1650 on 09/10/2014 11:09 AM CDT
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Now that all the other Paladin spell updates are out of the way, I wanted to let players know that filling the 1650 spell slot is still a goal of ours. We had considered an avatar type temporary buff spell that would significantly increase your combat stats, but felt it was a little underwhelming for a capstone profession spell, especially if it's limited uses per day. For spells like Miracle (350) and Regeneration (1150), they are also limited uses per day, but their effect is a lot more pronounced since they're used in specific situations which have an immediate positive effect on the caster (i.e. when a Cleric dies, they can instantly bring themselves back to life or when an Empath is about to die, healing all their wounds and keep them healed for 30 seconds is powerful). If you have a limited use offensive ability, it's a lot more difficult to judge when best to use it and in many cases, players will avoid using it at all since they're constantly wanting to save it for when they need it, which might be never. If we did go with a temporary offensive buff, we'd probably want to see a spell that unlocks new abilities for the Paladin, rather than just boosting their existing attacks.

I'm starting this thread in case any players want to suggest ideas, keeping the above in mind. Your idea doesn't have to be a temporary offense buff - that was just the latest idea. We're open to anything.

GameMaster Estild
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Re: 1650 on 09/10/2014 01:20 PM CDT
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Need some time to really contemplate this. Anyway, I thought it over, and this is the spell I'm thinking of. Not exactly rescuing anyone, and not really a strict combat buff...

Indoctrinate (1650)



>An officer of the Sorcerer Guild arrives and glances around. "Ah, there you are, Vathon!" he says in a slightly agitated tone. "I have come to formally declare that your membership privileges have been revoked."
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Re: 1650 on 09/11/2014 11:03 AM CDT
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what's Indoctrinate? Not seeing anyting in Krakipedia.

I'm still pondering.
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Re: 1650 on 09/11/2014 12:31 PM CDT
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A few thoughts from earlier posts and a few I came up.


This could be deity based if you wanted to be (such as instead of fear resistance to a group, it could instead give fear to those not grouped with the paladin if they worshiped Sheru), would make sense.. but:

1650: Last Stance

This would give the paladin and others in his party a temp buff that stacks with fear resistance. The paladin and group get a temporary buff in health regeneration, a slight increase in defense (TD, Physical, and Magical) and temp increase in health. Maybe an increase in attack or in parry/blocking as well but it's a thought.




1650 Divine Calling

Temporary get an NPC to fight alongside with the paladin. The NPCs stats would be based upon the level of the paladin with randomness for weapon/shield type. I would presume they'd still wear plate and the weapon would be holy or at least undead baned so they could hit undead. With more Spirit Lore, more NPCs will join the cause. Religion Lore will increase the amount of times per day this could happen




1650 Avatar (previously mentioned if I recall right)

Temp increase to attack, and temp immunity to binds, webs, stuns. The paladin is infused with the blessing of his deity to go forth and vanquish the foes. This could be a timer instead of x amounts of a day or increase x amount of days with Religion Lore
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Re: 1650 on 09/11/2014 01:12 PM CDT
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I'm not sure how (or even if) limitations should be placed, but I'd like to see a dual focus spell. I am not good at names, so let's call it 'Sirocco' just for this post -- name to suit. I'm also not discussing durations, which I believe should be variable based on skill, use, etc.

When cast, the paladin's armor or weapon is imbued directly with the might of the patron. Armor becomes impervious to all known attacks (save those from the same patron), and continually (passively) subjects any NPC within 5 feet (melee attackers) to a rank 5 random critical. Weapon causes an NPC within 5 feet (melee combatants) to be totally vulnerable to any attack by that weapon, or any like weapon in the paladin's party. Invulnerability and resistance are totally discounted, as are any protecting magics, limits to striking only with magical blades, etc.

This type of spell would give the paladin a defensive option, and an offensive option, depending on what the need was at the time. But only one, can't stack both offense and defense.

