250 Spell Slot Idea: Trance 01/27/2017 06:57 PM CST

Trance gives the master of spiritual magic the state of meditation which transcends physicality to transform them into pure light energy. This state of meditation requires additional time to inspire the necessary breatkthroughs in their pathways to opening up their magical gates to flood themselves with the power surging invisibly within the system of mechanics governing all life in their surroundings. They build and build themselves up with increasing light and power until they finally transmogrify themselves into a hybrid version of themselves where they are built up from light as a representation of themselves from the other side. Retaining a gateway to retain as if they are in a dream and can wake up at any time, the spell loses its effects when beginning a battle but only at the cost of a great 'shatter' effect which occurs when the breakdown of peace and overwhelming calm abruptly crashes with the weapons of an adversary. At that point the light exchanges itself with the adventurer they were before in their corporeal form with blood and hair, etc. The effect upon the enemy who breaks this spell is based on level/lore/MC/spell ranks +(?) for the severity of its defensiveness. The foe can be: consumed by white light and either rejected or accepted into the spirit world leaving their body a corpse, suffer bursting of cells which could cause organs or limbs to explode and shower other enemies in the area with blood and limbs (stuns), can transport the foe as if they were 225'd to a location where they are at least -20 level from the level of those critters currently inhabiting and likely to kill them or -20% to all abilities and equipment while in an area of like level (imagine being in the OTF and suddenly a Storm Giant appears in the room from swirling dark energy for an Ithzir to swipe at-- save!), becomes overpowered by the surge of spiritual mana and freezes up in system shock, *they convert and begin to fight against whomever the caster is targeted to or as a mercenary of light awaiting an enemy of the caster or rebounds the spell for a +50 effect for 5 minutes on the Caster. All of these options can have chance rolls assigned so the likelhiood of the +50 can be like less then 10% or something with max lore.

Also, if the caster is in a Node and spelling up all their spell effects gain an additional 5% (up to 8%) of their power for their duration, even if the shatter point is breached and 250 is no longer actively running. This is quite a boost but also let's see the rewards of a 50th level spell here. This could be a nice bolstering of all healing/raising and prep for rescues.

If cast on a corpse it will activate their spirit and situate a presence which will animate the corpse to say 'I NEED LIFEKEEP' or to find a Chrism in their pocket, a tip in their coin bag, a flask somewhere to use on them in the desperate wilds out there where sometimes a rescuer might not find one or cannot cast as a cleric for nerves, whatever.. Also if the Healer TRANSFERS upon the En-Tranced corpse the wound is automatically 1 Tier lower in the level of wound (or up to two) without an experience loss! If a Cleric Raises an En-Tranced Corpse then the fresh body will have a shield against blood loss possibly killing them as it will be refreshing at enough to keep them about +1 HP at all times from the natural infusion of power from a dripping of light nectar in the top of their throat which acts as a lifeblood keeper (this is an idea from Hinduism actually).

If cast directly on a FOE they will be enchanted to fight for you for a while or be commanded to act as a DECOY. If the caster is injured while the En-Tranced former FOE is in the room, they will immediately act with a flurry of energy to fend off the aggressor but in doing so they may break their Entrancement (to wander off but not attack the Caster).

This spell is a rich reward for the 250 route and has benefits all around for both classes. The survival rate for rescues will increase and the utility factor is pretty high. The 5% rise in spell effects could be accompanied by a STAT INCREASE benefit of + 5 which would give a +2 to sorely needed Elemental effects such as TD or AS or DS MANEUVER ENCUMBERANCE etc.

I feel it would be cool to have it be a really selective thing where the caster could design their own light show, like give them a chance to do a spell alteration just for casting it the first time. GM approval might be an excess of labor force for them to deal with this but it could be a huge RP asset
and also could separate ourselves in the way we approach the use of the spell very distinctively. There could be a choice of words from lists to use and all kinds of things to make it possible if there's no GM presence available. Just an idear there.

Here's a really huge spell possible for this one and it'd finally give the spell classes something to offer for massies-- If Trance is cast while in a group a slow buildup of energy surrounds those joined for a +10% boost to their own stats for 10 minutes!

Oh, also I wanted the idea where some of your defensive spells could 'rub off' on adventurers. Your 202 suddenly gives 100 seconds of 202 to someone in the room or your 120 for 30 seconds. That'd be a nice boost for invasions/rescuers.
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