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 Post subject: New Religious Spells
PostPosted: Sat Jan 29, 2011 4:45 am 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Post your ideas about new religious spells here!

If you have any.

Don't be shy.


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 Post subject: Re: New Religious Spells
PostPosted: Sat Jan 29, 2011 5:15 am 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Yed's spell, while solely responsible for Menkh hitting GM before 200 hours (never had a character do that before) as is has a lot of drawbacks that have been recently brought to my attention: it can't be reported by NPCs, including in towns like Exile even by the judge, and it's totally undispellable. IMO you should either be able to report it or dispel it.

That being said, it was the single most useful leveling spell I've ever had. However its other purpose is to identify where players are, which isn't really that helpful for Menkh but has been for other priests. Mostly I've just seen the spell used by others for grief, not even really to PK people (what are you going to do, sit there for 30 minutes while your HP goes down) so I'm becoming less and less of a fan.

I like grep's idea of being able to conjure an elemental, but that's probably OPed. And it's not unique, which is what I think the IMMs were going for. Let me think of something seriously today and I'll post later.


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 Post subject: Re: New Religious Spells
PostPosted: Sat Jan 29, 2011 7:05 am 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
At the very least, beef up Meissa's spell. I think the idea of it is fine, and suited to the faith. If you want to compromise it with concentration instead of a timer, I'm all for it. It doesn't even come close to other religious spells as it is.


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 Post subject: Re: New Religious Spells
PostPosted: Sat Jan 29, 2011 7:12 am 
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Joined: Sat Jun 19, 2004 10:51 am
Posts: 317
A number of them shouldn't be touched.


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 Post subject: Re: New Religious Spells
PostPosted: Sat Jan 29, 2011 7:20 am 
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Joined: Thu Nov 04, 2010 1:05 am
Posts: 141
I have no idea what any other religious spells are, so it's difficult for me to compare. That said, although the Zavijah spell seems fine I've often thought the ability to speak and understand (but not teach ... still gotta do the learning bit!) any language would suit a priest of knowledge and wisdom.

Also, if it's not too much to ask, I'd also like the following:

Code:
Omniscience

Syntax:  cast 'omniscience'

The hapless Zavijan priest or priestess gains the ability to know ... everything.
No longer will the clergy of "knowledge" and "wisdom" be plagued with feelings
of inadequacy throughout the constant barrage of "Where should I train?"
(when you know not the asker, let alone their level or alignment) and
"Where can I train skill/spell X?" (when not only are not a member of that
profession but also you haven't played one in over 10 years and certainly can't
recall such details").  Griffons in the clergy will also now be able to answer all
the "Are they any good shields about?" or "Where can I get a decent dagger?"
requests, despite not being able wear or wield such an item and hence never
having sought them out to know where they may be found.


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 Post subject: Re: New Religious Spells
PostPosted: Sat Jan 29, 2011 9:50 am 
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Joined: Sat Dec 27, 2008 12:48 pm
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Location: Rockin' your world
SK Character: Snuffles
I'll be lazy and copy paste my ideas from a different thread. Not all of them are great, but maybe they give someone else a better idea.

Sadr:
- Wither nuff said.

Achernar:
- Death's Favor sort of an insta res. A priest will be able to cast it on himself or someone else, and while the spell lasts and the priest keeps it up, a person who dies will immediately be brought back to their respective portal stones - pending the player's receptive response.

- Time stop would be a single target affecting spell that in a manner of speaking freezes said target for a set number of rounds, preventing them from seeing what's happening delaying all their reactions and commands.

Meissa:
- Touch of Healing is a spell that has two purposes; it dispels any sort of character affecting malediction (possibly including a special cabal spell) and heals the targeted player. If the player in question has a single malediction on them, the healing effect of the spell will be lessened by a set percentage. The more maledictions the player has, the less healing they'll receive.

- While Healer's Focus is active on a target, said target will be simultaneously healed by a certain percentage of the spells maximum healing power no matter who the priests heals. It can be cast on themselves and it doesn't make the healing spells cost more mana, nor does it detract from the healing aimed towards the other targets.

Alshain:
- Celestial Guardian allows the priest to call forth a celestial phoenix to aid them in combat. The strength, abilities and effectiveness of said creature are left to the discretion of the Imms. Counts as a store-bought pet, if possible with the new changes.

- Smite allows the priest to increase the damage taken by their target, whether it's physical or magical I can't decide.

Algorab:
- Swarm of Ravens conjures a swarm of ravens (lol) to deal damage to the victim and afflict them with a random malediction.

- Tyrant's Reign allows the priest to give orders without suffering any lag. <-- I really like this one


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 Post subject: Re: New Religious Spells
PostPosted: Sat Jan 29, 2011 4:19 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
A few things need to be sorted out and agreed on before we should be talking about specific spell changes. We need to establish exactly how powerful we want religion spells to be. Are we using Mira's spell as the standard? Should the spells be exactly balanced, or at least roughly similar in utility? Should religions with cloth armor receive better or worse spells than religions with heavy armor? Do priests need to be buffed, nerfed, or kept the same?


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 Post subject: Re: New Religious Spells
PostPosted: Sun Jan 30, 2011 4:48 am 
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Joined: Sat Dec 27, 2008 12:48 pm
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Location: Rockin' your world
SK Character: Snuffles
I agree, however some religious spells (primarily Alshain's) are pretty terrible and require immediate attention. It only makes the religions suffer.


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 Post subject: Re: New Religious Spells
PostPosted: Sun Jan 30, 2011 10:47 am 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
I'm just throwing this out there - I think a weaker religion spell only makes religions suffer to the extent that most of the pbase changes characters on a monthly basis in an effort to keep up with the joneses. As a result you see more character turn in the religions that conventional wisdom says have better spells, but I think overall I see about equal numbers of long-lived, influential priests across all religions.

That said, some spells could certainly be cooler!


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