Doug
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Re: 1650 on 09/11/2014 03:37 PM CDT
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What about a spell that randomly imbues a temporary "bane" into a shield or armor or weapon carried by the paladin and lasts 24 hours. It can only be cast once per day. The paladin readies these items and one of them is blessed.

The bane would be determined by the deity: Voln undead bane, Marlu extraplanar bane, Lumnis magic bane, etc. Several would be shared of course.


On a shield it could give an extra chance to block against that type of creature or maybe a banshee type flare (TD) or extra DS, etc.

On armor it could give a maneuver bonus against that type of creature or a TD bonus or damage padding or critical padding, etc.

On a weapon it could give a flare against that type of creature based on the already existing deity flares (though I'd also like to see more variety with those, too) or an AS bonus, or weighting, etc.


1650 Forge of the Arkati
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Re: 1650 on 09/11/2014 04:07 PM CDT
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That's a thought, but undead bane is kind of moot since we can wield Eonake and white ora, AND are bonded weapon is already sanctified as to hit undead.

Though a bane to hit demons, magic bane, etc is an interesting thought but only if we could choose on the situation. Example, if we are at the Demon Wall and getting invaded by demons, why not would Voln, Ronan, Koar, etc not want their paladin to have a demon bane to hit the foe?

But to be more critcal, banes might be sold at Ebon's if I remember right from reading the posts though I don't know if it's a spin off nor a raffle off hand.

Interesting thought.
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Re: 1650 on 09/11/2014 06:48 PM CDT
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I think the defining points to the below suggestion are:
- The ability to eliminate round time.
- The group application of the paladin's BESEECH ability

1650 - Divine Inspiration

The paladin's can call upon their patron Arkati to provide divine inspiration and aid to the paladin and their group.

Effects on the paladin:
- Instantly removes any debilitating effects such as stun, web, bind, poison, disease, etc (same as BESEECH).
- For a period of 3 minutes, Stops all bleeding and allows the paladin to function without any hinderance from injuries.
- Removes any current round time on the paladin at the time of invoking this ability (although they can be subsequently placed into new round time).
- Provides an immediate surge in health, mana, and stamina equal to 35% of the paladin's max limit.
- Provides 60 seconds of haste on the paladins actions.


Effects on the paladin party:
- For a period of 3 minutes, Stops all bleeding allows party members to function without any hinderance from injuries.
- Instantly removes any debilitating effects such as stun, web, bind, poison, disease, etc (same as BESEECH).
- Removes any current round time on the party members at the time of invoking this ability (although they can be subsequently placed into new round time).
- Provides an immediate surge in health, mana, and stamina equal to 15% of each party members max limit.

This spell can be cast once per day. Training in Spiritual Lore, Religion increases the number of times this spell can be invoked each day; 2 times per day at 20 ranks and 3 times per day at 40 ranks.

-- Robert
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Re: 1650 on 09/12/2014 04:18 AM CDT
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Some of the ideas above are kind of what Indoctrinate called to mind.

>What about a spell that randomly imbues a temporary "bane" into a shield or armor or weapon carried by the paladin and lasts 24 hours.

For creatures, I thought anything ranging from making a sort of "pet" creature that did your will (but a bit too close to necromancy), to giving you a bane of some kind against that type of creature for 24 hours -- the creature type explicitly or a more general bane, depending on its power (more power could be more limited, and vice versa). In one version of this idea, the creature follows you around and weakens the will of similar creatures. However, rather than a standard bane (which already exists, as others said), why not weaken the creatures of interest rather than boost the paladin. This could, for instance, be manifested similar to passive a sheer fear effect or Voln's Symbol of Turning. I suppose I'm reminded of a good friend years ago who, with no regard to his favor, would often be like, "Bow to me!" and use the Symbol on undead for a laugh.

