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 Post subject: Religion-based Priest Spells
PostPosted: Sun Dec 31, 2006 1:36 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
Since this idea did well in the early poll tally, I thought it might be worthwhile to discuss some ideas. Make any suggestion you like.

At the moment, I'm thinking of something like this:

For good priests, various blessings make sense. But the last thing SK needs is several more strong potions, all available only to good alignments. So I recommend giving certain spells extra power when cast by a priest of certain religions, but not letting that translate into potions.

For evil priests, adding a malediction spell seems appropriate. But that should come at the expense of weaker support spells. And since support spells virtually define a priest, let's not make too many changes....

Priests of amoral gods need the most changes. With the exception of Ain, there's no reason for such gods to grant alignment specific spells. Spear of Faith and Holy Word need replacement with something more appropriate to the god. That said, a good damage spell is important for levelling.

As for armor differences, flamestrike is a good spell to make a seperation. Heavy armor priests don't need it - they can fight on to Spear of Faith. (All heavy armor faiths are aligned.) Light armor priests can have it, perhaps with a bonus related to their god. Cloth armor priests should get something more useful at GM instead.

Examples:

Zavijah (good, light armor)
Modifier to Bless - gives slight concentration bonus instead of accuracy.
Modifier to Identify - chance of providing lore information
Modifier to Flamestrike - does lightning-based damage instead

Algorab (evil, heavy armor)
Lose Flamestrike (Heavy armor)
Add Fear
Lose Bless (Fear and strong willpower don't mix.)

Sadal (amoral, cloth armor)
Replace Spear of Faith/Flamestrike with Call Lightning/Control Weather
Replace Holy Word with Voice of Thunder - damages and potentially deafens opposing group.
Bonus to Armor: stronger effect (IC luck bonus, OOC compensation for Control Weather being the Flamestrike replacement.)

And so on. Admittedly, this approach buffs priests a bit, but I think some extra encouragement is appropriate. I'm more concerned that there might not be a good way to code modifiers into cleric spells.


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 Post subject:
PostPosted: Sun Dec 31, 2006 5:12 pm 
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Joined: Wed May 25, 2005 10:47 pm
Posts: 447
Location: Climbing the Hills (Level 20)
Idea off the fly:

Meissa: (Good, cloth armor)
--Full Resurrection: Resurrection with full HP
--Weaken strength of Harm, boost strength of Heal


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PostPosted: Sun Dec 31, 2006 5:28 pm 
Dabi:

Add Circle of Sacrifice: Destroys the lifeforce of one to resurrect another. If they use a PC corpse, then no spirit disorientation. Costs same as resurrection, must have a targettable corpse to cast the spell. Corpse is destroyed upon completion of the spell.

Rage of the Beast:
Replaces Frenzy, but an even more powerful version of frenzy that penalizes int even more.

Willful Sacrifice:
Replaces Heal. Takes from mana and hp to restore the hps of another. -UNABLE TO HEAL SELF USING THIS SPELL-. Must use the 'cures' to heal self.

Mira:
Magic Burst! - Replaces flamestrike spell, deals magical damage instead.
Mysterious Ward - Replaces sanctuary. Randomly grants spell ward, sanctuary, or shield and protection to the target.
Farsight - Allows the person to look up to eight rooms in any direction with infravision-like qualities until the spell is released.

This is fun!


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PostPosted: Sun Dec 31, 2006 7:11 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
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Location: *cough*
Sadr just needs one really cool Plague spell.


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PostPosted: Sun Dec 31, 2006 7:13 pm 
Thuban:

Disguise Heart - Successful cast temporarily changes the aura of the target to neutral.

Shadow's Ally - A tracking spell. The shadows whisper to the caster the direction of a hunted foe.



Zavijah:

Decipher - "Tongues" for written word.

Freedom's Touch - Successful casting cancels all binding spells and skills. (Charm/Traps/Cabal - GM only)


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PostPosted: Sun Dec 31, 2006 7:25 pm 
Aludra:

Love's Embrace: Target recieves a boost to magical protection and fortitude saves.

