Each section is a separate vote.
POUCH PROPOSAL
CURRENT RULE:
Pouch2, 3
Mage – Rank 10
Length
500 syllables
Duration
Special
Range
Caster
Area of Effect
None
Material Component
Pouch
This spell allows the Mage to hold one spell for later use. To hold a spell, the Mage must first cast Pouch, and subsequently cast the spell to be held, utilizing the material components for each. When the Mage is ready to cast the held spell, he simply opens the pouch and chants the invocation line for the held spell; the Mage cannot invoke the spell if he is mortally wounded or has a light wound to both arms.
A Mage may only have one spell Pouched at a time; this spell is cancelled upon the Mage’s death. Only the casting Mage may invoke the Pouched spell. While this spell is active, the Mage may not cast the spell which is pouched, but may cast all other spells as normal.
Dispel Magic will nullify Pouch and any stored spells.
PROPOSED RULE:
Remove Prayer Touch and Magic Stone from the Cleric & Druid class section and from the spell listings. Replace with Pouch as written below.
Pouch2, 3
Mage, Cleric, Druid – Rank 10
Length
500 syllables
Duration
Special
Range
Caster
Area of Effect
None
Material Component
Pouch
This spell allows the caster to store one spell for later use. The caster must first cast Pouch, and then read the spell to be held-- up to, but not including the invocation line should one be required. When the caster is ready to use the held spell, he simply opens the pouch, stating “Pouch!”—and picks up at that point, following all rules for using a held spell (see Chapter 6 – Casting a Spell).
The caster cannot use the stored spell if he is mortally wounded or has a light wound to both arms.
A caster may only have one spell Pouched at a time—this spell is cancelled upon the caster’s death. Only the caster may invoke the Pouched spell. While this spell is active, the caster may not cast the spell which is pouched, but may cast all other spells as normal.
Dispel Magic will nullify Pouch and any stored spells.
TOUCH SPELLS (a la Necromancer) PROPOSAL
CURRENT RULE:
Chapter 6 – Casting a Spell
The spell is considered "cast" when the full spell has been read, up to, but not including the invocation line should one be required. Once the spell is cast, the caster may then hold the spell indefinitely before invoking it. While holding a spell, the caster may not speak, and is permitted to move no more than five steps from his original position. Also, while holding a spell, the caster may not be moved by another participant. If a weapon strikes the spell caster while he is holding a spell, the spell effects are visited fully upon the caster. For example, if a Mage is struck be an arrow while holding a cast Fireball spell, the spell detonates in the Mage’s hands.
When the caster is ready to invoke a spell, he says, "I, [Name], invoke [Spell Name]!” and the spell effects will take place. The invocation line of a spell must be shouted and read continuously. It is at the time of invoking a spell that the caster must release any material components the spell requires, such as spell balls. Spell casters may not cast a spell if they are mortally wounded or have a light wound on both arms.
PROPOSED RULE:
Chapter 6 – Casting a Spell
The spell is considered "cast" when the full spell has been read, up to, but not including the invocation line should one be required. Once the spell is cast, the caster may then hold the spell indefinitely before invoking it.
While holding a spell, the caster may not speak, and is permitted to move no more than five steps from his original position. Also, while holding a spell, the caster may not be moved by another participant. If a weapon strikes the spell caster while he is holding a spell, the spell effects are visited fully upon the caster. For example, if a Mage is struck be an arrow while holding a cast Fireball spell, the spell detonates in the Mage’s hands.
For spellball spells that do not have a radius area of effect, the rules are different. After casting, the caster must physically hold the spellball—they must continue to hold it until it is used or dispelled. Dropping the spellball cancels both spells. However, the caster may otherwise move about freely and speak. The caster may also touch other players intentionally with the spellball to visit the effect upon them--this use does not bypass shields even if the spell normally would, and is not head or neck legal. They should still state the name of the spell as this is done. Alternately, the caster may choose to throw the spellball, using the normal invocation line. The caster may not wield a weapon or carry a shield with the arm holding the spellball. If that arm takes a wound, the spell is immediately dispelled.
When the caster is ready to invoke a spell, he says, "I, [Name], invoke [Spell Name]!” and the spell effects will take place. The invocation line of a spell must be shouted and read continuously. It is at the time of invoking a spell that the caster must release any material components the spell requires, such as spell balls. Spell casters may not cast a spell if they are mortally wounded or have a light wound on both arms.