>- The group application of the paladin's BESEECH ability

For a "buff" version of the spell, some way to extend the Paladin Base to the player's group. One type is to make the other paladin group buffs (1605, 1609, 1613 in particular, since 1617 and 1618 have such short durations anyway) stick when the group is disbanded, like the old-school mass spells. I'm sure those old-style mass spells are disfavored in modern times for a reason, but if it was limited use per day, definitely it cannot be expected that most players walk around with 1613 by themselves, for instance. Or it could be that Indoctrinate itself was a kind of old-school mass buff spell. My only concern here is that most of this is focused on helping the group or others and not the paladin, which I thought might be unpopular. I like Robert's idea for extended the benefits to the group. Any even more limited and likely unpopular feature could be to temporarily convert those people to the paladin's deity. Conversion doesn't really do that much outside clerics and paladins, so this is more of a flavor to the indoctrination than something meant to be really useful.

Mostly I just thought the name sounded cool, and the concept somehow fitting. You know, bring others over to our righteous cause. By looking impressive or menacing.

Anyway, these ideas are definitely very preliminary, and I didn't think many of them would be popular, so I was waiting for inspiration to make one aspect or the other way cooler. But since the ideas aren't extremely far from the ideas some other people have posted, might as well share them as they are.



>An officer of the Sorcerer Guild arrives and glances around. "Ah, there you are, Vathon!" he says in a slightly agitated tone. "I have come to formally declare that your membership privileges have been revoked."
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Re: 1650 on 09/12/2014 08:40 AM CDT
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Here's food for thought to maybe come up with something new and more original for the 50th slot.

What would you like to see the 50th spell do.. a wish list if you would? What matters the most to you and why do you think it should be part of our 50th spell? Would you use it?

My wish list from the above posts:

1)
Fear Resistance / Fear that stacks with bravery / Voln / and Dauntless(This being deity based or it could just be Fear Resistance by itself though I think deity would add good flavor for what version of the spell you get). The Fear Resistance gives the group a buff to resist fear while the Fear itself gives the group a buff that makes those not joined to you have to roll against fear. Only one of those can be active at any given time. To me, the paladin / anti paladin (Let's face it, there's good and evil paladins) make their presence known. I know this isn't Dungeons and Dragons, but often when I used to play various DMs always had something special occur should the two cross. Some even had a rule that for every paladin in their world is an antipaladin. But neither here nor there. The point being their presence was made and either made the group worried some or gave the group courage to face the baddie they are about to fight.


2)
Temp immunity to binds, RT, etc. I can see a Deity interfering and making their champion immune for a limited time. This would be more of a glorified DI, but I can see this fitting in some situations.. Namely when one is escorting a traveler from Point A to Point B via Adventure Guild and fighting bandits or even when fighting off invaders

3)
NPC fighting alongside based on Religion and Spirit Lore for 10 or so minutes with an increase of time duration based on Summoning Lore, X amount of times/day based on Religion Lore, and toughness of them based on Blessing Lore. The paladin leads by example and often can draw a crowd around them. However; I'd presume that the NPCs are at least decent but I wouldn't expect them to be as tough as a regular player by all means though I would expect them to at least do decent damage / attacks and be able to receive group spells such as Crusade, Aura of Arkati, Guard the Meek, etc. Arguably this could be in part with the "Conversion" that somebody above posted.

4) Do something for the Armor of us, but what exactly? In all truthfulness I think a 50th slot spell just for sanctified armor with flares isn't worth the while. Even if it came with heavy padding since I'd imagine most of us already have plate and especially with societies already giving temp paddings. So if anybody could think of something else then by all means. I'm not against plasma flares for the armor that stacks with current things upon the plate, but it'd have to do something else to say "That's a 50th slot spell". The only thought would be do the fear resistance/fear somehow while the paladin is wearing the armor and that's assuming it's programmable. That would make it worthwhile should the abilities stack with the rest of the plate. Maybe it could check what kind of padding the armor has and do the reverse (ie if the padding is Crit Padding then add damage padding) and maybe give a choice? I'm just throwing the idea out there.