Divine Intervention: Aludra steps between her priest and their foe by placing a barrier around the priest that stops combat between the priest and whoever is in melee with his or her group. (NOTE: aggro NPCs will just attack again and this does not stop pulse racing)


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PostPosted: Mon Jan 01, 2007 6:31 am 
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Joined: Sat Feb 28, 2004 5:14 pm
Posts: 819
Just went though help gods and these where the first things that came to mind. Yes some of them are more powerful than others.


Alshain "Courage": Improves all saves group effecting.
The courage of Alshain inspires you.

Aludra "Compassion": A mind effecting spell that ends combat. (as the code for pardon does now)
Your heart is filled with compassion for <current target>, <caster> smiles a warm smile.
Your heart swells with compassion but you push it aside, as <caster> frowns.

Dulrik "Discipline": group spell bonus to hit and damage improves the more members of the group there are (group members can not flee till outside of the group).
You are filled with vigilance to your companions.
(leave command would still function but give you a fatigue negative)

Meissa "Cureall": a cure spell that checks against curing all ill effects maybe with a light healing spell as well.
You feel healing warmth flood your body.
<end effects for all the spells it works against>
(If effect not ended)
The healing warmth is unable to over come <effect>

Zavijah "Liberty": Lasts for a tick per 10 levels removes risk of bounty hunters showing up.


Achernar "Change": lesser confuse confusion for a single action.
You feel a change over come you.
<action>
You over come the feeling of change that sweeps though you.

Ain "Justice" Locks target into combat gives then a slight negative.
You feel the eye of Ain on you.
You are able to shrug of the feeling you are being watched.

Marfik "Mayhem": Drops targets will saves also chance to stop spells being concentrated on to be cast.
A chaotic whirl of lights distracts you.
You are able to maintain your focus while lights whirl around you.

Mira "Magic"" bonus to art (1 or 2). Followed by fatigue.
You feel magical energy serge though you.

Sadal "Luck": bonus to all saves
You feel lucky.

Yed "element": group effecting weak resist elements. (stacks with resist elements)
A warm glow surrounds you.


Algorab "vengeance": One random malediction anywhere spell similar to voodoos after the damage. Quite large ME cost for malediction to prevent spam casting.
You feel someone curse your name.
Your ears burn as you think someone curses your name.

Dabi "Rage": taunt "after effect" to int and frenzy no change of target
You are filled with unholy rage.
You suppress the rage with in you.

Sadr "disease": a different plague to the normal one transmitted the same way attacks victims str and dex at a point per tick till at zero then starts attacking HP and PE but not ME.
You feel sick.
<targets> plague attack his muscles.

Thuban "betrayal" group effecting people in the group switch targets to each other.
You better get them before they get you.
You manage to gather your wits before your strike a friend.


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 Post subject:
PostPosted: Mon Jan 01, 2007 7:04 am 
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Joined: Sat Nov 20, 2004 11:38 am
Posts: 803
Location: Milton Ontario Canada
SK Character: Umdon
Marfik
Drunken adventure (RP thing) You can drink past drunk but you passout and get logged off. When you log back in your in a totaly different place with a limb missing.


Thuban
Opposit aura - when you cast this your aura switches to the opposit. Timed spell wears off after a while.


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PostPosted: Mon Jan 01, 2007 11:55 am 
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Joined: Wed May 17, 2006 6:51 pm
Posts: 962
Location: Nowhere very fast
SK Character: I wish :(
Yed- Elements- Elemental strike, Combines all the elements in one strong attack into a room the caster is not standing in. (Once a day only)


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PostPosted: Mon Jan 01, 2007 2:51 pm 
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Joined: Wed Mar 27, 2002 6:39 pm
Posts: 352
Location: USA
Kerrien wrote:
Marfik
Drunken adventure (RP thing) You can drink past drunk but you passout and get logged off. When you log back in your in a totaly different place with a limb missing.


I always thought it would be amusing to have a attack spell that, in addition to dealing damage, caused the target to become drunk. ("Blast of Beer," or something to that effect.)

Would probably have made more sense back when it was Yopporai, though...


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