Prev_page Previous 1 2 Next Next_page
Re: Okay, I figured it out for 320 12/07/2010 11:16 PM CST
>And so...every suggestion I've given has gotten shot down. :( Maybe I should just wait and see what we get (if we get anything) in the 320 slot. But I'm still hoping for an instantaneous maneuver spell.

I tend to agree with maneuver being a gap. I think the sticking point is that clerics trained purely for CS are already plenty powerful enough, and wouldn't need to adjust their training to take advantage of it. Maybe something tied into runestaff use so shield users would have to adjust or miss out.

320 Day Tripper
The cleric initially casts 320 at their runestaff to give it the potential for further use. Significant roundtime is associated with this preparatory bonding. The bonding lasts all day (i.e. the usual 4 hour maximum) or until it is broken by the cleric wielding another weapon or shield. (Being disarmed or stowing to open channel will not break the bond. It provides no protection against disarm - they are spirits of mischief.)

Further casts while holding a bonded runestaff will attempt to trip enemies. The total number of enemies that can be tripped depends on magical training. The more magical ranks the cleric has and the higher the enchant of the runestaff, the more enemies can be tripped with a single twirl of the staff.

....

>prep 320
cast staff

As you concentrate on your staff spirits of mischief swirl around it and you manage to compel several of them to take up residence within it. For a moment they almost succeed in tripping you with your own staff, but eventually you establish your control.
Roundtime: 20 seconds
(others see: Cleric fumbles with her staff and almost trips herself.)

...

>inc 320
You crouch low and swing your staff in a wide circle. Delighted at the opportunity, the spirits of mischief within your staff direct it amongst the legs of your foes, tripping as many as they can.

A woolly mammoth stumbles briefly
A polar bear is tripped and falls to the ground
A polar bear twists it ankle trying to avoid your staff and falls to the ground
A sabre-tooth tiger is tripped and hits its head as it falls to the ground and lies there stunned
A passing Rift hunter nimbly avoids your twirling staff
Reply
Re: Okay, I figured it out for 320 12/07/2010 11:47 PM CST
Hmm...I like the idea about using the runestaff, but not so much tripping stuff with it.

Maybe we can cast 320 at our runestaff and based on something it will be able to hold a certain amount of mana that we can send to it while we're resting and retrieve it whenever we want. That'd be neat.
Reply
Re: Okay, I figured it out for 320 12/08/2010 01:17 AM CST
>Hmm...I like the idea about using the runestaff, but not so much tripping stuff with it.

You wanted a manoever. What other manoever would you prefer? Clerics have pretty powerful death and destruction spells already and the only real gap in those has something in development already. Most instantaneous manoever spells are disablers, and the DoT is already available via 125.

>Maybe we can cast 320 at our runestaff and based on something it will be able to hold a certain amount of mana that we can send to it while we're resting and retrieve it whenever we want. That'd be neat

Thats not a manoever spell.

Clerics can already store mana while resting in a number of ways. 325, 203, alchemy. Some society abilities do similar things too like paying for deeds in town in order to use symbol of mana later. Its not something which is missing, and it is something which would have to come with significant cost or restriction, like the component costs for 325 and alchemy or the loss of 203 when attacked or the deed cost for symbol of mana. So being able to charge a staff up could work, but the costs and rarity of the spell components would have to be similar to the existing methods. Its also something where there is already development going on, but for charging up symbols rather than staffs.

Using 320 to fuse a gem blessed with 325 into your staff, so you could wave the staff rather than the gem, might work. You might be able to get a larger charge by using multiple gems, so you could just carry one charged staff rather than 20 gems all blessed with the same spell. You still pay the component cost and the mana cost for 325, but with the additional mana for 320 you get the benefit of not having to write scripts to manage your blessed gem collection.
Reply
Re: Okay, I figured it out for 320 12/08/2010 12:38 PM CST
How about additional protection from maneuvers? Say, it adds the equivalent of +5 ranks of cunning defence; it could even perhaps be a group spell ala 310.