5)The only other thing to add on the wishlist (notice how I put it on the very bottom as to me this isn't that worthwhile is to do more attack/defense for the paladin's group for a short duration. I'd only rather see something else more useful and original/awesome


So.. what would a wishlist be for the rest of you of what you'd like to see the spell do?
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Re: 1650 on 09/12/2014 09:02 AM CDT
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Took my dog for a walk, and was thinking on the Armor thought and this is what I came up with:

1650, Divine Armor

5 tiers based on Sanctify
Every tier, Armor Hindrance gets reduced by 1 percent

With that in mind
Tier 1: Armor is Sanctified and 1 percent hindrance applied
Tier 2: 1 percent hindrance applied, Fear Resistance for Paladin/Group
Tier 3: Plasma Flares and 1 percent hindrance applied
Tier 4: 1 percent hindrance applied, Extra Fear Resistance for Paladin/Group
Tier 5: Armor now has Heavy Damage Padding and 1 percent hindrance applied

With the 5 percent extra less hindrance, I can see being useful everyday. With Fear Resistance and the padding at the end (difference between a 25th slot and a 50th slot spell) I can agree this being a 50th level spell that both aids the paladin and the group.

Maybe allow a 1x a day to be immune to RT, etc as mentioned in posts above if the tier idea isn't going to fly to make this worthwhile but I think it's a good shot for an armor idea anyhow to be justified.

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Re: 1650 on 09/12/2014 10:16 AM CDT
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Interesting stuff, Falan! Kind of reminds me of the living armor/bound demons from RMC4 and the Chaotic Lord semi profession. :)

Question for the GMs: Is this intended to be a buff worn much of the time, or an X/day thing, or a "choose THIS token for permanent boost" like Sanctify?
If the Paladin can only choose one set of armor and make a commitment to it, like Sanctify, I can see this being desirable... I'm just not certain if that's a ListTop spell slot, like "raise myself from the dead."
(In other news, I could totally see it as a Lore-based expansion--maybe SL: Blessings?--to the Sanctify spell itself. 50 ranks lets you Sanctify your armor [like with Falan's idea here], 100 ranks lets you also do your shield or designate a left-hand-capable weapon as a 'shield' for Two Weapon users. Two-Hand and Pole Arm users would have no use for going beyond 50 ranks, but they're paying enough points for their weapon skills to like the savings in Lore.)
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Re: 1650 on 09/12/2014 01:57 PM CDT
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Thank you Krakii. Hoping to see other suggestions or tweaks / wish lists to see if we can't cook something up
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Re: 1650 on 09/12/2014 01:59 PM CDT
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The problem is that I'm just not seeing a combat-buff as a 50th level spell. Continuing effect on your religious artifact I can kind of see, but would prefer to see combined into an expansion of Sanctify which already has one manifestation of that.

I'm just hard-pressed to think of something Paladin-y, that's really hugely monstrously cool, that is NOT a combat buff. :)
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Re: 1650 on 09/12/2014 02:16 PM CDT
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and that is why I suggested the armor spell the way I did <grin>

In all honesty I don't see a need to raise more AS. If anything, more defense, more toughness.. more something that says "don't mess with me, I'm a full trained pally".

I can't think of anything to expand the weapon itself for 1650 and realistically I think armor would be the better choice anyway so long as it's the main armor piece that covers the chest. I think the - 5 percent hindrence from the full 5 ranks in my suggestion to stack with armor fluidity which in turns helps capped paladins since even right now my 8 percent hindrance at level 83 is still a thorn in my side - sometimes I fail three times in a row due to it which causes death since I rely on the spells going off at least by the second attempt.

