New Spell Concept: 250 - Sacrificial Spirit or Martyr Spirit on 01/22/2021 12:00 PM CST
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Hey all - I posted this in Discord and no one hated it so I figured I'd share it here. Just something I thought of after reading the Spirit Spell Circle Survey.

Purpose
Currently, the 250 spell slot is not in use, so we need an idea for a powerful but balanced spell to fill it. There is also an issue with rescuing in remote hunting areas (usually capped) where players prefer to depart and use salve rather than wait for a rescue, if they could expect one at all. This is despite LTE having been added to player rezzes.

Empaths and Clerics are (mostly) considered prime rescuers, since they can heal or rez and cast 225/130 to quickly transport themselves and bodies. As such, the 250 spell slot is the perfect place for a new powerful rescue spell since only Empaths and Clerics have access to it.

In my mind, this spell should fill the niche of providing a powerful rescue option to remote areas while not granting significant power otherwise.

Also, using a chrism increases demand for chrisms, which are significantly oversupplied, and making the quality of the chrism a factor also encourages an often-forgotten aspect of chrism value. You would expect that a chrism would be required anyways to make someone not want to depart and use salve.

Also, I feel a spell of this level should be powerful and able to be augmented in different ways depending on training in spiritual lore. A small but useful benefit for a decent amount of training, and a larger benefit for dedication to one lore. This is similar to how lores otherwise seem to be intended, forcing the player to choose between competing benefits and find the balance that best suits them. This also allows the spell to function at a baseline level of power for uncapped players, while encouraging them to train in more lores when possible.

250 - Sacrificial Spirit (or perhaps Martyr Spirit)
The highly skilled Cleric or Empath may call upon the most potent spiritual magic to reach out with their soul to a recently fallen ally, drawing themselves and their target into a temporary and taxing major sanctuary. Any group members of the caster will also be drawn into the sanctuary.

In order to link their souls for this transportation, the caster must be kneeling or seated, and a chrism gem is required to be held in their hand. The chrism is automatically applied to the corpse if they accept the link. The quality of the chrism gem enhances the spell in several ways.

Upon leaving the sanctuary, or the magic failing, both the caster and their target will return to their original locations. The caster, having sacrificed a great portion of their spirit to summon such a powerful connection, will find themselves left with 0 mana and 1 spirit.

This spell may only be cast once per day.

The sanctuary lasts for 10 minutes + 10 seconds per rank above 50 in the Major Spiritual circle.

Training in Spiritual Lore can enhance this spell in many different ways.

Spiritual Lore
Blessings: At 75 ranks, causes the major sanctuary to act as a natural earth node, in order to aid the recovery of the fallen. At 150 ranks, upon resurrection, the target will receive 1 hour of all spells they had prior to death (similar to Symbol of Recall?).

Summoning: For every 75 ranks, the caster gains an additional cast per day.

Religion: At 75 ranks, a divine scrying orb appears in the sanctuary, allowing both the caster and the target to look in the orb and see the location they will be returning to upon leaving the sanctuary, allowing them to make sure it is safe. At 150 ranks, a guaranteed minor sanctuary is created upon leaving the major sanctuary, which lasts for 2 minutes or until leaving the room.

Chrism Quality:
Dull: No benefit
Ordinary: +1 duration of the major sanctuary, and +1 spirit for the caster upon exit.
Bright: +2, +2
Vibrant: +3, +3
Glowing: +4, +4

This is in addition to the normal benefit a chrism provides for the resurrection target.

Mechanical
I like a little ritual in my powerful spells so I’d make it so the caster must be sitting or kneeling, holding a chrism.

Upon casting the spell, the caster is seen channeling their soul through the chrism, which goes out in search of something. Any action other than THINK during this time causes the spell to fail.

Upon casting, the target receives a notification of the caster’s soul reaching out to them, and is given the option to accept or decline. Declining causes the spell to fail. Accepting causes 1) both targets (and the group of the caster if applicable) are drawn into the major sanctuary. 2) the chrism gem is automatically applied to the corpse, even if cast by an Empath 3) at this point the caster loses their 1+ daily use of the spell.

Inside the sanctuary is similar to a major sanctuary - perhaps customizable, perhaps identical to the caster’s own major sanctuary, though maybe an added line about it being unstable.

At this point it’s a race against the clock to heal/rez (Empath can bring a cleric along - perhaps even one who can’t cast 250 or has used their daily charge already). The corpse still needs some time to recover (shortened by chrism strength) and get spelled up again (the healer can even bring others to help spell up the target).

Near the end of the timer, there should be 1-2 warnings before it fails and kicks everyone out. Alternatively anyone can go OUT to return to their original location at any time.

If the caster goes OUT, the sanctuary ends and everyone else is kicked out. The caster appears in their original location, looking severely drained but alive and well.
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