While checking out some other RPGs, I was inspired. Right now GS lacks the traditional tank functions we see in other RPGs, which I consider our loss. We have plenty of classes who can incapacitate creatures or knock them down, but no real way to draw them into attacking a very resistant profession. The nearest thing we have is guard/protect and one of the new shield maneuvers (pwall maybe?). I think a paladin spell is a good opportunity to correct this oversight. We are generally very hard to kill and from an RP perspective it seems to fit a class that was originally slated to have the lowest "command" TP costs. I tentatively am suggesting it for 1613, since this is a spell no one at all likes in practice.
1613, fierce aura. This spell calls upon the paladin's deity to bestow a fearsome aura of power (not very unlike 1614). This aura can be directed towards foes to drive them to attack the paladin. While the aura is active, the paladin has access to the "incite" verb. Additional functionality is possible based on the combined paladin spells ranks + blessing lore ranks.
Each use would require 3 seconds of hard RT and have a relatively small but existent chance to fail. That chance to fail would be approximately 5% base with +1% for each level below the paladin the other group members are. That increased failure rate IC wise is due to the creature wanting to attack a weaker foe, the OOC reason is so that the spell is more useful in a like leveled group as compared to a big character babysitting a small one.
>Incite
Available at 10 combined ranks (so when you get the spell)
Causes a random creature in the room to be forced to attack the paladin next cycle.
>Incite (target)
Available at 25 combined ranks
forces a specific target to attack the paladin next cycle
>Incite all
Available at 50 combined ranks
Forces all creatures in the room to attack the paladin next cycle.
>Incite (target) (type)
Available at 100-150 combined ranks
Forces a specific target creature to use a type of attack next turn against the paladin. Types include physical, magical, and special. Special is available at 100 ranks, magical at 125, physical at 150. This is the non-group useful version of the spell. The skill requirements are so high because it is the only version of the spell that actually lowers the danger for the paladin.
It may not be the same as having a true ability to Agro foes and an engagement system protecting the spell casters, but I think it would give paladins a better group presence and just be fun to use.
AIM: GS4Menos
>Here lies the formless world we´re living in
>Gravity is finally giving in
>High altitudes and still upward we go
>I was never meant to lead but to follow