The only thought of further enhancing the bonded weapon is to give the weapon fusion slots and other things.. but I don't know what nor where to start to make it say "this is a 50th level spell". But.. maybe something as this:

Rank 6 The bonded weapon attacks the person holding the blade when they attack with it
Rank 7 Resistance to fear
Rank 8 The weapon becomes "a perfect forged weapon"
Rank 9 Resistance to fear
Rank 10 2 fusion slots added


But I dunno.. it's just a start as I don't see the above being a 50th slot. Maybe somebody can elaborate it or work more with it.

- Falvicar
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Re: 1650 on 09/16/2014 01:30 AM CDT
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I have fairly limited interest in more fear resistance. Between Dauntless, Symbol of Courage, and a pure potion I can easily hunt creatures 10 levels above me without any effects of fear, so that sounds incredibly lame for a level 50th slot.

A sort of "armor bonding" could be pretty cool, but I really wonder how one achieves bonding. I don't want to have to take 1500 hits to get the bonding. We also have to consider that Iron Skin (1202) and Sonic Armor (1014) are fairly low level spells, so it needs to be pretty serious business if it'll be a level 50 spell. As far as an idealized wish-list item, adding permanent padding to armor has massive appeal, but is probably more appropriate to warriors, and anyway has about zero chance of being implemented. We kind of ought to take a care not to tread too heavily on Voln armor though, IMO. Depending on the tier, that already gives fear resistance, padding flares, and a group-fog effect while immobilized.

Furthering Sanctify seems too canned and lacking diversity to have a major appeal, for me.

>Rank 6 The bonded weapon attacks the person holding the blade when they attack with it
>Rank 7 Resistance to fear
>Rank 8 The weapon becomes "a perfect forged weapon"
>Rank 9 Resistance to fear
>Rank 10 2 fusion slots added

#6 is utter naff (and...what the...why?!). Rank 7 and 9 are unappealing generally. And rank 8 and 10 abilities you can get one or the other of depending on what weapon you choose to bond with (and I imagine a fair number of paladins are already bonding to either a perfect or fusion weapon). Meaning that, only about 1 of these is really relevant if it was released tomorrow. One supposes that since the fusion slots are additional that it's maybe like 1.5 abilities on average (since again #8 does nothing for anyone bonded to a perfect weapon). And fusion slots could be as easily added with an armor bonding as a weapon bonding.

If more fear resistance is really something the class needs, let's add a lore benefit to Dauntless and not pollute our most epic spell slot with that.

I definitely like the kind of opposite effect of have a passive fear-like ability for paladins, though.

I still don't have any really nice proposal ideas in mind, so I apologize for kind of shooting some of these ideas down without too much constructive replacement suggestions. It's really good for us to brainstorm the topic and explore as many ideas as possible.



>An officer of the Sorcerer Guild arrives and glances around. "Ah, there you are, Vathon!" he says in a slightly agitated tone. "I have come to formally declare that your membership privileges have been revoked."
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Re: 1650 on 09/17/2014 03:33 PM CDT
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any other thoughts / wish lists for 1650 as opposed to the debate of black ora?
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Re: 1650 on 09/17/2014 03:49 PM CDT
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Summon a mule with groin kick flares?

Nah...

-Marstreforn-
Icemule Trace Guru
Halfling Guru
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Re: 1650 on 09/17/2014 03:57 PM CDT
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I was hoping to see some discussion around the Divine Inspiration suggestion posted. There are things I would drop or change about it as posted but overall I like the idea of a mass Beseech type spell and think it is something that would actually get used across the profession. I can't tell if the lack of commentary means people like or don't like the suggestion honestly.

I'm pretty uninterested in armor bonding or the black ora debate.

I have a rough idea for an offensive 1650 spell. I'll see if I can't give it more substance tonight and then post an outline here in the next day or two.

-- Robert
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Re: 1650 on 09/17/2014 04:01 PM CDT
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>> Summon a mule with groin kick flares?
>> Nah... -Marstreforn-

As a 50th level spell we should be able to administer the groin kick flares directly.

Just saying...

-- Robert
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Re: 1650 on 09/17/2014 04:18 PM CDT
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>any other thoughts / wish lists for 1650 as opposed to the debate of black ora?

Still thinking...

For thematic bells and whistles, I still like the idea of an Avatar, but mechanically.. I don't know what I'd want the Avatar to do.
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Re: 1650 on 09/18/2014 11:48 AM CDT
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Why not something similar to Assume Aspect. I still like the name Divine Inspiration for it. Each major arkati would be able to inspire you with a unique ability/buff. Lornon aligned paladins would be able to be inspired by Lornon Arkati, Liabo aligned would be able to be inspired by Liabo arkati, neutral and unaligned paladins would be able to be inspired by both but at half affect. Each cast would last 10 minutes flat and each Arkati could only be called upon once every 24 hours.


Keith/Brinret/Shiun

Be nice to Wyrom or I will cut you!
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Re: 1650 on 09/18/2014 12:50 PM CDT
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It would have be significant and stack for me to accept as a 50th level slot or even consider using it but it sounds interesting. Give an example?
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Re: 1650 on 09/18/2014 06:57 PM CDT
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Okay, still not happy with my ideas for a totally offensive 1650 spell but I did come up with a different idea for 1650. Defining points to this suggestions are:

- Reduction in area spawn rate/critter cap
- Establishes a 'protected area' for a period of time.

Love it, hate it, make it better through collaborative effort!

1650 - Consecrated Ground (working title)

The paladin calls upon their patron Arkati to consecrate the ground around them and drive away their enemies.

Targetted: The target must ward or be utterly destroyed by divine intervention (lots of opportunity for awe inspiring arkati specific messaging here).
Untargetted: Agents of the paladin's patron arrive and drive out all opponents that are not grouped with or aligned with the paladin. (make a warding save or be driven from the room in a random direction).

Room effect:
- Consecration effect will expire after 10 minutes or sooner if the paladin leaves the room or is slain.
- Each time an enemy (critter or opposite aligned player) attempts to enter the room they must make a warding check or be repelled.
- For enemies that remain or have re-entered the room, each time an enemy attempts to attack the paladin, a member of the paladin's party, or a similarly aligned person in the room they are subject to warding roll. Upon failure they are struck by an appropriate 'arkati flare'.

Area effect:
- Enemies of the paladin are demoralized and attack in fewer numbers (spawn rate of creatures in the area is reduced for 10 minutes flat/max creatures in area reduced).

-- Robert
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Re: 1650 on 09/18/2014 08:38 PM CDT
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Okay, still not happy with my ideas for a totally offensive 1650 spell but I did come up with a different idea for 1650. Defining points to this suggestions are:

- Reduction in area spawn rate/critter cap
- Establishes a 'protected area' for a period of time.

Love it, hate it, make it better through collaborative effort!

1650 - Consecrated Ground (working title)

The paladin calls upon their patron Arkati to consecrate the ground around them and drive away their enemies.

Targetted: The target must ward or be utterly destroyed by divine intervention (lots of opportunity for awe inspiring arkati specific messaging here).
Untargetted: Agents of the paladin's patron arrive and drive out all opponents that are not grouped with or aligned with the paladin. (make a warding save or be driven from the room in a random direction).

Room effect:
- Consecration effect will expire after 10 minutes or sooner if the paladin leaves the room or is slain.
- Each time an enemy (critter or opposite aligned player) attempts to enter the room they must make a warding check or be repelled.
- For enemies that remain or have re-entered the room, each time an enemy attempts to attack the paladin, a member of the paladin's party, or a similarly aligned person in the room they are subject to warding roll. Upon failure they are struck by an appropriate 'arkati flare'.

Area effect:
- Enemies of the paladin are demoralized and attack in fewer numbers (spawn rate of creatures in the area is reduced for 10 minutes flat/max creatures in area reduced).