"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
Reply
Re: Okay, I figured it out for 320 12/08/2010 02:34 PM CST
(320) Divine Aura

duration - 10 minutes (refreshable)
self-cast only

adds +1 to mana recovery, health recovery, stamina recovery and spirit recovery for every 20 ranks in cleric circle

Spiritual Lore - Religion increases a cleric's maximum mana and health to a maximum benefit of +20 (seed as needed).

Spiritual Lore - Blessing at 60 ranks allows a cleric to cast this upon someone else, but it will only work if in a sanctuary. If the target of the spell moves away from the sanctuary, the effects will drop soon after.

-James-
player of Fremie

Mirayam says, "You are not a rogue, sir."

Mirayam exclaims, "You are noble!"
Reply
Re: Okay, I figured it out for 320 12/08/2010 02:37 PM CST
>>>>>>Spiritual Lore - Blessing at 60 ranks allows a cleric to cast this upon someone else, but it will only work if in a sanctuary. If the target of the spell moves away from the sanctuary, the effects will drop soon after.<<<<<<<

Isn't this the equivilant of 204?




~D
AIM: Delcian

"Only after disaster can we be resurrected." - TD
Reply
Re: Okay, I figured it out for 320 12/08/2010 02:43 PM CST
320 - Divine vision

Self Cast
Duration - 15 Min

The spell grants the caster the equivilant of 15 ranks of CM in regards to SMR defense. Training in summoning lore will increase the duration to a maximum of 60 min at 120 ranks. Training in blessing lore will increase the phantom ranks of CM to a maximum of 50 at 100 ranks.

Thoughts?

~D
AIM: Delcian

"Only after disaster can we be resurrected." - TD
Reply
Re: Okay, I figured it out for 320 12/08/2010 04:00 PM CST
320 - Incense (or Sacred Flame - just replace all instances of incense with candle/taper).

Requires one of a few kinds of incense.
Duration: 10 minutes.

In a show of devotion to his patron deity, the cleric whispers an entreaty and lights a stick of incense. As the area fills with the offering, the deity may enhance the cleric's current room with a blessing according to the type of incense used. Only one incense may be active at a time.

Incense 1 - will grant everyone in the cleric's party a moderate bonus to combat maneuver defense. Effected by religion lore.

Incense 2 - will grant a small CS bonus to the cleric's group. Effected by religion lore.

Incense 3 - will decrease by 1 the mana cost of all spells cast by the cleric's group. Effected by summoning lore.

Incense 4 - can only be cast in a sanctuary, and will empower all beneficial periodic effects in the room (such as heroism and troll's blood), causing each tick to hasten, effected by blessing lore.
Reply
Re: Okay, I figured it out for 320 12/08/2010 04:21 PM CST
204 is unpresence.

I don't believe cleric's or any other profession have a skill that can aid another character with mana/health/spirit recovery.

I'm even tempted to say it should help with stat recovery after resurrection.

-James-
player of Fremie

Mirayam says, "You are not a rogue, sir."

Mirayam exclaims, "You are noble!"
Reply
Re: Okay, I figured it out for 320 12/08/2010 04:41 PM CST
>>204 is unpresence.

The poster obviously meant 203.

>>I don't believe cleric's or any other profession have a skill that can aid another character with mana/health/spirit recovery.

See 203.

>>I'm even tempted to say it should help with stat recovery after resurrection.

See 325

Dgry
Reply
Re: Okay, I figured it out for 320 12/08/2010 06:02 PM CST
I'm sorry, I did mean 203 - Manna

>>I don't believe cleric's or any other profession have a skill that can aid another character with mana/health/spirit recovery.<<<

Below is the description of 203 - Manna

Through the use of this spell, the caster calls into being special food with potent qualities. *Persons who partake of the magically created food will experience accelerated mana and spirit recovery.* The mana regeneration rate is 1 + 1 per seed 4 summation of Major Spiritual spell ranks. The effect will fade immediately upon entering combat.


~D
AIM: Delcian

"Only after disaster can we be resurrected." - TD
Reply
Re: Okay, I figured it out for 320 12/09/2010 09:30 AM CST
I routinely give mana bread to anyone my cleric raises, in order to aid with spirit recovery, and also give it to spellcasters who are giving out mass spells, in order to help their mana recovery.


"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
Reply
Prev_page Previous 1 2 Next Next_page