With the precedent set of Celerity and Invisibility before us, it's now time to address the issue of Elemental Defense III/414 and Mass Elemental Defense/419.
The latter should be consolidated into an Evocation of the former, and a new spell slot freed up for the Minor Elemental list.
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Discuss!
KRAKII
PFLATS
Re: single-target spell 'Evoke'd == Mass version
08/27/2016 10:10 AM CDT
cf. 212 Interference and 217 Mass Interference
GS4-ESTILD
Re: single-target spell 'Evoke'd == Mass version
08/27/2016 10:29 AM CDT
We have no issue with consolidating spells as needed, but that need is dictated by having another spell that's immediately ready to fill the newly created void. i.e. what would go into 419?
GameMaster Estild
GameMaster Estild
LUXELLE
Re: single-target spell 'Evoke'd == Mass version
08/27/2016 11:11 AM CDT
>> what would go into 419?
Death From Lores
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Rohese: "... the TownCrier (tune in if you haven’t, it’s without doubt the best thing to ever happen on LNet)
Death From Lores
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Rohese: "... the TownCrier (tune in if you haven’t, it’s without doubt the best thing to ever happen on LNet)
PFLATS
Re: single-target spell 'Evoke'd == Mass version
08/27/2016 12:19 PM CDT
>i.e. what would go into 419?
419: Ride the Lightning: The target forms a direct connection to the elemental leyline of electricity, giving them preternatural reflexes. +75 to the next CML or SMR 2.0 roll, offense or defense. 2 minute duration. It is straining to move at this speed if unprepared; if the bonus is used defensively, it gives a 5-minute cooldown. If used defensively during the cooldown, it fries your nerves and pops your muscles.
217: SMR 2.0 attack spell. Summon the spirits in the area to bodily throw the creature around. Bonus to the roll for each permanent object in the room that you can bounce the target off of: trees, doors, archways, suits of armor, the road, whatever.
419: Ride the Lightning: The target forms a direct connection to the elemental leyline of electricity, giving them preternatural reflexes. +75 to the next CML or SMR 2.0 roll, offense or defense. 2 minute duration. It is straining to move at this speed if unprepared; if the bonus is used defensively, it gives a 5-minute cooldown. If used defensively during the cooldown, it fries your nerves and pops your muscles.
217: SMR 2.0 attack spell. Summon the spirits in the area to bodily throw the creature around. Bonus to the roll for each permanent object in the room that you can bounce the target off of: trees, doors, archways, suits of armor, the road, whatever.