-- Robert

_____________________________________________________________________________________________________________________________________________________________________________________


Robert, that sounds interesting and ewwww/awww. How many times a day, etc though since there would need to be a balance or it's "overpowered". I'm just afraid of getting this kind of idea and it gets hit with nerf bat like the original 1613. However; the argument can be it's our 50th level spell. How long does the spell last? If it's for a minute, maybe this could be similar to how Crusade works in that there's a recovery of three minutes before being able to use it again. Would Lore effect this and what kind and in what way?

Could this possibly give a temp boost to fear resistance for the group? If not, that's understandable but I have to ask.

This does sound interesting.. I like it a bit more than the armor idea I posted.
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Re: 1650 on 09/23/2014 04:26 PM CDT
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any other thoughts for 1650?
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Re: 1650 on 09/23/2014 06:41 PM CDT
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>any other thoughts for 1650?

Oh heck, I'll try one.

I would love to see a second gear sanctify spell in the 1650 spot. Bear with me for a second and I'll try and make it seem less redundant. I love the style of a paladin bonded to his loyal weapon, and I think adding to it would be a worth wile goal. This would be a second similar but different spell that could be used to bond to a second weapon (for TWC or people who like to change things up) a shield (for sword/board) or armor (for THW/pole) users. It could also be used on the same weapon as 1625 for stacked effects. The effects would be dependent on what was bonded.

My ideas for some possible boosts for fully bonding with 1650. Note, you can only cast it on one item, like 1625. This isn't fully fleshed out, but I am sure other interesting boosts could be thought of.

Second bonding to 1625ed weapon:

Additional +10CML and +5 str/Wis.
Added mana holding for infuse.
A second flare type that is deity specific
Immunity to negative weapon effects (cold/heated/weaponfire)


Second weapon:

Additional +10CML and +5 str/Wis.
Ability to also infuse spells like from 1625
deity specific flares (not plasma)
Sanctified against the undead
Return when disarmed


Bonding to a shield:

Ability to infuse 140/1619 for reactive flares.
Sanctified for Cmans
CML boost, added phantom lore ranks for 1609.
Immunity from sunder shield


Bonding to armor:

Ability to infuse 140/1619 for reactive flares.
Sanctified for Cmans
reduction on armor hindrance by 1% per rank.


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
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Re: 1650 on 09/24/2014 12:36 AM CDT
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Spirit Cleave

The Paladin channels her Patron into her weapon- allowing her to sever the connection between her target and its spells. When cast at the Paladin's weapon, it gives that weapon a base chance of 25% plus 5% per rank of bonding (if any) to dispel a random spell upon a successful hit against their target. Priority is given to spiritual spells, then hybrid spiritual spells, and then finally mental and elemental spells.

Additionally, the Paladin has a chance to convert the mana from the severed spell into a deity-specific flare. The base chance is 25% +1% per rank of Spiritual Lore, Summoning to a maximum of 50%.
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Re: 1650 on 10/09/2014 10:47 AM CDT
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Any other thoughts on 1650 or other information? Are we thinking on the right path for it?

Just curious. Yet I wonder.. could it be useful against the evil Shadows? <grin>


_________________________________________________________
You swing a silver-edged black veil iron katana at Sevynne!

* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
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Re: 1650 on 10/09/2014 11:13 AM CDT
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>Any other thoughts on 1650 or other information? Are we thinking on the right path for it?

Well, I'd say we're on a useful path. I don't think anyone (including myself) has hit on a cohesive concept that would manifest itself as this spell slot though. I was brainstorming initially but I kind of haven't thought about it in awhile. I'll try to re-dedicate myself...



>An officer of the Sorcerer Guild arrives and glances around. "Ah, there you are, Vathon!" he says in a slightly agitated tone. "I have come to formally declare that your membership privileges have been revoked."
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