LAST RIGHTS PROPOSAL
CURRENT RULE:
Last Rites
Cavalier – Rank 8
Cleric – Rank 9
Length
500 syllables
Duration
Permanent
Range
Touch
Area of Effect
1 creature
Material Component
Holy symbol
This spell allows the Cleric to put to rest the soul or spirit of any one dead creature. The target of this spell may not be Resurrected, Animated, or otherwise revived in any way. Trolls, vampires, and other regenerating creatures are permanently put to rest and may not return to the living world.
Speak with Dead may not be cast on any creature affected by Last Rites. Characters that have been affected by Last Rites must spend the appropriate time in Hades. If there is no Hades in play, the character must remain out-of-game for a period of 12 minutes before returning to play.
Last Rites may be applied to living creatures only when cast against demons, undead, or summoned beings. Any creatures from those three categories are immediately banished from the Cleric’s plane of existence and are instantly returned to their original plane. The banished creature may not return for a period of 12 minutes.
Last Rites is final.
PROPOSED RULE:
Last Rites1,3
Cavalier – Rank 8
Cleric – Rank 9
Length
250 syllables
Duration
Permanent
Range
Throwing distance
Area of Effect
1 creature
Material Component
Metallic silver spellball
This spell allows the Cleric to put to rest the soul or spirit of any one dead creature. The target of this spell may not be Resurrected, Animated, or otherwise revived in any way. Trolls, vampires, and other regenerating creatures are permanently put to rest and may not return to the living world.
Speak with Dead may not be cast on any creature affected by Last Rites. Characters that have been affected by Last Rites must spend the appropriate time in Hades. If there is no Hades in play, the character must remain out-of-game for a period of 12 minutes before returning to play.
Last Rites may be applied to living creatures only when cast against demons, undead, or summoned beings. Any creatures from those three categories are immediately banished from the Cleric’s plane of existence and are instantly returned to their original plane. The banished creature may not return for a period of 12 minutes.
Last Rites is final.
SPELL REDUCTION CHART REMOVAL
CURRENT RULE:
Spell Reductions
As participants progress though character ranks, they will be permitted to reduce the lengths of their spells. Spells will reduce in length beginning at 6th rank with the reduction of all first rank spells by ten percent, and concluding at 20th rank when all first through tenth rank spells will be only half their original length; spells may not be reduced beyond 50% of their original length.
Rank & Reduction
1 - None
2 - None
3 - None
4 - None
5 - None
6 - Reduce 1st Rank 10%
7 - Reduce 1st-2nd Rank 10%
8 - Reduce 1st-3rd Rank 10%
9 - Reduce 1st-4th Rank 10%
10 - Reduce 1st-5th Rank 10%
11 - Reduce 2nd-5th Rank 10%
12 - Reduce 3rd-6th Rank 10%
13 - Reduce 4th-7th Rank 10%
14 - Reduce 5th-8th Rank 10%
15 - Reduce 6th-9th Rank 10%
16 - Reduce 6th-10th Rank 10%
17 - Reduce 7th-10th Rank 10 %
18 - Reduce 8th-10th Rank 10%
19 - Reduce 9th-10th Rank 10%
20 - Reduce 10th Rank 10%
PROPOSED RULE:
Remove references to spell reductions—and reduce length listed in spell descriptions by 50%.
You may have noticed the Necromancer has the following ability:
Necromancy: So limited and devoted are the Necromancer's studies, that all spells cast by a Necromancer are at full casting reduction.
This has broken nothing. Spell reduction is one of the most needlessly math-heavy aspects of the game, and can safely be removed.
Optional Second Vote:
At least get rid of the crazy math if you want to keep reductions. Just suddenly drop a spell to 50% when you reach double the rank at which you gained it. This requires no chart.
SPELLCASTING PROPOSAL
Forum rules
Once a proposal is posted, only the original poster will be able to edit it. No one will be able to comment except for club officials. Once a proposal is voted upon, the results will be posted as a reply.
Once a proposal is posted, only the original poster will be able to edit it. No one will be able to comment except for club officials. Once a proposal is voted upon, the results will be posted as a reply.
SPELLCASTING PROPOSAL
Prince Inox Elsonáge Thensiur
Swordslinger of No Quarter!
Warriors' Guild, OE, CCx8, CM(Warrior Mage)
Beast of BABALON
Swordslinger of No Quarter!
Warriors' Guild, OE, CCx8, CM(Warrior Mage)
Beast of BABALON
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