6) an enemy attempts to remove panes stuck to him from Imprison.
Shatter (Okay, I know this is the name of a Paladin spell, but I couldn't think of a better fit here.)
Book: Fabrication
Allows the mage to shatter other Fabrication effects at will, causing serious damage to the foe (or all foes if a Brittle Cage is shattered). Self-cast, allowing INVOKE to shatter individual targets, or INVOKE ALL to shatter them all. If new spells are cast while this spell is in effect on the mage, he may specify a delay time to detonation. For example, if he has Shatter up and casts Imprison on an enemy, he may specify that it will shatter in 5, 10, or 30 seconds (causing more damage for a longer delay, but allowing the enemy more time to get out of it first).
Infuse
Book: Fabrication
The mage aligns herself to one of the three moons and infuses extra damage capability into her other Fabrication spells. Xibar = cold, Yavash = fire, Katamba = puncture.
And a friend asked for some more "luck" spell ideas, so here you go:
Blind Luck
Book: Negotiation
Provides a bonus to three skills at random, or two skills at random within the specified skillset. Replace casts would remove previous bonuses. (Could be cyclic if too powerful.)
Favoritism
Book: Negotiation
The mage focuses her mind into a single area, honing her psychic ability to constantly seek avenues of success. Somehow, without conscious knowledge of how, the situations surrounding that skill seem to shape themselves in her favor. Bonus to a single skill of the mage's choosing. Alignment to a skill is allowed only once per day. This spell in particular causes Moon Mages to froth in rage. (Could be cyclic if too powerful. I realize that it's a bit close to prediction, but I thought it might be a nice nod, with enough limitations in place.)
Universal Fortune
Book: Negotiation
Everything seems to be going the mage's way, in lots of little ways. Adjusts random rolls so that success is more likely. Adjustment is in part based on Charisma.
And one more for Illusion:
Phantom Foe
Book: Illusion
The mage creates a duplicate of one or more of his foes, making it appear as though he is surrounded by more than he is. Allows limiting of engagement with creatures. For example, a mage hunting in rock trolls could be facing just one real troll, with three illusory trolls keeping others from engaging.
-- Player of Eyuve
Imprison
Book: Fabrication
The mage attempts to completely encase her enemy in a thin layer of crystal. Full success is immobilization. When the foe breaks out, he is still covered with sheets of crystal that hinder his movement for a time, increasing his armor/stealth hindrance.
Splinter
Book: Fabrication
Meta-spell. When cast, this spell causes other Fabrication spells to become more prone to fracturing, giving them the potential to splinter into shards that lodge into the enemy. Causes a chance of shards when 1) the mage blocks using a Diamond Shield, 2) an enemy attacks a Brittle Cage, 3) an enemy hits a Deflection shield, 4) the mage shield slams using a Diamond Shield, 5) an enemy attempts to tend out shards (this can be mitigated with higher First Aid skill), 6) an enemy attempts to remove panes stuck to him from Imprison.
Shatter (Okay, I know this is the name of a Paladin spell, but I couldn't think of a better fit here.)
Book: Fabrication
Allows the mage to shatter other Fabrication effects at will, causing serious damage to the foe (or all foes if a Brittle Cage is shattered). Self-cast, allowing INVOKE to shatter individual targets, or INVOKE ALL to shatter them all. If new spells are cast while this spell is in effect on the mage, he may specify a delay time to detonation. For example, if he has Shatter up and casts Imprison on an enemy, he may specify that it will shatter in 5, 10, or 30 seconds (causing more damage for a longer delay, but allowing the enemy more time to get out of it first).
Infuse
Book: Fabrication
The mage aligns herself to one of the three moons and infuses extra damage capability into her other Fabrication spells. Xibar = cold, Yavash = fire, Katamba = puncture.
And a friend asked for some more "luck" spell ideas, so here you go:
Blind Luck
Book: Negotiation
Provides a bonus to three skills at random, or two skills at random within the specified skillset. Replace casts would remove previous bonuses. (Could be cyclic if too powerful.)
Favoritism
Book: Negotiation
The mage focuses her mind into a single area, honing her psychic ability to constantly seek avenues of success. Somehow, without conscious knowledge of how, the situations surrounding that skill seem to shape themselves in her favor. Bonus to a single skill of the mage's choosing. Alignment to a skill is allowed only once per day. This spell in particular causes Moon Mages to froth in rage. (Could be cyclic if too powerful. I realize that it's a bit close to prediction, but I thought it might be a nice nod, with enough limitations in place.)
Universal Fortune
Book: Negotiation
Everything seems to be going the mage's way, in lots of little ways. Adjusts random rolls so that success is more likely. Adjustment is in part based on Charisma.
And one more for Illusion:
Phantom Foe
Book: Illusion
The mage creates a duplicate of one or more of his foes, making it appear as though he is surrounded by more than he is. Allows limiting of engagement with creatures. For example, a mage hunting in rock trolls could be facing just one real troll, with three illusory trolls keeping others from engaging.
-- Player of Eyuve
Re: Trader Spell Suggestions on 12/08/2013 07:08 PM CST
Please note that Raesh and I have been asked by Socharis to entertain a discussion about Trader Magic in the 3.1 category. Trader Magic is still slated for 3.2, but we have enough of a basis to talk about suggestions, lore, and Things of Comparable Nature now.
The 3.1 folder is where the dev team is going to be mostly camping out for the time being, and I'm (attempting to) start a conversation about the prospective Trader confound.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
The 3.1 folder is where the dev team is going to be mostly camping out for the time being, and I'm (attempting to) start a conversation about the prospective Trader confound.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas